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@fuqunaga
fuqunaga / SerializedPropertyExtensions.cs
Last active August 8, 2024 01:59
Get actual object of SerializedProperty
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
using UnityEngine.Assertions;
public static class SerializedPropertyExtensions
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 1, 2025 07:13
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@tm8r
tm8r / embed_test.py
Last active August 23, 2024 11:37
Mayaでシーンファイルに情報を埋め込む
from maya import cmds
print(cmds.fileInfo("custom_note",q=True))
cmds.fileInfo("custom_note", "test")
print(cmds.fileInfo("custom_note",q=True))
# fileInfoだけ変更したのちにFile>SaveSceneを実行すると変更なしと判定されるので、差し支えなければcmds.fileで強制的に保存した方が良い
cmds.file(save=True)
# result:
# []
# [u'test']