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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;
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";
namespace UnityEngine.Rendering
{
public class VolumeInstanceHelper : MonoBehaviour
{
[HideInInspector]
public Volume Volume;
private void OnValidate()
{
if (Volume == null)
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
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.
using Crest;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace AiGame.Boats
{
public class KinematicBuoyancy : MonoBehaviour
{
using Microsoft.AspNetCore.Builder;
using Microsoft.AspNetCore.Hosting;
using Microsoft.AspNetCore.Http;
using Microsoft.Extensions.Logging;
namespace Server.Http
{
public class HttpServer
using AiGame.Ecs.Systems;
using AiNav;
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
namespace Unity.Entities
{
public class EditorModeSystemConfig
[Header(Fog)]
[Toggle] _ApplyFog("Enable", Float) = 1
_FogColor("Fog Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0)
_FogStart("Fog Start", Float) = 0.0
_FogEnd("Fog End", Float) = 10.0
#pragma shader_feature _APPLYFOG_ON
fixed4 _FogColor;
using Sirenix.OdinInspector;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
namespace AiGame.Terrains
{
public class MicroSplatBoundsHole : MonoBehaviour
{
private const int MaxHoles = 50;