Skip to content

Instantly share code, notes, and snippets.

View kimsama's full-sized avatar
🐢
I may be slow to respond.

Kim, Hyoun Woo kimsama

🐢
I may be slow to respond.
  • Bohemia Interactive Simulations
  • Seoul, Korea
View GitHub Profile
@keijiro
keijiro / PostprocessBuildPlayer
Created September 26, 2011 11:24
PostprocessBuildPlayer for Unity iOS: modifies Info.plist to use Facebook URL-scheme
#!/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')
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
@Farfarer
Farfarer / characterMotor.js
Created October 15, 2012 09:22
Solve simple IK for character legs on differing ground height for Unity3D.
function LateUpdate () {
if ( collision.grounded ) {
IKOn = true;
}
else {
IKOn = false;
}
ik.solveLegIK ();
}
@capyvara
capyvara / gist:5230032
Last active May 18, 2018 19:25
Process the Unity generated Xcode project to allow dSYM generation on Release but keeping the distribution size the same, only tested in a clean generated project.
// Adjust dSYM generation
var xcodeProjectPath = Path.Combine(xcodeProjectDir, "Unity-iPhone.xcodeproj");
var pbxPath = Path.Combine(xcodeProjectPath, "project.pbxproj");
var sb = new System.Text.StringBuilder();
var xcodeProjectLines = File.ReadAllLines(pbxPath);
foreach (var line in xcodeProjectLines)
{
// Remove from OTHER_LDFLAGS
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class AssetBundleManager {
class AssetReference : IDisposable {
int count;
public AssetBundle bundle;
@MattRix
MattRix / RXDivider.cs
Last active May 1, 2024 18:15
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
#include "XboxController.h"
XboxController::XboxController(PAD_ID pad) :
id(pad)
{
}
XboxController::~XboxController()
{
using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
@vitalk
vitalk / git-branch-status
Created January 26, 2014 21:42
Show how many commits each branch is ahead or behind its upstream.
#!/usr/bin/env bash
# Usage: git-branch-status
# Show how many commits each branch is ahead or behind its upstream.
branch=`git rev-parse --abbrev-ref HEAD`
git for-each-ref --format='%(refname:short) %(upstream:short)' refs/heads | \
while read local upstream; do
@n-yoda
n-yoda / SerializedObjectEditor.cs
Last active June 8, 2018 00:58
Unityの任意のアセットを編集するエディタスクリプト 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