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Waiting for the zombie apocalypse to start

Occular Malice bsimser

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Waiting for the zombie apocalypse to start
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = System.Random;
// This source code is used for the video. It obviously requires heavy alterations to be used in a real project.
public class ExampleGrid : MonoBehaviour
{
[SerializeField] private Vector2Int _size;
[SerializeField] private Vector2 _gap;
@SorraTheOrc
SorraTheOrc / ProximityActivationManager.cs
Last active February 10, 2024 01:38
A simple optimization trick in Unity - disable/enable objects based on proximity to the player.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using System.Linq;
using System;
using WizardsCode;
namespace WizardsCode.Optimization
{
@SorraTheOrc
SorraTheOrc / FlickeringLights
Last active April 29, 2023 17:18
A simple Unity script to make your lights flicker. Great for candles and torches.
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This script is under CCO License (TL;DR do what you will with it ;-)
/// See https://creativecommons.org/share-your-work/public-domain/cc0/
///
/// This works best when you have a fire or candle particle effect on the same location as the light
///
/// Check out my You Tube channel https://youtube.com/c/WizardsCode
@stevenkuhn
stevenkuhn / gist:5062660
Last active March 7, 2023 16:03
This PowerShell script generates release notes for Octopus Deploy that contain the GitHub commits and JIRA issues from the current build to the latest production release. It will also create the Octopus release based on the TeamCity build number.
#
# Assumptions
#
# 1. If you have a Octopus release deployed, say 1.0.0.73, there is a git
# tag set for that commit in GitHub that is "v1.0.0.73".
#
# 2. You have TeamCity label each successful build in GitHub with the format
# "v{build number}. Sidenote: it appears that TeamCity only labels the
# default branch, but not feature branches.
#