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Rômulo Gomes de Souza Marques dos Santos RGSMS

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@wmiller
wmiller / Events.cs
Last active October 22, 2023 06:39
Unity3D Event System
using System.Collections;
using System.Collections.Generic;
public class GameEvent
{
}
public class Events
{
static Events instanceInternal = null;
@rxaviers
rxaviers / gist:7360908
Last active November 2, 2025 15:48
Complete list of github markdown emoji markup

People

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😗 :kissing: 😙 :kissing_smiling_eyes: 😛 :stuck_out_tongue:
@frarees
frarees / MinMaxSliderAttribute.cs
Last active July 25, 2025 09:56
MinMaxSlider for Unity
// https://frarees.github.io/default-gist-license
using System;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class MinMaxSliderAttribute : PropertyAttribute
{
public float Min { get; set; }
public float Max { get; set; }
@aVolpe
aVolpe / Vibration.cs
Created October 16, 2014 02:45
Vibration for Unity3d with Android native Call, with fallback to Handlheld.Vibrate()
using UnityEngine;
using System.Collections;
public static class Vibration
{
#if UNITY_ANDROID && !UNITY_EDITOR
public static AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
public static AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
public static AndroidJavaObject vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator");
Shader "Sprites/Additive"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
@LotteMakesStuff
LotteMakesStuff / CustomInspectorCreator.cs
Last active March 4, 2025 17:13
Editor extension that adds a tool to automagically generate boilerplate custom inspector code~ YES! Just drop it into a folder called 'Editor' and it adds a 'custom inspector' option into the Project window!
using UnityEngine;
using UnityEditor;
using System.IO;
public static class CustomInspectorCreator
{
[MenuItem("Assets/Create/Custom Inspector", priority = 81)]
static void CreateInsptorEditorClass()
{
foreach (var script in Selection.objects)
@kkukshtel
kkukshtel / SaveLoad.cs
Last active September 17, 2020 19:07
Super easy saving/loading of binary data for Unity games
using UnityEngine;
using System.Collections.Generic;
using System;
using System.IO;
using System.Text;
// Super easy saving/loading of binary data for Unity games
// by @kkukshtel
// License: Do whatever!
@derwodaso
derwodaso / ScriptingDefineSymbolToggler.cs
Created March 14, 2017 10:34
Disable / Enable ScriptingDefineSymbolds from menu
/* To avoid performance issues caused by string constructions when logging stuff
* to the console, simply surround the code with the the following:
*
* #if DEBUG_LOGGING
* Debug.Log("my" + numer.ToString("0.00") " super" + " expensive " + " string building code");
* #endif
*
* When creating a non-debug build or testing the game for performance, simply disable
* the debug messages from the Unity menu (menu name can be simply changed below).
*/
@SaffronCR
SaffronCR / FSMSystem.cs
Last active October 30, 2023 02:04
[C#, Unity] Lightweight State Machine based on Stateless and this great example: http://wiki.unity3d.com/index.php?title=Finite_State_Machine
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Place the labels for the Triggers in this enum.
/// Don't change the first label, NullTrigger as FSMSystem class uses it.
/// </summary>
public enum Trigger
{
NullTrigger = 0, // Use this trigger to represent a non-existing trigger in your system.
@ByronMayne
ByronMayne / AnimatedComponent.cs
Created May 29, 2017 11:17
The source code behind my Unity tip.
using UnityEngine;
using System.Collections;
// This is not need but I just wanted to make the point clear.
public class AnimatedComponent : MonoBehaviour
{
}