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@t0chas
t0chas / CustomEditorBase.cs
Last active September 2, 2024 06:54
Default Custom Inspector-Editor for Unity3D with ReorderableLists for arrays handling
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
using UnityEditor.AnimatedValues;
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)]
[CanEditMultipleObjects]
public class CustomEditorBase : Editor
{
@bkaradzic
bkaradzic / orthodoxc++.md
Last active April 25, 2025 00:16
Orthodox C++

Orthodox C++

What is Orthodox C++?

Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.

Why not Modern C++?

@eai04191
eai04191 / eai04191.cfg
Last active February 8, 2023 15:25
eai04191's Custom Config for Left 4 Dead 2
echo "| Loading eai04191's Custom Config for Left 4 Dead 2"
// INITIALIZE
// Lerp settings
rate 30000
cl_updaterate 101
cl_cmdrate 60
cl_lagcompensation 1
cl_predictweapons "1"
@cobbpg
cobbpg / Unity-hotswapping-notes.md
Last active October 10, 2024 05:55
Unity hotswapping notes

Unity hotswapping notes

Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.

It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.

Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!

The basic flow of hotswapping

@JakubNei
JakubNei / MyQuaternion.cs
Last active June 8, 2023 17:14
A custom completely managed implementation of UnityEngine.Quaternion. Base is decompiled UnityEngine.Quaternion. Doesn't implement methods marked Obsolete. Does implicit coversions to and from UnityEngine.Quaternion
using System;
using UnityEngine.Internal;
using UnityEngine;
using System.Runtime.Serialization;
using System.Xml.Serialization;
/// <summary>
/// Quaternions are used to represent rotations.
/// A custom completely managed implementation of UnityEngine.Quaternion
/// Base is decompiled UnityEngine.Quaternion
@danwagnerco
danwagnerco / vim_vundle_and_conemu.md
Created June 22, 2015 20:43
This is a Windows-specific walkthrough for installing Vim, Vundle and ConEmu

Vim, Vundle and ConEmu on Windows

Let's start by getting it out on the table: Sublime Text is great, and version 3 should no longer be considered "abandonware" as of build 3065. Sublime Text served me very, very well over the years. That said, trying out new things is a major part of leveling-up, and in that vein Vim deserves a go. (And have you seen some of those thoughtbot guys flying around in Vim? It's awesome!)

Getting Vim up-and-running on your Windows machine doesn't have to be an all-day project. In this post, we'll walk through:

  • Installing gVim, which gives us both the "classic" command line version as well as the graphical version
  • Installing Vundle, the best way to handle Vim-enhancing packages
  • Installing ConEmu, a supercharged command line emulator for Windows

How to Use?

GUIStyle mystyle = new GUIStyle("some string from the list below");


UnityEditor.ConsoleWindow.Constants

  • "CN Box"
  • "Button"
@gubatron
gubatron / compiling_building_c_cpp_notes.md
Last active April 15, 2025 16:19
Things to remember when compiling and linking C/C++ programs

Things to remember when compiling/linking C/C++ software

by Angel Leon. March 17, 2015;

Last update on December 14, 2023

Updated on February 27, 2023

Updated August 29, 2019.

@jbevain
jbevain / ReferenceRemovalProjectHook.cs
Created November 26, 2014 13:15
Project Generation Hook to remove references to Boo.Lang and UnityScript assemblies
using System;
using UnityEngine;
using UnityEditor;
using SyntaxTree.VisualStudio.Unity.Bridge;
[InitializeOnLoad]
public class ReferenceRemovalProjectHook
{
@staltz
staltz / introrx.md
Last active April 29, 2025 08:33
The introduction to Reactive Programming you've been missing