See how a minor change to your commit message style can make you a better programmer.
Format: <type>(<scope>): <subject>
<scope> is optional
| ''' | |
| This is an implementation of the Recursive Division algorithm for maze | |
| generation, primarily derived from the algorithm presented here: | |
| http://weblog.jamisbuck.org/2011/1/12/maze-generation-recursive-division-algorithm | |
| The input grid can be generated via: | |
| grid = [width*[0] for i in xrange(height)] | |
| The initial call should be of the form: | |
| divide(grid, 0, 0, width, height) | 
| # The following command works for downloading when using Git for Windows: | |
| # curl -LOf http://gist.githubusercontent.com/kmorcinek/2710267/raw/.gitignore | |
| # | |
| # Download this file using PowerShell v3 under Windows with the following comand: | |
| # Invoke-WebRequest https://gist.githubusercontent.com/kmorcinek/2710267/raw/ -OutFile .gitignore | |
| # | |
| # or wget: | |
| # wget --no-check-certificate http://gist.githubusercontent.com/kmorcinek/2710267/raw/.gitignore | |
| # User-specific files | 
| /** | |
| * Copyright 2012 Akseli Palén. | |
| * Created 2012-07-15. | |
| * Licensed under the MIT license. | |
| * | |
| * <license> | |
| * Permission is hereby granted, free of charge, to any person obtaining | |
| * a copy of this software and associated documentation files | |
| * (the "Software"), to deal in the Software without restriction, | |
| * including without limitation the rights to use, copy, modify, merge, | 
| using UnityEngine; | |
| using System.Collections; | |
| public class CameraShake : MonoBehaviour | |
| { | |
| // Transform of the camera to shake. Grabs the gameObject's transform | |
| // if null. | |
| public Transform camTransform; | |
| // How long the object should shake for. | 
| // Unity Ad Controller for multiple Ad Networks | |
| // Copyrights SKill Knight Studios 2015 | |
| // Author: Noor Ali Butt | |
| // v1.0 | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| using System.Collections; | |
| using ChartboostSDK; | |
| using GoogleMobileAds.Api; | 
| # [<tag>] (If applied, this commit will...) <subject> (Max 72 char) | |
| # |<---- Preferably using up to 50 chars --->|<------------------->| | |
| # Example: | |
| # [feat] Implement automated commit messages | |
| # (Optional) Explain why this change is being made | |
| # |<---- Try To Limit Each Line to a Maximum Of 72 Characters ---->| | |
| # (Optional) Provide links or keys to any relevant tickets, articles or other resources | |
| # Example: Github issue #23 | 
Unity'de 3D çalışırken kafa kurcalayan konulardan biri Quaternion'ların ne işe yaradığı ve neden bazı yerlerde rotasyon değeri olarak Euler Angle değil de Quaternion kullanıldığıdır.
3 Boyutlu rotasyon belirtmek için kullanılan Euler Açısı, bir 3x3 rotasyon matrisi ile ifade edilebiliyor. Örnek:
İdeal bir sistemde her bir rotasyon matrisinin, yalnızca tek açıya isabet etmesini isteriz. Sorun şu ki bu matrisler, her zaman için tek açıya tekabül etmeyebiliyor.
| using UnityEngine; | |
| public class GunSprint : MonoBehaviour { | |
| [SerializeField] private Bullet _bulletPrefab; | |
| [SerializeField] private Transform _spawnPoint; | |
| [SerializeField] private ParticleSystem _smokeSystem; | |
| [SerializeField] private LayerMask _targetLayer; | |
| [SerializeField] private float _bulletSpeed = 12; | |
| [SerializeField] private float _torque = 120; |