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using System.Net;
public static class GoogleSheetsDownloader
{
/// <summary>
///
/// </summary>
/// <param name="url">Google Sheets link (set to view 'Anyone with the link'), without stuff after slash: /edit.. or /view..
/// For example https://docs.google.com/spreadsheets/d/12345U57wZNjsOtOB3ULxXofn45axbHiA-qX37kF2sOM </param>
/// <param name="format">Data format, for example "csv" or "tsv"</param>
/// <returns></returns>
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.quaternion;
namespace Orbiter.Math
{
public static class Operations
{
public static float3 transform_l2w(float4x4 m, float3 v)
{
using UnityEngine;
public class MeshBlit : MonoBehaviour
{
public RenderTexture rt;
public Mesh mesh;
public Material material;
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1);
struct CubeWithColor
{
public float3 position;
public Color32 color;
}
List<CubeWithColor> ParseMVPointsFile(string filePath)
{
const string HEADER_LINE = "end_header";
using System.Collections.Generic;
using u = UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Unity.Entities;
using Unity.Transforms;
using Unity.Rendering;
using Unity.Physics;
/// Singleton example
using UnityEngine;
public class SomeSingletonClass : MonoBehaviour
{
public static SomeSingletonClass instance;
void Awake() { instance = this; }
public float someValue;
Shader "IFL/DynamicWater" {
Properties {
_ReflectionTex ("Internal reflection", 2D) = "white" {}
_MainTex ("Fallback texture", 2D) = "black" {}
_ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
_BumpMap ("Normals ", 2D) = "bump" {}
_DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
_InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
@nothke
nothke / LODTest.cs
Created February 19, 2019 13:50
ECS LOD test
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Collections;
using Unity.Transforms;
using Unity.Rendering;
-- variables
suspheight = 10 -- height of suspension
springrate = 10 -- spring stiffness
damprate = 1 -- damping amount
bouncemult = 0 -- bounce when we bottom out, keep between 0-1
velo = 0 -- verticla velocity
y = 100 -- distance from bottom of vehicle to ground
deltatime = 1/30 -- depending on framerate
-- ground is assumed to be at 0
/// For this to work you need to copy these 2 files:
/// "YOUR UNITY LOCATION"\Editor\Data\Mono\lib\mono\X.X\System.Drawing.dll
/// "YOUR UNITY LOCATION"\Editor\Data\Mono\lib\mono\X.X\System.Windows.Forms.dll
/// ..to a "Plugins" folder within your project
///
/// For this example to work, you need to have a (UI) Canvas object in your scene
/// Put this script on any object
///
/// Tested on windows, not sure if it works on any other platform
///