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| namespace Zooming | |
| { | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // @kurtdekker - Shepard Tones for Unity3D. | |
| // | |
| // https://en.wikipedia.org/wiki/Shepard_tone | |
| // |
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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: |