git init
or
Shader "Seventy Sevian/Pixelated" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_PixelCountU ("Pixel Count U", float) = 100 | |
_PixelCountV ("Pixel Count V", float) = 100 | |
} |
Shader "Sprites/Cutout" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.5 | |
} |
sass/ | |
| | |
|– base/ | |
| |– _reset.scss # Reset/normalize | |
| |– _typography.scss # Typography rules | |
| ... # Etc… | |
| | |
|– components/ | |
| |– _buttons.scss # Buttons | |
| |– _carousel.scss # Carousel |
EDIT: this is an old post and a lof the information in this document is outdated.
Git is a popular free and open source distributed version control system.
I am new to Unity, but as a long time git user, I wanted to use git for my
# overwrite master with contents of feature branch (feature > master) | |
git checkout feature # source name | |
git merge -s ours master # target name | |
git checkout master # target name | |
git merge feature # source name |
Very quick overview of how this works: https://twitter.com/beepdavid/status/814869295524155392 | |
1) Custom path tool that supports line, quad and bezier sections | |
2) On path change, create a polygon (Vector3 array) by sampling points along the path | |
3) Curves are sampled evenly by estimating the curve length first, then sampling at the required curve resolution | |
4) Feed polygon into https://triangle.codeplex.com/ to get triangle data (this needs some work to use in Unity) | |
5) Create procedural mesh using output triangle data | |
6) Profit! | |
Any questions, comment or tweet me @beepdavid :) |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public static class CustomInspectorCreator | |
{ | |
[MenuItem("Assets/Create/Custom Inspector", priority = 81)] | |
static void CreateInsptorEditorClass() | |
{ | |
foreach (var script in Selection.objects) |
// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class ReadOnlyAttribute : PropertyAttribute { } |
// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class StatsBarAttribute : PropertyAttribute | |
{ | |
public string valueMax; | |
public StatsBarColor color; | |
public StatsBarAttribute(string valueMax = null, StatsBarColor color = StatsBarColor.Red) |