- Folded box colliders keep unfolding here and there
- No alpha in generated Sprite (circle) when assigned to UI Image
- Never know for sure what version works best with VR and post processing..
- Sprite slicer doesnt work with small sprites (support said wont fix)
- Shadergraph: how to move node with all its connected parent nodes?
- Tried to update oculus package, failed due to dll in use, restarting didnt help, deleted whole oculus folder, alt tab and back, deleted folder appread back! (multiple tiles, until deleted library and some other folder also)
- Cannot drag objects to another folder, if target folder already contains same filename, but there is no info to user that its the case
- More than once a week, sign into unity dialog
- Doing multiselect DeSelect in project window, it jumps to first item on every deselect
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 UnityEditor; | |
using UnityEngine; | |
using UnityEngine.LowLevel; | |
using System.Linq; | |
using System.Threading; | |
namespace EditorUtils { | |
// | |
// Serializable settings |
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 System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Threading.Tasks; | |
using UnityEditor; | |
using UnityEngine.UIElements; | |
namespace Postprocessors |
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 "Unlit/MatCap Techniques" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } |
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; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[ExecuteInEditMode] | |
public class GlobalShaderParams : 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
Shader "Unlit/CameraFacingBoxRaycast" | |
{ | |
Properties | |
{ | |
_Cube ("Texture", Cube) = "" {} | |
_MeshScale ("Mesh Scale", Float) = 1.0 | |
[Toggle] _DisableCameraFacing ("Disable Camera Facing", Float) = 0.0 | |
} | |
SubShader | |
{ |
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; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
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; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
using Sprites = UnityEngine.Sprites; | |
#if UNITY_EDITOR |
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 Cinemachine; | |
using Waypoint = Cinemachine.CinemachineSmoothPath.Waypoint; | |
public class CinemachinePathShape : MonoBehaviour | |
{ | |
public CinemachineSmoothPath path; | |
[Space] |
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; | |
[ExecuteInEditMode] | |
public class CreatePlaneStack : MonoBehaviour | |
{ | |
public MeshFilter meshFilter; | |
[Range(1, 64)] | |
public int layers = 4; | |
[Space] |
NewerOlder