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View TempAllocTest.cs
using Unity.Collections;
using UnityEngine;
[ExecuteAlways]
public class TempAllocTest : MonoBehaviour
{
private NativeHashMap<int, int> Map;
private void OnEnable()
View StaticBodyWorld.cs
using ClientServer.Shared;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Physics;
using UnityEngine;
namespace CombatServer
View TerrainMod.cs
using GameCommon.Models;
using ProtoBuf;
using System;
using System.Collections.Generic;
using Unity.Mathematics;
namespace GameCommon.Features.Land
{
[Serializable]
[ProtoContract]
View BinaryAsset.cs
namespace ClientServerShared
{
public class BinaryAsset
{
public static BinaryAssetFolder AssetFolder(string path1, string path2 = null)
{
return new BinaryAssetFolder(FolderType.Asset, path1, path2);
}
public static BinaryAssetFolder PersistentFolder(string path1, string path2 = null)
View ProjectedBody.cs
public struct ProjectedBody
{
public const float DampingDefault = 0.01f;
public const float TimeStep = 1f / 60f;
public static readonly float3 Gravity = new float3(0f, -9.81f, 0f);
public float3 StartPosition;
public float Damping;
public float3 Velocity;
public float3 Position;
View SpatialHash.cs
using Unity.Mathematics;
namespace GameCommon.Spatial
{
public struct SpatialHash
{
public const int Goffset = 10000;
public const int Max = 20480;
public int CellSize;
View VolumeInstanceHelper.cs
namespace UnityEngine.Rendering
{
public class VolumeInstanceHelper : MonoBehaviour
{
[HideInInspector]
public Volume Volume;
private void OnValidate()
{
if (Volume == null)
View ColliderPartition.cs
using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Collections;
using static Unity.Physics.CompoundCollider;
using Unity.Transforms;
using Unity.Collections.LowLevel.Unsafe;
namespace AiGame.ColliderPartitions
View PrefabConvertToEntity.cs
using Sirenix.OdinInspector;
using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;
namespace AiGame
{
public class PrefabConvertToEntity : MonoBehaviour
{
private const string AssetPath = @"Assets/AiGame/GameData/Resources/EcsPrefabData";
View AvatarMeshCombiner.cs
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AiGame
{
// Design is that you have a target with a SkinnedMeshRenderer and bone hierarchy.
// You provide a list of input SkinnedMeshRenderer's that use the same bone hierarchy as the target
// Bones and bone weights will be mapped to the target.