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Chris Ochs gamemachine

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View VertexSkinning.shader
// For the new DOTS animation. Although you need to use DrawMeshInstanced yourself, Hybrid renderer does not support instanced
// props for builtin.
Shader "Custom/VertexSkinning"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
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]
@gamemachine
gamemachine / ItemCatalog.cs
Created Sep 12, 2015
Scriptablable object as protobuf message container
View ItemCatalog.cs
using UnityEngine;
using io.gamemachine.messages;
namespace GameMachine {
namespace ItemManagement {
[CreateAssetMenu(menuName =@"ItemCatalog")]
public class ItemCatalog : ScriptableProtobuf<PlayerItems> {
}
}
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 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 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)