Skip to content

Instantly share code, notes, and snippets.

@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active April 15, 2025 14:16
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//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, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@yajh
yajh / SceneSearcher.cs
Created April 14, 2014 01:53
Unity3d asset reference searcher.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System.Linq;
public class SceneSearcher : EditorWindow
{
@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
@jaredjenkins
jaredjenkins / ConcurrentQueue.cs
Last active November 13, 2017 00:00
Concurrent Queue for Unity
using System;
using System.Collections.Generic;
namespace PlaynomicsPlugin
{
internal class ConcurrentQueue<T>{
private readonly object syncLock = new object();
private Queue<T> queue;
@jmcguirk
jmcguirk / PerformBuild.cs
Created March 8, 2013 01:56
Unity3D Ant Build Configuration
// C# example
using UnityEditor;
using System.IO;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
class PerformBuild
{
static string[] GetBuildScenes()
@bzgeb
bzgeb / TriggerContainerEditor.cs
Created September 28, 2012 14:52
Example Drag & Drop area in a custom inspector for the Unity editor
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor (typeof(TriggerContainer))]
public class TriggerContainerEditor : Editor
{
private SerializedObject obj;
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
@AngryAnt
AngryAnt / EditorWindowExample.cs
Created June 15, 2012 08:30
EditorWindowExample from the Unity Asia Bootcamp 12 talk "Streamlining your Unity editor". A simple node based editor.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class EditorWindowExample : EditorWindow
{
List<Node> nodes = new List<Node> ();
@jboner
jboner / latency.txt
Last active June 5, 2025 16:44
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
@AngryAnt
AngryAnt / CustomAnimationEditor.cs
Created February 22, 2012 11:53
An old example of how to easily preview animations on objects in-scene.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor (typeof (Animation))]
public class CustomAnimationEditor : Editor
{
AnimationClip m_SampleClip;
float m_SampleTime = 0.0f;