Skip to content

Instantly share code, notes, and snippets.

using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;
public class ColliderDisabler : UdonSharpBehaviour
{
public UdonBehaviour portal1;
public UdonBehaviour portal2;
using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;
public class Moto : UdonSharpBehaviour
{
public Text debugText;
public GameObject bike;
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
namespace SuzuFactory.EccentricRooms
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class Rooms : UdonSharpBehaviour
{
public Camera refCamera;
class harmonic_entropy_table
{
public:
struct config
{
int freqnency_resolution = 8 * 1024;
double frequency_range = 4.0;
int max_nd = 10000;
double stddev = 0.02;
double a = 1.5;
using System;
using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;
public class TakeMyHand : UdonSharpBehaviour
{
VRCPlayerApi[] players = new VRCPlayerApi[0];
Shader "Effect/Glass"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Shift("Shift", float) = 0.3
_Chroma("Chroma", float) = 0.01
}
SubShader
{
#!/bin/bash
wget -O - -q https://github.com/$1/archive/$2.tar.gz | sha512sum -b | sed "s/\s.*//"
void vert(inout appdata_full v) {
v.vertex.xyz += normalize(UnityObjectToWorldNormal(v.normal)) * sin(_Time * 10.0 + (v.texcoord.x + v.texcoord.y) * 10.0) * 0.1;
}
CXX ?= clang++
CFLAGS = -std=c++14 -MMD -MP -Wall -Wextra
CFLAGS_DEBUG = -g -O0
CFLAGS_RELEASE = -O3
LDFLAGS = -lpthread -lboost_system
buildtype := release
ifeq ($(buildtype), debug)
UseTab: Never
IndentWidth: 4
TabWidth: 4
AccessModifierOffset: -4
BreakBeforeBraces: Allman
NamespaceIndentation: All
AlwaysBreakTemplateDeclarations: true
MaxEmptyLinesToKeep: 1
KeepEmptyLinesAtTheStartOfBlocks: true
BreakConstructorInitializersBeforeComma: true