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@davispuh
davispuh / steam_console_params.txt
Last active June 9, 2024 03:40
Steam client parameters, consoles commands and variables
-480p - Run tenfoot in 480p rather than 1080p
-720p - Run tenfoot in 720p rather than 1080p
-accesscode -
-all_languages - show longest loc string from any language
-batterytestmode - rapidly cycle battery percentages for testing
-bigpicture - Start in Steam Big Picture mode
-blefw -
-cafeapplaunch - Launch apps in a cyber cafe context
-candidates - Show libjingle candidates for local connection as they are processed
-ccsyntax - Spew details about the localized strings we load
@efenacigiray
efenacigiray / replaceAt
Last active August 23, 2023 17:55
Javascript replace char at index
function replaceAt(string, index, replace) {
return string.substring(0, index) + replace + string.substring(index + 1);
}
@Arakade
Arakade / gist:9dd844c2f9c10e97e3d0
Created January 3, 2015 16:54
Call from OnDrawGizmos() to draw text at Unity3D glocal position in Editor
static void drawString(string text, Vector3 worldPos, Color? colour = null) {
UnityEditor.Handles.BeginGUI();
if (colour.HasValue) GUI.color = colour.Value;
var view = UnityEditor.SceneView.currentDrawingSceneView;
Vector3 screenPos = view.camera.WorldToScreenPoint(worldPos);
Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text));
GUI.Label(new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y), text);
UnityEditor.Handles.EndGUI();
}
@omgwtfgames
omgwtfgames / A set of Unity3D extension methods
Last active March 2, 2024 17:44
Some useful extension method for Unity3D
A collection of useful C# extension methods for the Unity engine.
@miguelSantirso
miguelSantirso / Collider2DRaycastFilter.cs
Created June 6, 2015 16:32
[Unity] Use a 2D collider to filter clicks on any Unity UI component (Button, Image, etc...)
using UnityEngine;
using UnityEngine.UI;
[RequireComponent (typeof (RectTransform), typeof (Collider2D))]
public class Collider2DRaycastFilter : MonoBehaviour, ICanvasRaycastFilter
{
Collider2D myCollider;
RectTransform rectTransform;
void Awake ()
using UnityEngine;
using System.Collections;
public class CamMatrixControl : MonoBehaviour
{
public float rotate_angle = 0;
public float scale = 1;
public Vector2 shearing = Vector2.zero;
public Vector2 translation = Vector2.zero;
@domenic
domenic / escape-vm.js
Created August 17, 2015 20:20
Escaping the vm sandbox
"use strict";
const vm = require("vm");
const sandbox = { anObject: {} };
const whatIsThis = vm.runInNewContext(`
const ForeignObject = anObject.constructor;
const ForeignFunction = ForeignObject.constructor;
const process = ForeignFunction("return process")();
const require = process.mainModule.require;
require("fs");
@radiatoryang
radiatoryang / SkinnedMeshObjectPreviewExample.cs
Last active October 7, 2022 10:07
An example of a custom ObjectPreview rendering out a SkinnedMesh for Unity Editor C#... I used it for facial expressions and blendshape editing, you might want to use it for something else. I hereby place it under MIT License. Full write-up here: http://www.blog.radiator.debacle.us/2016/06/working-with-custom-objectpreviews-and.html
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all
public class SkinnedMeshObjectPreviewExample : ObjectPreview {
PreviewRenderUtility m_PreviewUtility;
@djcsdy
djcsdy / Unity with source control.md
Last active March 26, 2024 20:04
Unity with source control

In the Unity editor:

  1. Edit -> Project Settings -> Editor
  2. In the inspector panel, set:
  3. Version Control -> Mode: Visible Meta Files
  4. Asset Serialization -> Mode: Force Text

“Visible Meta Files” causes Unity to place .meta files next to each of your assets. It’s important to check these files into version control because they contain the settings associated with those assets that you set in the Unity editor.

“Asset Serialization: Force Text” causes Unity to write its .meta and other files in a more-or-less human-readable text format, which makes it a lot easier to understand what has changed when you look at version control logs. Also it’s feasible to merge these text files by hand, whereas it’s not really possible to do that with Unity’s default binary file format.

@slavafomin
slavafomin / nodejs-custom-es6-errors.md
Last active March 9, 2024 12:03
Custom ES6 errors in Node.js

Here's how you could create custom error classes in Node.js using latest ES6 / ES2015 syntax.

I've tried to make it as lean and unobtrusive as possible.

Defining our own base class for errors

errors/AppError.js