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kimsama / WSL2GUIWSLg-Wayland-en.md
Created March 12, 2025 14:34 — forked from tdcosta100/WSL2GUIWSLg-Wayland-en.md
Using full desktop shell in WSL2 using WSLg (Wayland)

Full desktop shell in WSL2 using WSLg (Wayland)

Note

If you want a more complete experience and already tried the Xvnc tutorial, maybe you should try the WSLg (Xwayland) instead.

Warning

This is a work in progress tutorial. Things done here may break existing functionality, so be careful!

In this tutorial, we will install and use a full GNOME Desktop environment in WSL2, without any external software. The only requirement is a working WSLg installation. At the moment, the instructions are only for Ubuntu (20.04, 22.04 and 24.04) distros and GNOME, but you can request me to test other distros and desktop environments.

@kimsama
kimsama / EnumFlagAttribute.cs
Created March 13, 2017 02:27 — forked from ChemiKhazi/EnumFlagAttribute.cs
Unity3d property drawer for automatically making enums flags into mask fields in the inspector.
using UnityEngine;
public class EnumFlagAttribute : PropertyAttribute
{
public string enumName;
public EnumFlagAttribute() {}
public EnumFlagAttribute(string name)
{
@kimsama
kimsama / .gitattributes
Created February 13, 2017 04:53 — forked from nemotoo/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@kimsama
kimsama / Ghost.shader
Created September 3, 2016 04:59 — forked from tsubaki/Ghost.shader
ghost shader
Shader "FX/Ghost" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal (RGB)", 2D) = "white" {}
_EmissionTex ("Emission (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Blightness ("Metallic", Range(0,3)) = 0.0
}
@kimsama
kimsama / SerializedObjectEditor.cs
Last active August 12, 2016 08:28 — forked from n-yoda/SerializedObjectEditor.cs
Editor script for Editor window which shows all serializable properties of the selected object. http://ny.hateblo.jp/entry/2014/03/23/051546
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// 「Window/SerializedObject Editor」で起動。
/// 選択中のObjectと関連ObjectからSerializedObjectを作ってPropertyを全て表示する。
/// </summary>
public class SerializedObjectEditor : EditorWindow
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
/* Copyright (c) 2012 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
#!/usr/bin/env python
import sys, os.path
install_path = sys.argv[1]
target_platform = sys.argv[2]
if target_platform != "iPhone": sys.exit()
info_plist_path = os.path.join(install_path, 'Info.plist')

Using Dropbox to Share Git Repositories

First, create a Git subfolder inside your Dropbox folder. Then you can share the individual projects inside that folder with whomever you want (or just use it for instant offsite backups).

From inside a Git project:

git clone --bare . ~/Dropbox/Git/gitproject.git
git remote add dropbox ~/Dropbox/Git/gitproject.git

When you're ready to push:

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class AssetBundleManager {
class AssetReference : IDisposable {
int count;
public AssetBundle bundle;