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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public class DataAudioBuffer : MonoBehaviour {
public string savePath;
//C# script example
using UnityEngine;
using System.Collections;
public class CaptureTest : MonoBehaviour {
// Capture frames as a screenshot sequence. Images are
// stored as PNG files in a folder - these can be combined into
// a movie using image utility software (eg, QuickTime Pro).
// The folder to contain our screenshots.
// If the folder exists we will append numbers to create an empty folder.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class BlendShapeEventSystem : MonoBehaviour {
bool shapeEnabled = false;
Dictionary<string, float> currentBlendShapes;
Dictionary<string, float> oldBlendShapes;
Properties {
[Toggle(Enable16Struct)] _Struct16("16 Struct", Float) = 0
[Toggle(Enable24Struct)] _Struct24("24 Struct", Float) = 0
[Toggle(Enable36Struct)] _Struct36("36 Struct", Float) = 0
}
#pragma multi_compile __ Enable16Struct
#pragma multi_compile __ Enable24Struct
#pragma kernel PlacePoint
struct Vert{
float3 pos;
float3 vel;
float3 nor;
float3 tang;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public class LoadFaceMesh : MonoBehaviour {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityEditor;
using NatCorder;
using NatCorder.Clocks;
using NatCorder.Inputs;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System;
using UnityEngine;
using UnityEditor;//.EditorGUI;
public class Life : Cycle {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Normal.Realtime;
using UnityEngine.XR;
using TMPro;
public class AvatarValueSetter : RealtimeComponent {
private AvatarModel _model;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Normal.Realtime;
using UnityEngine.XR;
using TMPro;
public class AvatarValueSetter : RealtimeComponent {
private AvatarModel _model;