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The Creator's List
100 questions to guide any creative project
by George Zisiadis
1. What are you doing?
2. Why are you doing this?
3. What are you trying to communicate to people?
4. What inspired this idea originally?
5. How long have you been thinking about this?
6. What else has been done that's similar to your project?
@coreyk
coreyk / Spot the Hijack
Last active July 31, 2018 11:39 — forked from duggi/Spot the Hijack
Remove double quotes from artist name, track name and album name as they cause errors
(* Script to record and tag spotify tracks, by Lloyd Moore *)
(* Modified by Tiffany G. Wilson to resolve audio splitting issues, automate starting/stopping, and add recording customization *)
(* Modified by github.com/duggi on 7/18/2014 -- replace slash with dashin new filename to prevent directory write errors *)
(* Snippets for controlling Spotify are from Johnny B on tumblr (http://johnnyb.tumblr.com/post/25716608379/spotify-offline-playlist) *)
(* The idea of using delayed tagging/filename updating is from a guest user on pastebin (http://pastebin.com/rHqY0qg9) *)
(* The only thing to change in the script is the output format; you must change the file extension and the recording format to match *)
(* Run this script once a song you want to record is queued (stopped at beginning) or playing *)
(* Running the script will initiate hijacking, recording and audio playback *)
(* To stop script, pause Spotify or wait for album/playlist to end*)
(* To set id3 tags, use application Kid3 (http://sourceforge.net/pr
@pharan
pharan / AnimationState.cs
Last active September 16, 2018 07:53
Mix-compatible Resetting AnimationState for Spine-C#
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
@sabresaurus
sabresaurus / BSPTreePostProcess.cs
Last active September 19, 2016 19:04
Makes generated mesh colliders compatible with SuperCharacterController (https://github.com/IronWarrior/SuperCharacterController)
#if UNITY_EDITOR
using UnityEngine;
using Sabresaurus.SabreCSG;
public static class BSPTreePostProcess
{
[PostProcessCSGBuild]
public static void OnPostProcessCSGBuild(Transform meshGroup)
{
if(meshGroup != null)
@phosphoer
phosphoer / GravityItem.cs
Last active November 16, 2025 08:21
Mario Galaxy Gravity for Unity
// The MIT License (MIT)
// Copyright (c) 2016 David Evans @phosphoer
// 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 copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
@phosphoer
phosphoer / SimpleGeo.cs
Last active December 2, 2024 16:13
Simple Geometry Painter for Unity
// The MIT License (MIT)
// Copyright (c) 2016 David Evans @phosphoer
// 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 copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
@rcavallari
rcavallari / CloudBundle.cs
Created August 13, 2016 16:12 — forked from chatpongs/CloudBundle.cs
Unity C# script to let Unity Cloud Build create bundles and upload them to some server
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using AssetBundles; // Require AssetBundleManager available here https://www.assetstore.unity3d.com/en/#!/content/45836
// Place this file in Editor filder
public class CloudBundle{
[PostProcessBuildAttribute(1)]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
@HilariousCow
HilariousCow / CopyAssetPathContextMenu.cs
Last active November 22, 2016 15:15
Unity3d utility thing. Right Click an asset-> Copy Asset Path. - ideal for use with AssetDatabase.LoadAssetAtPath<>
using UnityEngine;
using UnityEditor;
public static class CopyAssetPathContextMenu
{
[MenuItem("Assets/Copy Asset Path")]
public static void CopyAssetPath()
{
if (Selection.activeObject != null)
@0xjac
0xjac / private_fork.md
Last active November 28, 2025 14:37
Create a private fork of a public repository

The repository for the assignment is public and Github does not allow the creation of private forks for public repositories.

The correct way of creating a private frok by duplicating the repo is documented here.

For this assignment the commands are:

  1. Create a bare clone of the repository. (This is temporary and will be removed so just do it wherever.)

git clone --bare [email protected]:usi-systems/easytrace.git

@LotteMakesStuff
LotteMakesStuff / CustomInspectorCreator.cs
Last active March 4, 2025 17:13
Editor extension that adds a tool to automagically generate boilerplate custom inspector code~ YES! Just drop it into a folder called 'Editor' and it adds a 'custom inspector' option into the Project window!
using UnityEngine;
using UnityEditor;
using System.IO;
public static class CustomInspectorCreator
{
[MenuItem("Assets/Create/Custom Inspector", priority = 81)]
static void CreateInsptorEditorClass()
{
foreach (var script in Selection.objects)