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Making Drive Buy - Delivery Battles!

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View FixedPhysicsRaycaster.cs
using System.Collections.Generic;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
[AddComponentMenu("Event/Physics Raycaster (Fixed)")]
[RequireComponent(typeof(Camera))]
View IsBuildRunning.cs
// Tested only on Windows
// Assumes builds are in the project folder (e.g. your-game/Builds/Build.exe)
using System;
using System.IO;
using System.Diagnostics;
public static class BuildRunning
{
public bool IsBuildRunning()
View CustomZTestUI.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
namespace Glitchers.UserInterface
{
public class CustomZTestUI : MonoBehaviour, IMaterialModifier
{
View FindInterfaces.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Glitchers
{
public static class FindInterfaces
{
public static List<T> Find<T>( )
View Bugbot.cs
/*
* Instructions for setting up a slackbot:
* https://get.slack.help/hc/en-us/articles/115005265703-Create-a-bot-for-your-workspace
*
* By @hugosslade for @glitchers
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@glitchersgames
glitchersgames / SplineVertexColors.cs
Last active Sep 3, 2017
Color a mesh based on progress along a 'spline' (read - series of unconnected transforms). Colors can be adjusted using curves. Do this in edit mode with a VertexColor shader/your custom one to see results live. WARNING: This affects the mesh directly so make sure to save a backup.
View SplineVertexColors.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SplineVertexColors : MonoBehaviour {
#region Types
public enum Mode
{
ChannelCurves,
View AssetBundleUtil.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public static class AssetBundleUtil
{
public static void FindAllAssetsInBundle( string assetBundleName )
{
List<Object> assets = new List<Object>();
View OpenWebsiteOnHeadsetRemove.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpenWebsiteOnHeadsetRemove : MonoBehaviour
{
#region Serialized
public OVRManager m_OVRManager;
#endregion
View QuickPlay.cs
using UnityEngine;
using System.Collections;
using UnityEditor;
public static class QuickPlay
{
private static string InitialScenePath
{
get
View ProjectorCircle.shader
Shader "Projector/Circle" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
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