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@jamestthompson3
jamestthompson3 / recursiveWatch.js
Created April 3, 2020 13:39
Recursively watch files in a project and restart process on change.
"use strict";
const fs = require("fs");
const cluster = require("cluster");
/*
* GET IT ALL RUNNING
*/
if (cluster.isMaster) {
cluster.setupMaster({
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections.Generic;
using System.IO;
// Scene selection
#if UNITY_EDITOR
using System.Reflection;
using UnityEngine;
using UnityEditor;
public class FontSwitcher : EditorWindow
{
[MenuItem("Font/Show Window")]
public static void ShowFontWindow()
{
///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude (quill18@quill18.com)
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 2015-04-16: Changed Pool to use a Stack generic.
///
/// Usage:
///
@staltz
staltz / introrx.md
Last active May 24, 2024 07:56
The introduction to Reactive Programming you've been missing
@JamesMGreene
JamesMGreene / gitflow-breakdown.md
Last active May 23, 2024 12:17
`git flow` vs. `git`: A comparison of using `git flow` commands versus raw `git` commands.

Initialize

gitflow git
git flow init git init
  git commit --allow-empty -m "Initial commit"
  git checkout -b develop master

Connect to the remote repository

@dgroft
dgroft / unity_editor_window_progress_bar.cs
Created February 17, 2014 19:56
Create a progress bar embedded in a Unity editor window
Rect r = EditorGUILayout.BeginVertical();
EditorGUI.ProgressBar(r, 0.1f, "Doing something helpful");
GUILayout.Space(18);
EditorGUILayout.EndVertical();
@masa795
masa795 / UnityTextures.cs
Created June 17, 2013 14:12
Unityが持っているアイコンを表示する。 Unityのバージョンによってはパスが使えなくなるかもしれないので使用時は注意。
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
//Unity 4.1.5
public class UnityTextures : EditorWindow
{