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@belzecue
belzecue / SaveLoad.cs
Created Dec 15, 2019 — forked from kkukshtel/SaveLoad.cs
Super easy saving/loading of binary data for Unity games
View SaveLoad.cs
using UnityEngine;
using System.Collections.Generic;
using System;
using System.IO;
using System.Text;
// Super easy saving/loading of binary data for Unity games
// by @kkukshtel
// License: Do whatever!
@belzecue
belzecue / OnDestroyCallback.cs
Created Dec 6, 2019 — forked from PopupAsylumUK/OnDestroyCallback.cs
A monobehaviour and extension function combination to receive a callback when a gameobject is destroyed
View OnDestroyCallback.cs
using System;
using UnityEngine;
public class OnDestroyCallback : MonoBehaviour {
Action onDestroy;
public static void AddOnDestroyCallback(GameObject gameObject, Action callback) {
OnDestroyCallback onDestroyCallback = gameObject.GetComponent<OnDestroyCallback>();
if (!onDestroyCallback) {
View CurvedText.cs
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent( typeof( Text ), typeof( RectTransform ) )]
public class CurvedText : BaseMeshEffect
{
public AnimationCurve curveForText = AnimationCurve.Linear( 0, 0, 1, 10 );
public float curveMultiplier = 1;
public RectTransform rectTrans;
View NicerOutline.cs
//Author: Melang http://forum.unity3d.com/members/melang.593409/
using System;
using System.Collections.Generic;
namespace UnityEngine.UI
{
//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
[AddComponentMenu( "UI/Effects/NicerOutline", 15 )]
public class NicerOutline : BaseMeshEffect
{
[SerializeField]
View RadialSlider.cs
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class RadialSlider : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
{
bool isPointerDown = false;
// Called when the pointer enters our GUI component.
View PivotUtilities.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
public static class PivotUtilities
{
[MenuItem("GameObject/Pivot/Create Pivot", false, 0)]
static void CreatePivotObject()
{
@belzecue
belzecue / TrafficLightAttribute.cs
Created Dec 6, 2019 — forked from LotteMakesStuff/TrafficLightAttribute.cs
TrafficLight control/layout/property drawer: Adds a new editor control that draws lil Traffic Lights in the inspector. its really useful for visualizing state. For example, checkboxes can be hard to read at a glace, but a Red or Green status light is easy! Recommend you use the attached package, as it has all the icon image files.
View TrafficLightAttribute.cs
// Non Editor code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class TrafficLightAttribute : PropertyAttribute
{
public bool DrawLabel = true;
public string CustomLabel;
public bool AlsoDrawDefault;
@belzecue
belzecue / Hologram.shader
Created Dec 6, 2019 — forked from nir1082/Hologram.shader
[Unity] シンプルなホログラムっぽいシェーダー
View Hologram.shader
Shader "Custom/Hologram" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
[HDR]_Emission ("Emission", Color) = (0.0, 0.0, 0.0, 0.0)
_Speed ("Scroll Speed", float) = .5
_Space ("Space", Range(0,1)) = .1
_Division ("Division Count", float) = 150
}
View uv_mercator_project.py
bl_info = {
"name": "Mercator Project",
"author": "batFINGER",
"version": (1, 0),
"blender": (2, 79, 0),
"location": "View3D > Mesh > UV UnWrap > Mercator Project",
"description": "UV Mercator Projection",
"warning": "",
"wiki_url": "",
"category": "UV",
@belzecue
belzecue / ObjectSpacing.cs
Created Oct 29, 2019 — forked from drZool/ObjectSpacing.cs
Tool for aligning and distribute objects, primarly in 2d space, can be extended to 3d
View ObjectSpacing.cs
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// Tool for spacing objects, primarly in 2d space, can be extended to 3d
/// </summary>
public class ObjectSpacing : EditorWindow
{
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