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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 May 15, 2025 12:37
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

@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']