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@henryamster
henryamster / image_sequence_driven_quick_clip_guided_diffusion_hq_256x256_and_512x512.ipynb
Created October 10, 2021 04:24
Image_Sequence_Driven_Quick_CLIP_Guided_Diffusion_HQ_256x256_and_512x512.ipynb
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@joningold
joningold / quickRelations.ink
Last active December 5, 2023 08:31
Quick way to create, query and remove relations between list items
~ relate(Key, MadeOf, Copper)
~ relate((Padlock, Spear), MadeOf, Iron)
~ relate(GoldCoin, MadeOf, Gold)
VAR Inventory = ()
- (top)
@joningold
joningold / printingByIndex.ink
Last active July 11, 2021 01:37
A quick system for printing from a list by index in ink
~ temp charA = RANDOM(1, 10000)
~ temp charB = RANDOM(1, 10000)
{characterName(charA)} and {characterName(charB)} walk into a bar. {characterName(charA)} is feeling {~ worried|happy}.
=== function characterName(nameSeed)
{firstNameByIndex(nameSeed / 100)} {secondNameByIndex(nameSeed % 100)}
@joningold
joningold / list_pairkeys.ink
Last active November 19, 2021 05:29
Ink: here's a system that allows you to easily pair elements from two ink lists together - say, characteristics with people; weapons with materials; etc.
/*------------------------------------------------------------
RAWINT Keys
------------------------------------------------------------*/
LIST RawInts = RAWINT0 = 0, RAWINT1, RAWINT2, RAWINT3, RAWINT4, RAWINT5, RAWINT6, RAWINT7, RAWINT8, RAWINT9, RAWINT10, RAWINT11, RAWINT12, RAWINT13, RAWINT14, RAWINT15, RAWINT16, RAWINT17, RAWINT18, RAWINT19, RAWINT20, RAWINT21, RAWINT22, RAWINT23, RAWINT24, RAWINT25, RAWINT26, RAWINT27, RAWINT28, RAWINT29, RAWINT30, RAWINT31, RAWINT32, RAWINT33, RAWINT34, RAWINT35, RAWINT36, RAWINT37, RAWINT38, RAWINT39, RAWINT40, RAWINT41, RAWINT42, RAWINT43, RAWINT44, RAWINT45, RAWINT46, RAWINT47, RAWINT48, RAWINT49, RAWINT50, RAWINT51, RAWINT52, RAWINT53, RAWINT54, RAWINT55, RAWINT56, RAWINT57, RAWINT58, RAWINT59, RAWINT60, RAWINT61, RAWINT62, RAWINT63, RAWINT64, RAWINT65, RAWINT66, RAWINT67, RAWINT68, RAWINT69, RAWINT70, RAWINT71, RAWINT72, RAWINT73, RAWINT74, RAWINT75, RAWINT76, RAWINT77, RAWINT78, RAWINT79, RAWINT80, RAWINT81, RAWINT82, RAWINT83, RAWINT84, RAWINT85, RAWINT86, RA
@LotteMakesStuff
LotteMakesStuff / 1.md
Last active January 5, 2023 20:54
UPM: How to make a custom package

UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!


Todo

  • Modify the project manifest
  • Make a package manifest
  • Package the manifest up with some test code
  • Try it out in Unity!

@tomkail
tomkail / ExtendedScriptableObjectDrawer.cs
Last active July 1, 2024 03:14
Displays the fields of a ScriptableObject in the inspector
// Developed by Tom Kail at Inkle
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT
// Must be placed within a folder named "Editor"
using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
@doggan
doggan / CloudBundle.cs
Created March 10, 2017 02:37 — forked from rcavallari/CloudBundle.cs
Unity C# script to let Unity Cloud Build create bundles and upload them to some server
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using AssetBundles; // Require AssetBundleManager available here https://www.assetstore.unity3d.com/en/#!/content/45836
// Place this file in Editor filder
public class CloudBundle{
[PostProcessBuildAttribute(1)]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
@LotteMakesStuff
LotteMakesStuff / CustomInspectorCreator.cs
Last active May 23, 2024 22:06
Editor extension that adds a tool to automagically generate boilerplate custom inspector code~ YES! Just drop it into a folder called 'Editor' and it adds a 'custom inspector' option into the Project window!
using UnityEngine;
using UnityEditor;
using System.IO;
public static class CustomInspectorCreator
{
[MenuItem("Assets/Create/Custom Inspector", priority = 81)]
static void CreateInsptorEditorClass()
{
foreach (var script in Selection.objects)
@HilariousCow
HilariousCow / CopyAssetPathContextMenu.cs
Last active November 22, 2016 15:15
Unity3d utility thing. Right Click an asset-> Copy Asset Path. - ideal for use with AssetDatabase.LoadAssetAtPath<>
using UnityEngine;
using UnityEditor;
public static class CopyAssetPathContextMenu
{
[MenuItem("Assets/Copy Asset Path")]
public static void CopyAssetPath()
{
if (Selection.activeObject != null)
@rcavallari
rcavallari / CloudBundle.cs
Created August 13, 2016 16:12 — forked from chatpongs/CloudBundle.cs
Unity C# script to let Unity Cloud Build create bundles and upload them to some server
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using AssetBundles; // Require AssetBundleManager available here https://www.assetstore.unity3d.com/en/#!/content/45836
// Place this file in Editor filder
public class CloudBundle{
[PostProcessBuildAttribute(1)]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {