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darktable / MiniJSON.cs
Created Nov 30, 2011
Unity3D: MiniJSON Decodes and encodes simple JSON strings. Not intended for use with massive JSON strings, probably < 32k preferred. Handy for parsing JSON from inside Unity3d.
View MiniJSON.cs
* Copyright (c) 2013 Calvin Rien
* Based on the JSON parser by Patrick van Bergen
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
* Permission is hereby granted, free of charge, to any person obtaining
darktable / SavWav.cs
Created Apr 6, 2012
Unity3D: script to save an AudioClip as a .wav file.
View SavWav.cs
// Copyright (c) 2012 Calvin Rien
// This software is provided 'as-is', without any express or implied warranty. In
// no event will the authors be held liable for any damages arising from the use
// of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
darktable / app.yaml
Created Mar 16, 2011
GAE: App.yaml designed for serving a static site on Google App Engine (Python). Copy your static html and files into a folder called "static" next to app.yaml. Contains a bunch of mimetype declarations from html5boilerplate's .htaccess. May not be neces
View app.yaml
application: you-app-name-here
version: 1
runtime: python
api_version: 1
default_expiration: "30d"
- url: /(.*\.(appcache|manifest))
mime_type: text/cache-manifest
darktable / IncrementBuildVersion.cs
Created Sep 8, 2012
Unity3d: Post-process script that increments revision number of iPhone and Android builds.
View IncrementBuildVersion.cs
/* **************************************************************************
Copyright 2012 Calvin Rien
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
darktable / SelectWithLayer.cs
Created Feb 23, 2012
Unity3D: editor script to select all objects that are in a particular layer.
View SelectWithLayer.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using DB = UnityEngine.Debug;
public class SelectWithLayer : ScriptableObject {
static void SelectLayer(int layerNum) {
var objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Deep);
darktable / PostBuildLog.cs
Created Aug 29, 2012
Unity3D: Post-process script that includes a build.log file containing the build summary in the output directory. Based on a method in BuildManager.
View PostBuildLog.cs
/* **************************************************************************
Copyright 2012 Calvin Rien
Derived from a method in BuildManager, part of
VoxelBoy's Unite 2012 Advanced Editor Scripting Talk.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
darktable / ProjectAssetPostprocessor.cs
Created Apr 20, 2012 — forked from hoesing/ProjectAssetPostprocessor.cs
Unity asset pre/postprocessor for applying asset defaults by path.
View ProjectAssetPostprocessor.cs
// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet)
// Then re-import the assets in the directories covered by this script (right click and reimport)
// I would replace my path checking with the path checking from this gist:
// The texture settings for icons might want to use some of his settings combined with mine as well
using UnityEngine;
View HierarchyWindowGroupHeader.cs
using System;
using System.IO;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// Hierarchy Window Group Header
darktable / zwoptex.json
Created Dec 7, 2011
Zwoptex: Template for exporting zwoptex data in JSON format.
View zwoptex.json
{"frames": {
{% for sprite in spritesAndAliases %}
"{{ }}":
"frame": {"x":{{ sprite.textureRectX }},"y":{{ sprite.textureRectY }},"w":{{ sprite.textureRectWidth }},"h":{{ sprite.textureRectHeight }}},
"rotated": {% if sprite.isRotated %}true{% else %}false{% /if %},
"trimmed": {% if sprite.isTrimmed %}true{% else %}false{% /if %},
"spriteSourceSize": {"x":0,"y":0,"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}},
"sourceSize": {"w":{{ sprite.sourceSizeWidth }},"h":{{ sprite.sourceSizeHeight }}},
"spriteColorRect": {"x":{{ sprite.sourceColorRectX }},"y":{{ sprite.sourceColorRectY }},"w":{{ sprite.sourceColorRectWidth }},"h":{{ sprite.sourceColorRectHeight }}},
darktable / DebugConsole.cs
Created Dec 1, 2011
Unity3D: Heavily modified version of Jeremy Hollingsworth's DebugConsole script.
View DebugConsole.cs
#define DEBUG