Setup: https://github.com/geerlingguy/raspberry-pi-dramble/wiki/microSD-Card-Benchmarks
Benchmarks performed on a Raspberry Pi Model B
Card Make/Model | hdparm buffered |
dd write |
4K rand read | 4K rand write |
---|
using UnityEngine; | |
using System.Collections; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class Test : MonoBehaviour, ISerializationCallbackReceiver { | |
[SerializeField, HideInInspector] int m_SerializedVersion; | |
[SerializeField] string m_NewString; |
// I'd like to serialize the GetComponents result straight away when getting components via interface | |
// That would avoid allocating more memory for another list that can be serialized | |
// signature: void GetComponents<T, K> (List<T> result) where T : Component; | |
public class MyBehaviour : MonoBehaviour, ICustom { | |
List<MonoBehaviour> behaviours = new List<MonoBehaviour> (); | |
void Awake () { | |
GetComponents<MonoBehaviour, ICustom> (behaviours); |
using UnityEngine; | |
using UnityEngine.UI; | |
[RequireComponent (typeof (Image), typeof (Collider2D))] | |
public class ColliderMask : MonoBehaviour, ICanvasRaycastFilter { | |
Image m_Image; | |
Collider2D m_Collider; | |
void Awake () { |
/* | |
* Copyright (c) 2012 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* 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 |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
public class ComponentLister : EditorWindow { | |
using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using System; | |
using System.Reflection; | |
using System.Linq; | |
[InitializeOnLoad] //Make sure this code runs every time the editor is updated | |
public class MagicInspectors : EditorWindow { |
Shader "Projector/Grid" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,0) | |
_ShadowTex ("Cookie", 2D) = "black" | |
_Size ("Grid Size", Float) = 1 | |
} | |
Subshader { | |
Tags { "RenderType"="Transparent" "Queue"="Transparent+100" } |
#!/bin/sh | |
if [ "$#" -ne 4 ]; then | |
echo "Usage: $0 url start_time end_time out_file" >&2 | |
exit 1 | |
fi | |
URL=$(youtube-dl -f 22 -g $1) | |
ffmpeg -ss $2 -i ${URL} -t $3 -c:v copy -c:a copy $4 |
Setup: https://github.com/geerlingguy/raspberry-pi-dramble/wiki/microSD-Card-Benchmarks
Benchmarks performed on a Raspberry Pi Model B
Card Make/Model | hdparm buffered |
dd write |
4K rand read | 4K rand write |
---|
using UnityEngine; | |
public class Follow : MonoBehaviour | |
{ | |
[SerializeField] Camera m_Camera; | |
[SerializeField] Transform m_Target; | |
[SerializeField] Vector3 m_WorldOffset; | |
[SerializeField] Vector3 m_ScreenOffset; | |
[SerializeField, Tooltip ("Will not update depth/Z")] bool m_KeepDepth; | |
[SerializeField, Tooltip ("Won't work if Keep Depth is ON")] float m_DepthOffset; |