Skip to content

Instantly share code, notes, and snippets.

View kamend's full-sized avatar

Kamen Dimitrov kamend

View GitHub Profile
@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 / InstancedLines.cs
Created December 25, 2023 18:42
Port of Three Js Fat Lines with Unity instancing shader
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class InstancedLines : MonoBehaviour
{
struct LineInstanceData
@kamend
kamend / gist:ddf30de73ae17017d3b85c0f984cc0a1
Created August 9, 2023 07:57
Holding unstructured data in a Dictionary
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DictExperiments
{
public static class DictExt
{
public class SceneObjectParser : IDisposable
@kamend
kamend / CustomPlacementInteractable.cs
Last active December 16, 2022 13:23
XR Interaction Toolkit: Custom ARPlacementInteractable to place object with the left mouse button when in the Editor
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.AR;
public class CustomPlacementInteractable : ARPlacementInteractable
{
ARObjectPlacementEventArgs m_ObjectPlacementEventArgs = new ARObjectPlacementEventArgs();
void Update()
@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
const D = require('Diagnostics');
const Scene = require('Scene');
const Patches = require('Patches');
const FaceTracking = require('FaceTracking');
const Shaders = require('Shaders');
const R = require('Reactive');
const Patchers = require('Patches');
const face = FaceTracking.face(0);
const rect = Scene.root.find("rectangle0");
const cam = Scene.root.find("Camera");
const Diagnostics = require('Diagnostics');
const Scene = require('Scene');
const Shaders = require('Shaders');
const Materials = require("Materials");
const R = require("Reactive");
const CameraInfo = require('CameraInfo');
const Textures = require('Textures');
const Time = require('Time');
const mat = Materials.get("material0");
const cameraTexture = Textures.get("cameraTexture0");
const Diagnostics = require('Diagnostics');
const Scene = require('Scene');
const Shaders = require('Shaders');
const Materials = require("Materials");
const R = require("Reactive");
const CameraInfo = require('CameraInfo');
const Textures = require('Textures');
const mat = Materials.get("material0");
const cameraTexture = Textures.get("cameraTexture0");
// How to load in modules
const FaceTracking = require('FaceTracking');
const D = require('Diagnostics');
const Scene = require('Scene');
const TouchGestures = require('TouchGestures');
const object = Scene.root.find("object");
face.mouth.openness.monitor().subscribe(function(event) {
if(event.newValue > 0) {
object.transform.x = FaceTracking.face(0).cameraTransform.applyTo(FaceTracking.face(0).mouth.center).x;
@kamend
kamend / WorldToCanvasPosition.cs
Created March 10, 2017 14:34
Position a UI element based on a World Position
Vector2 screenPos = camera.WorldToViewportPoint( worldPosition );
screenPos.x *= guiCanvas.rect.width;
screenPos.y *= guiCanvas.rect.height;
// the element should be anchored bottom/left
uiElement.anchoredPosition = screenPos;