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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using System.Collections.Generic; | |
// @kurtdekker | |
// | |
// Makes temporary changes to scenes when building. | |
// | |
// Obviously this must live in an Editor/ folder. |
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using UnityEngine; | |
// @kurtdekker | |
public static class StreamingAssetsPath | |
{ | |
public static string StreamingAssetPathForWWW() | |
{ | |
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN | |
return "file://" + Application.dataPath + "/StreamingAssets/"; |
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public static partial class FilterUtilities | |
{ | |
// @kurtdekker | |
// | |
// Part of Jetpack Kurt Space Flight available for iOS/Android | |
// | |
// Evalutes a normalized analog input signal (such as an analog | |
// axis) and filters it: | |
// |
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using UnityEngine; | |
// @kurtdekker - Cheesy quick way to do low-resolution in Unity3D: | |
// | |
// This script creates and controls the final Camera, not the Main Camera. | |
// | |
// Player Scene, when loaded, MUST have a Main Camera that we hijack. | |
// | |
// DO NOT DROP THIS ON A CAMERA! | |
// |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// @kurtdekker | |
// | |
// Counts revolutions in degrees around the +Z axis of a transform | |
// | |
// NOTE: Like all things in a discrete digital simulation, this takes samples at | |
// regular intervals. This means rapid rotation of the transform will introduce |
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using UnityEngine; | |
// @kurtdekker | |
// | |
// Ultra simple script to give you the "live edges" of your screen. | |
// This updates for any screen orientation, dimensions or camera. | |
// | |
// Presumes: | |
// - orthographic Camera pointed +Z | |
// - returns values in the Z == 0 plane. |
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using UnityEngine; | |
// @kurtdekker - for the purists who don't want ANY scenes in project | |
// | |
// All other Unity asset inclusion rules are still in effect, so no | |
// assets will make it into your project unless they are: | |
// | |
// - correctly in a Resources/ folder | |
// - referenced by something in the above | |
// - correctly in the Streaming Assets folder / system. |
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// | |
// @kurtdekker | |
// | |
// Purpose: to be able to track arbitrary moving surfaces | |
// you want to hop on and ride around (platforms, etc.) | |
// | |
// Requires you to know if you are grounded or not. | |
// | |
// To use: | |
// |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
// @kurtdekker - to help fitting portrait / landscape UI stuff together | |
// | |
// Put this where the CanvasScaler is. | |
// | |
// You should set CanvasScaler to: |
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using UnityEngine; | |
// @kurtdekker - lane-based mover | |
// | |
// To use: | |
// Drop this on your player object | |
// Move your camera to see it go into the distance (see note about 2D below) | |
// press PLAY | |
// use A and D to change lanes |
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