This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Includes a mini-program for checking and fixing files that have no extension | |
// Only checks for the most common types | |
// If you create a better version, please upload it here. | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
namespace AppendJPG | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class ScreenshotUtility : MonoBehaviour | |
{ | |
[Tooltip("The filepath to the save location for the screenshots")] | |
public string _filepath; | |
[Tooltip("Scales the image by the amount specified (0 for no scaling)")] | |
public int _screenshotResolutionScaleFactor = 0; | |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// https://frarees.github.io/default-gist-license | |
using System; | |
using UnityEngine; | |
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)] | |
public class MinMaxSliderAttribute : PropertyAttribute | |
{ | |
public readonly float min; | |
public readonly float max; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class Greyscale : MonoBehaviour { | |
public Material mat; | |
void Start() { | |
mat.SetFloat( "_Power", 0.0f ); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class Greyscale : MonoBehaviour { | |
public Material mat; | |
void Start() { | |
mat.SetFloat( "_Power", 0.0f ); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// from: http://stackoverflow.com/questions/2226920/how-to-monitor-clipboard-content-changes-in-c | |
/// <summary> | |
/// Provides notifications when the contents of the clipboard is updated. | |
/// </summary> | |
public sealed class ClipboardNotification | |
{ | |
/// <summary> | |
/// Occurs when the contents of the clipboard is updated. | |
/// </summary> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/***************************************************************** | |
LSM9DS0_AHRS.ino | |
SFE_LSM9DS0 Library AHRS Data Fusion Example Code | |
Jim Lindblom @ SparkFun Electronics | |
Original Creation Date: February 18, 2014 | |
https://github.com/sparkfun/LSM9DS0_Breakout | |
Modified by Kris Winer, April 4, 2014 | |
The LSM9DS0 is a versatile 9DOF sensor. It has a built-in |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.Collections.Generic; | |
using UnityEditor.AnimatedValues; | |
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)] | |
[CanEditMultipleObjects] | |
public class CustomEditorBase : Editor | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public static class ParticleExtensions | |
{ | |
/// Add Extension to the native ParticleSystem class. | |
/// eg: myParticleSystem.Scale(2); | |
public static void Scale(this ParticleSystem particles, float scale, bool includeChildren = true) { | |
ParticleScaler.Scale(particles, scale, includeChildren); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public static class ParticleExtensions | |
{ | |
/// Add Extension to the native ParticleSystem class. | |
/// eg: myParticleSystem.Scale(2); | |
public static void Scale(this ParticleSystem particles, float scale, bool includeChildren = true) { | |
ParticleScaler.Scale(particles, scale, includeChildren); | |
} |