- Adopted from: https://stubby4j.com/docs/admin_portal.html
- Inspired by Swagger API docs style & structure: https://petstore.swagger.io/#/pet
| using UnityEngine; | |
| /* | |
| * Functions taken from Tween.js - Licensed under the MIT license | |
| * at https://github.com/sole/tween.js | |
| */ | |
| public class Easing | |
| { | |
| public static float Linear (float k) { |
There are many Git workflows out there, I heavily suggest also reading the atlassian.com [Git Workflow][article] article as there is more detail then presented here.
The two prevailing workflows are [Gitflow][gitflow] and [feature branches][feature]. IMHO, being more of a subscriber to continuous integration, I feel that the feature branch workflow is better suited.
When using Bash in the command line, it leaves a bit to be desired when it comes to awareness of state. I would suggest following these instructions on [setting up GIT Bash autocompletion][git-auto].
When working with a centralized workflow the concepts are simple, master represented the official history and is always deployable. With each now scope of work, aka feature, the developer is to create a new branch. For clarity, make sure to use descriptive names like transaction-fail-message or github-oauth for your branches.
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| [RequireComponent(typeof(Collider))] | |
| /// <summary> | |
| /// General purpose trigger volume system | |
| /// | |
| /// </summary> | |
| /// <author>Bruno Mikoski</author> |
| /// <summary> | |
| /// Returns a position on the edge of the screen | |
| /// </summary> | |
| /// <param name="horizontal">0 being left, and 1 being right</param> | |
| /// <param name="vertical">0 being botton, and 1 being top of the screen</param> | |
| /// <param name="horizontalPadding">Padding from the screen, 0 means on screen, and 0.1 will be 10% off the screen</param> | |
| /// <param name="verticalPadding"> </param> | |
| /// <returns></returns> | |
| public Vector3 GetOffScreenPosition(float horizontal, | |
| float vertical, |
| Shader "Custom/DiffuseOverlay" { | |
| Properties { | |
| _Color ("Main Color", Color) = (1,1,1,1) | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| } | |
| SubShader { | |
| // Tags {"RenderType"="Opaque"} // original | |
| Tags {"Queue" = "Overlay" "RenderType"="Opaque"} // modified | |
| ZTest Always // this line is added | |
| LOD 200 |
| using UnityEditor; | |
| [InitializeOnLoad] | |
| public class StopPlayingOnRecompile | |
| { | |
| static StopPlayingOnRecompile() | |
| { | |
| EditorApplication.update = () => | |
| { | |
| if (EditorApplication.isCompiling && EditorApplication.isPlaying) |
| // Enables exporting of several PBR maps from a single PSD with a few clicks: | |
| // 1. Select an export folder (default to PSD path on Windows) | |
| // 2. Choose which PSD layer group corresponds to which map (split into separate RGB/Alpha channels) | |
| // 3. Change the file export options (if required) | |
| // 4. Hit export. | |
| #target photoshop | |
| app.bringToFront(); | |
| // DEFAULT EXPORT OPTIONS |
| Shader "Custom/Skybox RGBM HDR Linear" { | |
| Properties { | |
| _Cubemap ("Cubemap", Cube) = "white" {} | |
| _Exposure ("Exposure", Float) = 20.0 | |
| } | |
| SubShader { | |
| Tags { "Queue"="Background" "RenderType"="Background" } | |
| Cull Off | |
| ZWrite Off |