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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
/* | |
- Renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask | |
- If the depth texture is generated via a Depth Prepass, URP uses the Opaque Layer Mask at the top of the Forward/Universal Renderer asset | |
to determine which objects should be rendered to the depth texture. This feature can be used to render objects on *other layers* into the depth texture as well. |
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import bpy | |
import os | |
import sys | |
''' | |
Imports the given FBX model, Decimates the meshes and exports as FBX | |
@input | |
<input_fbx_filepath> |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Sprites; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
#if UNITY_EDITOR | |
using UnityEditor; |
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using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEngine; | |
class Render : MonoBehaviour | |
{ | |
struct DrawData | |
{ | |
public Vector3 Pos; | |
public Quaternion Rot; |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
/// <summary> | |
/// https://gist.github.com/alexmelyon/8f79bd08c79202d1570f26faefe47bf3 | |
/// </summary> | |
[ExecuteInEditMode] |
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using UnityEngine; | |
using UnityEngine.Events; | |
public class MouseFingerEvent | |
{ | |
public Vector2 position; | |
public int index; | |
} | |
public class MouseFinger : MonoBehaviour |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CameraEditorMovement : MonoBehaviour | |
{ | |
[Header("Mouse")] | |
public float lookSpeedH = 2f; | |
public float lookSpeedV = 2f; | |
public float zoomSpeed = 2f; |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Timeline; | |
using UnityEngine.Playables; | |
using System.Collections.Generic; | |
using UnityEditor.Timeline; | |
using uOSC; | |
using UnityEngine.Events; | |
using EVMC4U; | |
using VRM; |
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// coroutines for C adapted from Simon Tatham's coroutines | |
// https://www.chiark.greenend.org.uk/~sgtatham/coroutines.html | |
// | |
// this implementation utilizes __VA_ARGS__ and __COUNTER__ | |
// to avoid a begin/end pair of macros. | |
#include <stdlib.h> | |
#include <stdio.h> | |
#include <stdbool.h> | |
// modify this if you don't like the `self->name` format |
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library(geojsonsf) | |
library(sf) | |
library(rayrender) | |
#Data source: https://github.com/telegeography/www.submarinecablemap.com | |
cables = geojson_sf("cable-geo.json") | |
cablescene = list() | |
counter = 1 | |
for(i in 1:length(cables$geometry)) { |