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Shader "Custom/GlitterShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseSizeCoeff("_NoiseSizeCoeff (Bigger => larger glitter spots)", Float) = 0.61 | |
_NoiseDensity("NoiseDensity (Bigger => larger glitter spots)", Float) = 53.0 | |
} | |
SubShader |
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using UnityEngine; | |
// Basic flight controller designed to demonstrate Gimble Locking in 3D space. | |
// This works by calculating rotation based on Euler angles instead of other methods. | |
public class FlightController : MonoBehaviour | |
{ | |
public float speed; | |
public float rotationSpeed; | |
void Update () |
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using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(MeshFilter))] | |
public class DynamicUniformPoligon : MonoBehaviour | |
{ | |
private MeshFilter filter; | |
public int initialSides = 3; |
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using UnityEditor; | |
using UnityEngine; | |
/* | |
* Projectile reflection demonstration in Unity 3D | |
* | |
* Demonstrates a projectile reflecting in 3D space a variable number of times. | |
* Reflections are calculated using Raycast's and Vector3.Reflect | |
* | |
* Developed on World of Zero: https://youtu.be/GttdLYKEJAM |
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<?php | |
/* | |
(2014) Main source -> http://lancenewman.me/posting-a-photo-to-instagram-without-a-phone/ | |
I just managed to sniff Instagram traffic and fixed the code | |
-- Have fun - batuhan.org - Batuhan Katırcı | |
--- for your questions, comment @ http://batuhan.org/instagram-photo-upload-with-php/ | |
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/* | |
To report an achievement status use this function. | |
for success, achievement must be reported to 100.0 | |
if you want to track some certain tasks, like blasted ball count. | |
you can calculate a percentage and when user blasted a ball, | |
you can report this percentage instead of 100.0 | |
*/ | |
Social.ReportProgress ("achievementID", 100.0, function(result) { | |
if (result){ | |
Debug.Log ("Successfully reported achievement progress"); |
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#pragma strict | |
import UnityEngine.SocialPlatforms; | |
import UnityEngine.SocialPlatforms.GameCenter; | |
function Start () { | |
DontDestroyOnLoad(gameObject); | |
// Authenticate and register a ProcessAuthentication callback | |
// This call needs to be made before we can proceed to other calls in the Social API | |
Social.localUser.Authenticate (ProcessAuthentication); | |
GameCenterPlatform.ShowDefaultAchievementCompletionBanner(true); |