This file contains 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
// source https://github.com/AlCh3mi/GameJamToolKit/blob/main/GameJamToolkit/ObjectPooling/Pool.cs | |
using System; | |
using UnityEngine; | |
using UnityEngine.Pool; | |
namespace UnityLibrary.ObjectPooling | |
{ | |
public abstract class Pool<T> : MonoBehaviour where T : MonoBehaviour | |
{ |
This file contains 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
// https://web.archive.org/web/20150428033712/http://lexiconhub.tk/index/game-programming/projectile-motion-unity-3d/ | |
using UnityEngine; | |
using System.Collections; | |
public class enemy : MonoBehaviour | |
{ | |
public float MinSpeed; | |
public float MaxSpeed; | |
public float currentSpeed; | |
private float x, y, z; |
This file contains 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
#!/bin/bash | |
# Function to display usage information | |
usage() { | |
echo "Usage: $0 /path/to/input.mp4 [ /path/to/output_directory ]" | |
exit 1 | |
} | |
# Check if at least one argument (input file) is provided | |
if [ $# -lt 1 ]; then |
This file contains 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.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR_WIN || UNITY_WEBGL | |
using System.Runtime.InteropServices; | |
#endif | |
using UnityEngine; | |
public static class CursorLock |
This file contains 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
// https://discussions.unity.com/t/debug-draw-sphere-script/1550055 | |
using System.Collections; | |
using UnityEngine; | |
public static class DebugUtilities | |
{ | |
/// <summary> | |
/// Draw primitive forms like capsule, cubes ecc... for a N time in a location. | |
/// (similar to Debug.DrawRay) | |
/// </summary> |
This file contains 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
// https://github.com/unitycoder/Unity3DUtil/blob/master/u3d/Assets/Core/MiniJSON.cs | |
/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* |
- https://docs.nerf.studio/quickstart/installation.html
- install/upgrade Anaconda for windows (old versions wont work)
- vs install those MSVC 143 packages (i installed for 2019 and 2022)
- // SKIP: use Everything ( https://www.voidtools.com/) to find vcvars64.bat
- // SKIP: i had it at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build , run from commandline: vcvars64.bat **I DIDNT DO THIS later
- run anaconda prompt
- make nerfstudio folder, go there
- // SKIP: run "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat"
This file contains 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
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
[AddComponentMenu("Comment")] | |
public class CommentComponent : MonoBehaviour | |
{ | |
#if UNITY_EDITOR | |
[SerializeField] |
NewerOlder