Skip to content

Instantly share code, notes, and snippets.

@CrandellWS
CrandellWS / html2canvas.js
Last active September 14, 2023 20:17
html2canvas cors & cache workaround
/*!
* html2canvas 1.0.0-alpha.12-rc2 <https://html2canvas.hertzen.com>
* Copyright (c) 2018 Niklas von Hertzen <https://hertzen.com>
* Released under MIT License
* Editted By William Crandell
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
@CrandellWS
CrandellWS / README.md
Created January 10, 2019 12:02 — forked from JohannesMP/LICENSE
[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.

What is this?

A SceneReference wrapper class that uses ISerializationCallbackReceiver and a custom PropertyDrawerto provide safe, user-friendly scene references in scripts.

![alt text][1]

Why is this needed?

@CrandellWS
CrandellWS / debug-CustomMultiDexApplication.java
Created February 27, 2020 02:22 — forked from akhgupta/debug-CustomMultiDexApplication.java
leakcanary-android-no-op - Class,Method not found solution
// app/src/debug/java/com/akhil/sampleapp/CustomMultiDexApplication.java
package com.akhil.sampleapp;
import android.support.multidex.MultiDexApplication;
import com.squareup.leakcanary.AndroidExcludedRefs;
import com.squareup.leakcanary.LeakCanary;
import com.squareup.leakcanary.RefWatcher;
@CrandellWS
CrandellWS / Drive.php
Created June 25, 2022 20:43 — forked from bshaffer/Drive.php
Google Drive API (v3) - PHP
<?php
/*
* Copyright 2010 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
@CrandellWS
CrandellWS / Paintable.cs
Last active March 20, 2023 03:41 — forked from ditzel/Paintable.cs
Drawing Canvas
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.InputSystem;
public class SignatureCapture : MonoBehaviour
{
[SerializeField] private GameObject brushPrefab;
[SerializeField] private float brushSize = 0.1f;
[SerializeField] private RenderTexture renderTexture;