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@QXSoftware
QXSoftware / dependency_test.md
Last active March 25, 2024 14:59
资源依赖正确性测试

资源依赖正确性测试

本次测试包含对AssetDatabase.GetDependenciesEditorUtility.CollectDependencies这两个获取资源的依赖资源的 API 的测试,以及对于meta残留对打AssetBundle的影响。

AssetDatabase.GetDependencies

输入资源路径,例如Assets/Material/demo.mat,以路径形式返回该资源依赖的资源列表,例如Assets/Texture/demo.jpg

这个 API 返回的结果是“错误”的,也就是带残留的。比如某个材质,原本的shader引用了4个纹理,然后切换其shader为新的shader使之只引用一个纹理,这时AssetDatabase.GetDependencies返回的结果还是4个纹理。

@ProGM
ProGM / CheckMissingReferencesInUnity.cs
Last active May 28, 2024 11:32
Finding Missing References in Unity 5.4+
// Based on http://www.tallior.com/find-missing-references-unity/
// It fixes deprecations and checks for missing references every time a new scene is loaded
// Moreover, it inspects missing references in animators and animation frames
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Linq;
[InitializeOnLoad]

How to Use?

GUIStyle mystyle = new GUIStyle("some string from the list below");


UnityEditor.ConsoleWindow.Constants

  • "CN Box"
  • "Button"
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active April 18, 2025 15:31
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@staltz
staltz / introrx.md
Last active April 17, 2025 06:34
The introduction to Reactive Programming you've been missing
@benblo
benblo / SceneUtility.cs
Created April 15, 2014 13:29
Utility to open all scenes of a Unity project and process them: resave, refactor data, etc. To be used with EditorCoroutines: https://gist.github.com/benblo/10732554
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEditor;
namespace Swing.Editor
{
@michaelbartnett
michaelbartnett / LICENSE.txt
Last active October 17, 2022 10:29
Tuple implementation for use with Unity3d
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
@jboner
jboner / latency.txt
Last active April 18, 2025 16:13
Latency Numbers Every Programmer Should Know
Latency Comparison Numbers (~2012)
----------------------------------
L1 cache reference 0.5 ns
Branch mispredict 5 ns
L2 cache reference 7 ns 14x L1 cache
Mutex lock/unlock 25 ns
Main memory reference 100 ns 20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy 3,000 ns 3 us
Send 1K bytes over 1 Gbps network 10,000 ns 10 us
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD