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kamend / bootable-win-on-mac.md
Created April 2, 2025 11:45 — forked from acarril/bootable-win-on-mac.md
Create a bootable Windows USB using macOS

For some reason, it is surprisingly hard to create a bootable Windows USB using macOS. These are my steps for doing so, which have worked for me in macOS Monterey (12.6.1) for Windows 10 and 11. After following these steps, you should have a bootable Windows USB drive.

1. Download a Windows disc image (i.e. ISO file)

You can download Windows 10 or Windows 11 directly from Microsoft.

2. Identify your USB drive

After plugging the drive to your machine, identify the name of the USB device using diskutil list, which should return an output like the one below. In my case, the correct disk name is disk2.

@kamend
kamend / SignAndPackageForMAS.sh
Created August 16, 2024 05:27 — forked from felix-schwarz/SignAndPackageForMAS.sh
Codesign an app bundle and build a signed package ready for submission to the Mac App Store
#!/bin/bash
#
# SignAndPackageForMAS.sh v1.0.1
#
# Codesign an app bundle and build a signed package ready for submission to the
# Mac App Store
#
# Copyright (c) 2014 Felix Schwarz (@felix_schwarz), IOSPIRIT GmbH (@iospirit)
#
@kamend
kamend / convert-audio.sh
Created November 20, 2019 08:53 — forked from positlabs/spark-convert-audio.sh
FFMPEG audio conversion for Spark AR
#! /bin/bash
# This command converts audio according to the specifications listed in the Spark docs:
# https://sparkar.facebook.com/ar-studio/learn/documentation/docs/audio
# mono m4a, 44.1kHz sample rate, 16-bit-depth resolution
# Usage:
# convert-audio.sh myaudio.mp3 converted.m4a
# Notes:
# Always use m4a for output file type
# Change "64k" to a higher value to improve bitrate/quality. e.g. 96k 128k 192k
@kamend
kamend / RaycastCollisionDetection.cs
Created September 27, 2015 16:11 — forked from NickDiMucci/RaycastCollisionDetection.cs
Raycast collision detection in Unity from a box collider, with diagonal raycasts from the corners to guard against corner collisions.
using com.mindshaft.overtime.collision;
using UnityEngine;
namespace com.mindshaft.overtime.physics {
public class RaycastCollisionDetection : IEntityCollisionDetection {
private BoxCollider _collider;
private Rect _collisionRect;
private LayerMask _collisionMask;
private LayerMask _playerMask;
using System.Collections.Generic;
using System.Text;
namespace UnityEngine.EventSystems
{
public abstract class PointerInputModule : BaseInputModule
{
public const int kMouseId = -1;
public const int kFakeTouchesId = -2;
using System;
using System.Collections.Generic;
using UnityEngine.Events;
// interface you implement in your MB to receive events
public interface ICustomHandler : IEventSystemHandler
{
void OnCustomCode(CustomEventData eventData);
}
//#define DEBUG_THREADING
using UnityEngine;
using System.Collections;
using System.Threading;
using System.Reflection;
public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data);
// Adjust dSYM generation
var xcodeProjectPath = Path.Combine(xcodeProjectDir, "Unity-iPhone.xcodeproj");
var pbxPath = Path.Combine(xcodeProjectPath, "project.pbxproj");
var sb = new System.Text.StringBuilder();
var xcodeProjectLines = File.ReadAllLines(pbxPath);
foreach (var line in xcodeProjectLines)
{
// Remove from OTHER_LDFLAGS
// by dave @ beesandbombs.tumblr.com >:)
void setup() {
setup_();
result = new int[width*height][3];
result_ = new int[width*height][3];
}
int[][] result, result_;
float time;
#! /bin/bash
#
# simple script to check for a given string pattern in any
# .c, .h, .cpp, .cxx, .m, & .mm source files
#
# Dan Wilcox <[email protected]> 2014
#
# super simple command parsing
if [ $# -lt 1 -o "$1" == "-h" -o "$1" == "--help" ] ; then