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I may be slow to respond.

Kim, Hyoun Woo kimsama

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I may be slow to respond.
  • Bohemia Interactive Simulations
  • Seoul, Korea
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@kimsama
kimsama / client.c
Created January 18, 2011 02:58 — forked from fictorial/client.c
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <string.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <sys/un.h>
#define SOCK_PATH "/tmp/test.sock"
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
/// <summary>
/// A Unity specific implementation of a skeleton controller.
/// </summary>
public class SkeletonController : MonoBehaviour
{
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class AssetBundleManager {
class AssetReference : IDisposable {
int count;
public AssetBundle bundle;

Using Dropbox to Share Git Repositories

First, create a Git subfolder inside your Dropbox folder. Then you can share the individual projects inside that folder with whomever you want (or just use it for instant offsite backups).

From inside a Git project:

git clone --bare . ~/Dropbox/Git/gitproject.git
git remote add dropbox ~/Dropbox/Git/gitproject.git

When you're ready to push:

#!/usr/bin/env python
import sys, os.path
install_path = sys.argv[1]
target_platform = sys.argv[2]
if target_platform != "iPhone": sys.exit()
info_plist_path = os.path.join(install_path, 'Info.plist')
/* Copyright (c) 2012 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
@kimsama
kimsama / SerializedObjectEditor.cs
Last active August 12, 2016 08:28 — forked from n-yoda/SerializedObjectEditor.cs
Editor script for Editor window which shows all serializable properties of the selected object. http://ny.hateblo.jp/entry/2014/03/23/051546
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// 「Window/SerializedObject Editor」で起動。
/// 選択中のObjectと関連ObjectからSerializedObjectを作ってPropertyを全て表示する。
/// </summary>
public class SerializedObjectEditor : EditorWindow
@kimsama
kimsama / Ghost.shader
Created September 3, 2016 04:59 — forked from tsubaki/Ghost.shader
ghost shader
Shader "FX/Ghost" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal (RGB)", 2D) = "white" {}
_EmissionTex ("Emission (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Blightness ("Metallic", Range(0,3)) = 0.0
}
@kimsama
kimsama / .gitattributes
Created February 13, 2017 04:53 — forked from nemotoo/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf