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Alfred Reinold Baudisch alfredbaudisch

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@alfredbaudisch
alfredbaudisch / RunCounterGameInstance.cpp
Last active March 2, 2024 19:33
Unreal Engine Run Counter from the Editor (to keep track of how many times you run/launch/playtest the game during development)
#include "Core/YourGameInstance.h"
void UYourGameInstance::Init()
{
Super::Init();
// Do stuff..
#if WITH_EDITOR
FString FilePath = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()) + TEXT("/GameLaunches.txt");
FString LoadedFile;
@alfredbaudisch
alfredbaudisch / BobTheBuilder.cs
Created March 5, 2023 11:03 — forked from hmans/BobTheBuilder.cs
A basic pipeline for performing headless Unity builds for multiple platforms at once.
/* This needs to live in a folder named "Editor", or it won't work. Doesn't have to be named
"BobTheBuilder", though. Name it whatever you want! */
using System;
using UnityEditor;
using UnityEngine;
public class BobTheBuilder
{
/* List of scenes to include in the build */
This document represents the beginning of an upgrade or migration document for GDScript 2.0 and Godot 4.0. I'm focusing on 2D
at the moment as I'm upgrading a 2D game, but will hopefully have more to add for 3D afterward.
If you want more content like this, please help fund my cat's medical bills at https://ko-fi.com/kyleszklenski - thank you very much! On to the migration guide.
Godot 4.0 Upgrade/Migration Guide
For a beginner-friendly version of the following (more advanced users likely will get better use of the below, if you're just starting out...), see this new gist: https://gist.github.com/WolfgangSenff/0a9c1d800db42a9a9441b2d0288ed0fd
GDScript:
@alfredbaudisch
alfredbaudisch / Rider-Alfred-BlueTint.json
Created February 17, 2023 19:43
Unreal Engine 5 Editor Theme with Blue highlights, and more contrast between elements
{
"Version": 1,
"Id": "B180A0C348D92F26205B47B9DB02A4A4",
"DisplayName": "Rider-Alfred-BlueTint",
"Colors":
{
"EStyleColor::Black": "(R=0.000000,G=0.000000,B=0.000000,A=1.000000)",
"EStyleColor::Background": "(R=0.015209,G=0.018500,B=0.024158,A=1.000000)",
"EStyleColor::Title": "(R=0.012486,G=0.012568,B=0.013873,A=1.000000)",
"EStyleColor::WindowBorder": "(R=0.093059,G=0.097587,B=0.107023,A=1.000000)",
@alfredbaudisch
alfredbaudisch / CsUnityFileLayout.xml
Created September 13, 2022 09:04 — forked from VacuumBreather/CsUnityFileLayout.xml
Rider C# File Layout for Unity classes
<Patterns xmlns="urn:schemas-jetbrains-com:member-reordering-patterns"
xmlns:unity="urn:schemas-jetbrains-com:member-reordering-patterns-unity">
<!-- StyleCop Unity Classes Layout -->
<TypePattern DisplayName="StyleCop Unity Classes Layout" RemoveRegions="All" Priority="150">
<TypePattern.Match>
<unity:SerializableClass />
</TypePattern.Match>
<Region Name="Constants and Fields">
@alfredbaudisch
alfredbaudisch / .gitattributes
Last active September 12, 2022 15:40 — forked from nemotoo/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@alfredbaudisch
alfredbaudisch / .gitattributes
Created September 12, 2022 15:27 — forked from Srfigie/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf

Single Page Oban Web

Application.put_env(:sample, Sample.Repo, database: "oban_dev")

Application.put_env(:phoenix, :json_library, Jason)

Application.put_env(:sample, Sample.Endpoint,
  http: [ip: {127, 0, 0, 1}, port: 5001],
  server: true,
@alfredbaudisch
alfredbaudisch / test.gd
Created July 26, 2022 12:44 — forked from winston-yallow/test.gd
Godot 4.x Compute Example
extends Node
# Based on this tweet by Clay John:
# https://twitter.com/john_clayjohn/status/1306447928932753408
func _ready() -> void:
# Create a local rendering device.
var rd := RenderingServer.create_local_rendering_device()
@alfredbaudisch
alfredbaudisch / OcclusionAwarePlayerController.cpp
Last active April 23, 2024 14:07
Unreal Engine OcclusionAwarePlayerController to make actors/meshes transparent when they block the Camera. This is a simple see-through solution that does not require any changes to your scene or actors. To learn more details and instructions on how to use, check my post: https://alfredbaudisch.com/blog/gamedev/unreal-engine-ue/unreal-engine-act…
/**
* !! NOTICE !!
* Instructions: https://alfredbaudisch.com/blog/gamedev/unreal-engine-ue/unreal-engine-actors-transparent-block-camera-occlusion-see-through/
*/
// OcclusionAwarePlayerController.cpp
// By Alfred Reinold Baudisch (https://github.com/alfredbaudisch)
#include "OcclusionAwarePlayerController.h"
#include "Kismet/GameplayStatics.h"