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
protected function restart(event:Event = null):void { | |
NativeApplication.nativeApplication.dispatchEvent( new Event(Event.EXITING) ); | |
NativeApplication.nativeApplication.exit(); | |
if ( NativeProcess.isSupported ) { | |
var app:File = File.applicationDirectory.resolvePath( App._airConfig.filename + ".exe" ); | |
if ( !app.exists ) return; | |
var nativeProcessStartupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo(); | |
nativeProcessStartupInfo.executable = app; | |
var process:NativeProcess = new NativeProcess(); |
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
# batch convert image files | |
for img in *.tga; do filename=${img%.*}; convert "$filename.tga" "$filename.png"; done |
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
*.DS_Store | |
.Spotlight-V100 | |
.Trashes | |
[Tt]humbs.db | |
/Temp/ | |
/Obj/ | |
/UnityGenerated/ | |
/Library/ | |
/Build/ |
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
Shader "Custom/TestShader" | |
{ | |
Properties {} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
CGPROGRAM |
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
// ###################################################################### | |
// | |
// We want you to write more efficient code | |
// | |
// ###################################################################### | |
But, we teach the opposite... | |
You know, GameObjects and Components. | |
... |
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; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System; | |
using System.Text; | |
using System.IO; | |
public class TestWindow : EditorWindow |
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
#version 300 es | |
precision highp float; | |
precision highp int; | |
uniform mediump vec4 _WorldSpaceLightPos0; | |
uniform mediump vec4 unity_SHAr; | |
uniform mediump vec4 unity_SHAg; | |
uniform mediump vec4 unity_SHAb; | |
uniform mediump vec4 unity_FogColor; | |
uniform mediump vec4 unity_SpecCube0_HDR; |
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 UnityEngine; | |
using UnityEngine.Profiling; | |
using System.IO; | |
using UnityEngine.SceneManagement; | |
using System.Text; | |
using System; | |
public class ProfilerRecorder : MonoBehaviour | |
{ | |
public const string START_MARKER = "PROFILER_DATA_START"; |