This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Groups are started by a header line containing the group name enclosed in '[' and ']', | |
# and ended implicitly by the start of the next group or the end of the file. | |
# The group common contains features common to all devices, the remaining groups are devices associated with the platform. | |
# If feature.available=value does not exist its value will be assumed as false by default. | |
# For example audio.available key not existing means that there is no audio available. | |
[common] | |
screen.available=true | |
screen.dpi=212 | |
screen.resolution.width=758 | |
screen.resolution.height=1024 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace PvpGame | |
{ | |
public class GridValue | |
{ | |
public enum EntityType |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class AddSuffixLOD : MonoBehaviour { | |
[MenuItem("Tools/AddSuffix/_LOD0")] | |
static void AddSuffix0() | |
{ // Suffixes _LOD0 to the name | |
AddSuffixViaString("_LOD0"); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class UpdateGridOnTrigger : MonoBehaviour { | |
MonoBehaviour script; | |
readonly static float TerrainSize = 256f; | |
void Start(){ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
public class moveWhenFar : MonoBehaviour { | |
readonly static float TerrainSize = 256f; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
public class FlipNormals | |
{ | |
[MenuItem("Tools/Flip Normals")] | |
static void FlipMeshNormals() | |
{ // Flip Mesh Normals on selected mesh(es) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
Based on EditorObjExporter.cs and TerrainObjExporter. Exports the current terrain plus selected objects to a single wavefront .obj file. | |
The approach is to not invert the x axis, as negatives mess with pathfinding libraries like recastnavigation. Instead we swap x and z on everything, | |
which works perfectly for pathfinding. With recast we just have to swap x and z on the vectors that we give it and get back from it. | |
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select | |
"Custom->Export Scene" which will export to for_navmesh.obj in the root of your unity project. | |
*/ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
namespace PvpGame | |
{ | |
public sealed class Objectpool2<T> | |
where T : new() | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class PlaceParticles : MonoBehaviour | |
{ | |
public ParticleSystem tree; // plural. like sheep. | |
public Transform ObjectToPopulateWithParticles; | |
// a flatish square mesh is a good idea since our helper will take a | |
// random point sample in the negative Y on a pre-defined square. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class GridValue | |
{ | |
public enum EntityType | |
{ |
OlderNewer