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My game is Mai and I like making names

Mai Hou houkanshan

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My game is Mai and I like making names
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@yumayanagisawa
yumayanagisawa / First.compute
Last active November 20, 2021 23:33
Unity | Compute Shader Particle System
#pragma kernel CSParticle
// Particle's data
struct Particle
{
float3 position;
float3 velocity;
float life;
};
@yasirkula
yasirkula / EditorCollapseAll.cs
Last active October 24, 2024 06:17
An editor script for Unity 3D to collapse all GameObject's in Hierarchy view or to collapse all folders in Project view. See the comments section below for instructions.
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEditorInternal;
using UnityEngine.SceneManagement;
public static class EditorCollapseAll
{
private const BindingFlags INSTANCE_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
//Copyright( c) 2017 Andrew Carvalho, Laundry Bear Games Inc.
//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 all
@max-mapper
max-mapper / bibtex.png
Last active November 6, 2024 09:03
How to make a scientific looking PDF from markdown (with bibliography)
bibtex.png
@cobbpg
cobbpg / Unity-hotswapping-notes.md
Last active October 10, 2024 05:55
Unity hotswapping notes

Unity hotswapping notes

Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.

It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.

Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!

The basic flow of hotswapping

@paulirish
paulirish / what-forces-layout.md
Last active May 16, 2025 17:21
What forces layout/reflow. The comprehensive list.

What forces layout / reflow

All of the below properties or methods, when requested/called in JavaScript, will trigger the browser to synchronously calculate the style and layout*. This is also called reflow or layout thrashing, and is common performance bottleneck.

Generally, all APIs that synchronously provide layout metrics will trigger forced reflow / layout. Read on for additional cases and details.

Element APIs

Getting box metrics
  • elem.offsetLeft, elem.offsetTop, elem.offsetWidth, elem.offsetHeight, elem.offsetParent
@koreno
koreno / README.md
Last active April 1, 2020 10:44
'rebaser' improves on 'git rebase -i' by adding information per commit regarding which files it touched.

Prebase

git-prebase improves on 'git rebase -i' by adding information per commit regarding which files it touched.

  • Each file gets an alpha-numeric identifier at a particular column, a list of which appears below the commit list. (The identifiers wrap around after the 62nd file)
  • Commits can be moved up and down safely (without conflicts) as long as their columns don't clash (they did not touch the same file).

Installation

Add the executable to your path and git will automatically expose it as

@benui-dev
benui-dev / Outliner.cs
Created January 24, 2015 19:50
Take a flat 2d poly mesh and return a mesh with MeshTopology.Lines of the outline. Good for text!
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Outliner : BaseBehaviour
{
void Awake()
{
GetComponent<MeshFilter>().mesh
= FindOutlinePairs(GetComponent<MeshFilter>().mesh);
@kejun
kejun / gist:3f4851c7f3b3e209fcbb
Last active September 2, 2024 03:58
最近一次项目的总结

mathclub是最近做的一个个人项目,帮助考SAT的同学通过在线做题、回顾、问答提高成绩。用户功能有:计次/计时做题、成绩单、错题分布、错题回顾、提问、汇总以及注册登录。管理后台主要是题库管理、学员管理、成绩单管理、问题回复。怎么看都像学校里的课设,的确项目本身并不出奇,开发上选用的一些方案或许更有意思。

整个项目一个人从产品需求、原型设计、前后端开发到部署历时2周左右。可以从截图上感受一下:

image

技术选型上服务端是Node.js,应用框架选了老牌的Express(4.x变化挺大不少中间件都废了),数据服务用的是MongoLab(MongoDB的云服务平台),图片上传用的是又拍云,程序部署在Nodejitsu上。模板引擎没选主流的Jade或ejs,而是用Express React Views它实现了在服务端渲染React组件。前端框架是用React,这次有意想追求前后端全部组件化的组织。之前是用Webpack实现CommonJS模块打包,这次用Browserify配置更简单,它有丰富的transform很赞,其中的reactify转换React的JSX很完美。CSS用Sass+autoprefixer让人省心。将这一切串起来的自动构建工具是Gulp。我其实崇尚用最精简的工具组合开发,上述组合在我看来比较精简了。(帖纸留念)

![image](http://satexam.b0.upaiyu

@dexteryy
dexteryy / standards_for_webapps_on_mobile.md
Last active August 17, 2017 02:16
W3C Standards for Web Apps on Mobile (After HTML5)