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@sekati
sekati / xcode-build-bump.sh
Created July 24, 2012 20:44
Xcode Auto-increment Build & Version Numbers
# xcode-build-bump.sh
# @desc Auto-increment the build number every time the project is run.
# @usage
# 1. Select: your Target in Xcode
# 2. Select: Build Phases Tab
# 3. Select: Add Build Phase -> Add Run Script
# 4. Paste code below in to new "Run Script" section
# 5. Drag the "Run Script" below "Link Binaries With Libraries"
# 6. Insure that your starting build number is set to a whole integer and not a float (e.g. 1, not 1.0)
@technoknol
technoknol / allow-html-in-widget-title.php
Last active April 19, 2021 09:46
Wordpress - Allow HTML tags in Widget Title - No Plugin Required
<?php
/*
* Author : TechnoKnol
* Blog : http://technoknol.blogspot.com
* Purpose : Allow HTML tags in Widget Title in WordPress
*
* */
// Add below code in your theme's functions.php file
// Allow HTML tags in Widget title
function html_widget_title( $var) {
@monsieuroeuf
monsieuroeuf / markerbeat.rb
Last active February 21, 2024 05:44
Makes evenly spaced markers for Adobe Premiere Pro, useful for cutting to music. Give it a BPM & duration and it'll give you some marker data for pasting into an XML document.
#!/usr/bin/env ruby -wU
# markerbeat.rb by Ian Haigh 2015
# distributed under the MIT license, more info here
# http://opensource.org/licenses/MIT
require 'optparse'
class FrameMarker
attr_accessor :bpm, :duration, :framesPerSecond
@seriema
seriema / characters
Created June 1, 2015 16:03
Font test. Useful for checking if some characters are missing in a font.
Latin
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
Latin 1 (Western)
ÁÀÂÄÅÃÆÇÐÉÈÊËÍÌÎÏÑÓÒÔÖÕØŒÞÚÙÛÜÝŸ
áàâäãåæçðéèêëíìîïıñóòôöõøœßþúùûüýÿ
Latin 2 (Eastern)
ĀĂĄĆČĎĐĒĖĘĚĞĢĪĮİĶŁĹĻĽŃŅŇŌŐŔŖŘŠŚŞȘŢȚŤŪŮŰŲŽŹŻ
@gokulkrishh
gokulkrishh / media-query.css
Last active July 28, 2024 17:25
CSS Media Queries for Desktop, Tablet, Mobile.
/*
##Device = Desktops
##Screen = 1281px to higher resolution desktops
*/
@media (min-width: 1281px) {
/* CSS */
@joonjoonjoon
joonjoonjoon / CloudBuildAPI.cs
Created January 26, 2016 13:50
set iOS build version to CloudBuild version
namespace UnityEngine.CloudBuild.API
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_CLOUD_BUILD
using UnityEditor;
@GeorgiyRyaposov
GeorgiyRyaposov / CloudBuildHelper.cs
Last active December 4, 2022 07:33
Put into 'Editor' folder and add 'CloudBuildHelper.PreExport' class name in unity cloud build to pre export setting
public class CloudBuildHelper
{
#if UNITY_CLOUD_BUILD
public static void PreExport(UnityEngine.CloudBuild.BuildManifestObject manifest)
{
var buildNumber = "unknown";
manifest.TryGetValue("buildNumber", out buildNumber);
UnityEditor.PlayerSettings.bundleVersion = string.Format("1.0.{0}", buildNumber);
@MarcL
MarcL / phaser-speedup.md
Created March 10, 2017 09:19
Tips on speeding up Phaser games
@luke161
luke161 / DownloadHandlerFile.cs
Last active June 27, 2024 02:53
Custom DownloadHandler for UnityWebRequest to stream contents into a file. Useful for preloading AssetBundles without them automatically being uncompressed and loaded into memory.
/**
* DownloadHandlerFile.cs
* Author: Luke Holland (http://lukeholland.me/)
*/
using UnityEngine;
using UnityEngine.Networking;
using System.IO;
public class DownloadHandlerFile : DownloadHandlerScript
@kilj
kilj / UnityCloudBuildManifest.cs
Created April 25, 2017 19:58
Unity Build Cloud: tiny script for showing buildNumber, targetName, etc on phone screen (for example).
using System;
using UnityEngine;
[Serializable]
public class UnityCloudBuildManifest
{
public string scmCommitId;
public string scmBranch;
public string buildNumber;
public string buildStartTime;