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Aaron aefreedman

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@mebens
mebens / Vector.lua
Created June 30, 2011 01:56
Vector class for my tutorial on Lua metatables.
Vector = {}
Vector.__index = Vector
function Vector.__add(a, b)
if type(a) == "number" then
return Vector.new(b.x + a, b.y + a)
elseif type(b) == "number" then
return Vector.new(a.x + b, a.y + b)
else
return Vector.new(a.x + b.x, a.y + b.y)
@jaseemabid
jaseemabid / git tutorials.md
Last active May 9, 2025 01:01 — forked from netroy/git tutorials.md
Awesome git tutorials I am finding here and there
@MattRix
MattRix / RXDivider.cs
Last active August 12, 2024 01:17
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@patricksurry
patricksurry / README.md
Last active August 14, 2024 02:55 — forked from mbostock/README.md
D3JS quadtree nearest neighbor algorithm

This example adapts mbostock's quadtree brushing demo to find the nearest neighbor (shown red) of a new point (shown yellow). Choose a new point to classify by clicking on the diagram. (An alternative approach for nearest neighbors of the mouse position is D3's Voronoi polygons, but the idea here would extend to rapidly classifying many new points against a base collection of points.)

We use a data-dependent order of recursion through the quadtree

@stramit
stramit / CustomEvents.cs
Created September 4, 2014 06:16
Sending Custom Events via the EvenSystem
using System;
using System.Collections.Generic;
using UnityEngine.Events;
// interface you implement in your MB to receive events
public interface ICustomHandler : IEventSystemHandler
{
void OnCustomCode(CustomEventData eventData);
}
@nemotoo
nemotoo / .gitattributes
Last active May 13, 2025 15:16
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@binary1230
binary1230 / wells fargo website bulk statement downloader
Last active March 15, 2025 21:57
wells fargo ability to download all bank statements
3/18/2021: WE HAVE MOVED: For the latest instructions on how to use the bulk wells fargo PDF downloader,
please ignore this page and visit below:
https://github.com/binary1230/wellsfargo-bulk-PDF-statement-downloader/blob/main/README.md
@svermeulen
svermeulen / MultiSceneSetup.cs
Created October 23, 2016 17:32
Simple editor script to save and load multi-scene setups within Unity3D
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor.SceneManagement;
using UnityEditor;
using System.Collections;
using System.Linq;
public class MultiSceneSetup : ScriptableObject
{
@chunter
chunter / pageant-autoload-keys-at-startup.txt
Created June 20, 2017 10:51
Make Pageant autoload keys at startup
To make Pageant automatically run and load keys at startup:
- Find the location of pageant.exe
- Windows key + R to open the 'run' dialog box
- Type: 'shell:startup' in the dialog box
- Create a shortcut to the pageant.exe and put into this startup folder.
@LotteMakesStuff
LotteMakesStuff / PlayerLoop.cs
Last active September 24, 2024 06:38
Player Loop Visualizer: Built to explore the new PlayerLoopSystem api in Unity 2018.1b2. This tool shows you all the PlayerLoop systems that unity uses to update a frame, and demos how to add your own and even remove systems from the player loop. For more info see the patreon post https://www.patreon.com/posts/unity-2018-1-16336053
// Put this in an editor folder
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.LowLevel;
using UnityEngine.Profiling;