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/// <summary>
/// A simple radial scan example. The scan checks in a circle starting from StartScanDistance
/// and then gradually moves towards EndScanDistance at DistanceChecks increments. The amount
/// of angles checked in each circle is determined by AngleChecks.
/// </summary>
FVector URadialScanExample::Scan
(
int AngleChecks,
int DistanceChecks,
float StartScanDistance,
/// <summary>
/// An example of how you could estimate the height of a player in VR.
/// a similar algorithm could be used for getting the lowest height players can comfortably reach as well.
/// Every frame the height of the player is checked to see if it passed the highest recorded value.
/// If it did then it's tested to see how long the player can comfortably maintain the height and then
/// records it if it passes the tests.
/// </summary>
void UHeightEstimationExample::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Canvas->K2_DrawTexture(
IsUsingNewTechnique ? PostprocessedForegroundTexture : Bg_Texture,
FVector2D{ 0.0f, quad_size.Y },
quad_size,
FVector2D::ZeroVector,
FVector2D::UnitVector,
FLinearColor::White,
BLEND_Opaque
);
Canvas->K2_DrawTexture(
IsUsingNewTechnique ? PostprocessedForegroundTexture : Bg_Texture,
FVector2D{ 0.0f, quad_size.Y },
quad_size,
FVector2D::ZeroVector
);
using UnityEngine;
using System.Collections;
/// <summary>
/// A script that controls the wind. This should be attached to
/// the empty that has the WindZone component.
/// </summary>
public class WindControl : Singleton<WindControl>
{
//A script that allows the WindZone component to be controlled through scripting.
using UnityEngine;
using System.Collections;
public class Dust : Singleton<Dust> {
void OnEnable () {
_particleEmitter = dust.GetComponent<ParticleEmitter> ();
_particleAnimator = dust.GetComponent<ParticleAnimator> ();
originalMatCol = dust.renderer.material.GetColor ("_TintColor");
using UnityEngine;
using System.Collections;
/// <summary>
/// A script that controls lightning whenever it rains.
/// </summary>
public class Lightning : MonoBehaviour
{
//A curve that indicates the chance of there being lightning based on the
//normalized severity value inputted.
using UnityEngine;
using System.Collections;
/// <summary>
/// A script that controls the snow levels on all meshes and terrain.
/// </summary>
public class SnowManager : Singleton<SnowManager>
{
//The emission script that controls snow particles.
public Emission SnowWeather;
Shader "Custom/Snow"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "black" {}
_MainBump("Model Bump", 2D) = "bump" {}
_SnowColor("Snow Color", Color) = (0.5, 0.5, 0.5, 1)
_SnowOffset("Snow Offset", Range(-7,1)) = 0
_SnowTint("Snow Tint", Float) = 0.4
_SnowSharpness("Snow Sharpness", Float) = 3
using UnityEngine;
using System.Collections;
/// <summary>
/// A component attached to objects that can be dropped onto the planet.
/// </summary>
public class Droppable : MonoBehaviour
{
//The Transform of this object.
private Transform newTransform;