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Developing NekoSuki! ~ Kitty Love Adventure 🐈❤️

Andrei Müller (Andy Miira) andreiagmu

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Developing NekoSuki! ~ Kitty Love Adventure 🐈❤️
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Available stats:
Ai - Carving.ApplyResults - TimeNanoseconds
Ai - Carving.BuildBVTree - TimeNanoseconds
Ai - Carving.Clipping - TimeNanoseconds
Ai - Carving.ConvexHulls - TimeNanoseconds
Ai - Carving.Prepare - TimeNanoseconds
Ai - Carving.ProjectVertices - TimeNanoseconds
Ai - CollectSources - TimeNanoseconds
Ai - Colliders - TimeNanoseconds
Ai - Components.NavMeshAgent.SendMessage - TimeNanoseconds
@TheSunCat
TheSunCat / DisblockOrigin.theme.css
Last active April 11, 2024 10:29
Hide all Nitro & Boost upsells in Discord!
/**
* @name Disblock Origin
* @author TheSunCat and contributors
* @description Hide all Nitro & Boost upsells on Discord!
* @source https://gist.github.com/TheSunCat/58fedaa19d6154ef3e4b2b676c286906
*/
/* ------------------ */
/* Hide Nitro upsells */
/* ------------------ */
@spireggs
spireggs / ScrollRectAutoScroll.cs
Last active January 8, 2024 18:28 — forked from mandarinx/ScrollRectAutoScroll.cs
Unity3d ScrollRect Auto-Scroll, Dropdown Use: Places this component in the Template of Dropdown (with the ScrollRect component)
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
//comment the next line out if you aren't using Rewired
using Rewired;
[RequireComponent(typeof(ScrollRect))]
public class ScrollRectAutoScroll : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
@hybridherbst
hybridherbst / RuntimeInitializeOnLoad - Event Order.cs
Created March 8, 2021 15:04
[RuntimeInitializeOnLoad] Event Order
static Lifecycle() => Debug.Log(Prefix + "Static Constructor");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene");
private void Awake() => Debug.Log(Prefix + "Awake");
private void OnEnable() => Debug.Log(Prefix + "OnEnable");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad");
[RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default");
void Start() => Debug
@MeowKim
MeowKim / addressable_asset.md
Last active September 11, 2023 19:32
Guide for Unity Addressable Asset System.

📝 About

Guide for Unity Addressable Asset System.
Check out this sample code repo.

This guide supports languages below.

Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction

@JimmyCushnie
JimmyCushnie / UnityGraphicsBullshit.cs
Last active April 7, 2024 14:59
Exposes some Unity URP graphics settings that are (for some stupid fucking bullshit reason) private.
using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution;
/// <summary>
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters.
@Janooba
Janooba / Extensions.cs
Last active February 5, 2024 02:23
Extensions needed for CSGAutoColliderAddBuildProcessor.cs
public static class UnityExtensions
{
public static Transform FindDeepChild(this Transform aParent, string aName)
{
Queue<Transform> queue = new Queue<Transform>();
queue.Enqueue(aParent);
while (queue.Count > 0)
{
var c = queue.Dequeue();
if (c.name == aName) return c;
using InternalRealtimeCSG;
using RealtimeCSG.Components;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
/// <summary>
/// Created: 03-19-2019
/// Updated:
@grapefrukt
grapefrukt / URPPostProcessStripper.cs
Last active January 3, 2024 11:44
Strips all post-processing shaders and related assets from Unity builds using URP
/*
Copyright 2020 Martin Jonasson
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
@jeffvella
jeffvella / AddressablesLoader.cs
Last active December 11, 2023 12:26
AddressablesLoader
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using Object = UnityEngine.Object;
public class AddressableLabels