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@krazyjakee
krazyjakee / DownloadMixamoByJakeCattrall.js
Last active March 24, 2025 19:00 — forked from TheLouisHong/DownloadMixamoByLouisHong.js
Downloads all the free Mixamo Animations
function trigger(el, eventType) {
if (typeof eventType === 'string' && typeof el[eventType] === 'function') {
el[eventType]();
} else {
const event =
eventType === 'string'
? new Event(eventType, {bubbles: true})
: eventType;
el.dispatchEvent(event);
}
@dogles
dogles / markovjr_tech_notes.md
Last active January 21, 2025 12:34
Markov Jr. Technical Notes

Introduction

Markov Jr. is an open source C# application that creates procedural content primarily via applying Markov rewrite rules to a 2D or 3D grid. A rewrite rule has an input and output pattern, which essentially specifies what pattern to look for in the existing grid, and what to replace it with.

For example, given a 2D grid, this would replace any white dot with a white cross:

***/*W*/*** :: *W*/WWW/*W*

The left hand side is the rule input, and the right hand side is the output. The / character is used to delimit rows, and space is used to delimit Z-layers (in 3D grids). The input rule above translates to the 2D pattern:

@ScottJDaley
ScottJDaley / Outline.shader
Last active February 18, 2025 06:05
Wide Outlines Renderer Feature for URP and ECS/DOTS/Hybrid Renderer
// Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more
// by @gravitonpunch for ECS/DOTS/HybridRenderer.
// https://twitter.com/bgolus
// https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9
// https://alexanderameye.github.io/
// https://twitter.com/alexanderameye/status/1332286868222775298
Shader "Hidden/Outline"
{
Properties
@ScottJDaley
ScottJDaley / Components.cs
Created July 8, 2021 16:21
Save and Load for Unity ECS using SerializeUtility
[Serializable]
public struct SaveTag : IComponentData { }
[Serializable]
public struct MissingRenderMeshTag : IComponentData { }
[Serializable]
public struct MissingPhysicsColliderTag : IComponentData { }
[Serializable]
@antonsem
antonsem / arproxy.shader
Last active April 3, 2024 20:54 — forked from StigOlavsen/arproxy.shader
Unity shader for LWRP and AR Foundation, renders as transparent with occlusion and shadows. Put this on AR planes to get shadows and occlusion for 3D objects.
Shader "AR Proxy"
{
Properties
{
}
SubShader
{
Tags
{
@aras-p
aras-p / DebugNode.hlsl
Created January 3, 2020 10:37
"Print a value" custom function node code for Unity ShaderGraph
// Quick try at doing a "print value" node for Unity ShaderGraph.
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2.
//
// Use with CustomFunction node, with two inputs:
// - Vector1 Value, the value to display,
// - Vector2 UV, the UVs of area to display at.
// And one output:
// - Vector4 Color, the color.
// Function name is DoDebug.
@ruzrobert
ruzrobert / Vibration.cs
Last active February 18, 2025 16:49
Android Vibration for Unity 3D. Supports all API: 1 - 29 (auto detect), Amplitudes, Predefined Effects, both Legacy and >=26 APIs.
using System.Diagnostics.CodeAnalysis;
using UnityEngine;
// Dont forget to add "using RDG;" to the top of your script!
namespace RDG
{
/// <summary>
/// Class for controlling Vibration. Automatically initializes before scene is loaded.
/// </summary>
public static class Vibration
@favoyang
favoyang / BuildAddressables.cs
Last active January 29, 2025 08:24
Build addressable bundles when clicking the build button
/// <summary>
/// The script gives you choice to whether to build addressable bundles when clicking the build button.
/// For custom build script, call PreExport method yourself.
/// For cloud build, put BuildAddressablesProcessor.PreExport as PreExport command.
/// Discussion: https://forum.unity.com/threads/how-to-trigger-build-player-content-when-build-unity-project.689602/
///
/// License: The MIT License https://opensource.org/licenses/MIT
/// </summary>
using UnityEditor;
using UnityEditor.AddressableAssets;
/*
Copyright (c) 2018 Pete Michaud, github.com/PeteMichaud
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
@ditzel
ditzel / MathParabola.cs
Last active January 5, 2025 08:07
A simple Math class to calculate a point in 2D or 3D space lying on a parabola. And a more complex parabola controller that you can put on an object.
using UnityEngine;
using System;
public class MathParabola
{
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t)
{
Func<float, float> f = x => -4 * height * x * x + 4 * height * x;