Lately I've been working on rInstallFriendly v2.0
, my simple and easy-to-use tool to create fancy software installers.
rInstallFriendly v2.0, some of its multiple visual styles available. Style is fully customizable!
Lately I've been working on rInstallFriendly v2.0
, my simple and easy-to-use tool to create fancy software installers.
rInstallFriendly v2.0, some of its multiple visual styles available. Style is fully customizable!
/////////////////////////////////////////////////////////////////////////////// | |
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
// AUTHOR: Freya Holmér | |
// LICENSE: Use for whatever, commercial or otherwise! | |
// Don't hold me liable for issues though | |
// But pls credit me if it works super well <3 | |
// LIMITATIONS: There's some precision loss beyond 3 decimal places | |
// CONTRIBUTORS: yes please! if you know a more precise way to get | |
// decimal digits then pls lemme know! | |
// GetDecimalSymbolAt() could use some more love/precision |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs | |
public class EditPrefab { | |
static Object getPrefab(Object selection) { |
using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |