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View mapbox-example.cs
var parameters = new Tile.Parameters();
parameters.Fs = MapboxAccess.Instance;
var tileId = Conversions.LatitudeLongitudeToTileId(_lat, _lng, _zoom);
parameters.Id = tileId.Canonical;
// What do I do instead of this?
//parameters.MapId = "mapbox.mapbox-terrain-v2";
var vectorTile = new VectorTile();
vectorTile.Initialize(parameters, () => Callback(0, 0));
View EventTest.cs
using UnityEngine;
using UnityEngine.Events;
public class EventTest : MonoBehaviour
{
public Collider myCollider;
public UnityEvent myEvent;
void OnTriggerEnter(Collider other)
{
View foliage.shader
Shader "Custom/Double Sided Alpha Cutout Fresnet Sphere Normals"
{
// https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html
// From: https://forum.unity.com/threads/beginner-in-graphics-on-a-quest-to-do-the-foliage-from-the-witness.518842/
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0.0, 1.0)) = 0.4
View MousePitchYaw.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// From https://forum.unity.com/threads/is-unity-2018-xr-enough.566410/
public class MousePitchYaw : MonoBehaviour {
public KeyCode requiredModifier = KeyCode.None;
View ExtrudeImage.cs
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.VersionControl;
public static class MeshSaverEditor {
View ConvertToPoints.cs
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[ExecuteInEditMode]
public class ConvertToPoints : MonoBehaviour
{
void Start()
View contours.cs
using System;
using Mapbox.Map;
using Mapbox.Unity;
using Mapbox.Unity.Utilities;
using UnityEngine;
using VectorTile = Mapbox.Map.VectorTile;
public class ContourTest : MonoBehaviour
{
private int _zoom = 14;
View test.cs
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text;
using brab.bluetooth;
public class Test : MonoBehaviour
View ColorBlend.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.VFX.Block
{
[VFXInfo(category = "Color")]
class ColorBlend : VFXBlock
{
View SubdivideDialog.cs
using UnityEngine;
using System;
using System.Collections;
public class SubdivideDialog : Dialog {
ThingPart thingPart;
bool dropVertexMoverOnClosing = true;
VertexMover vertexMover = null;
GameObject confirmButton = null;
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