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kou-yeung / FileSystem.cs
Created May 8, 2020
Unity WebGL FileSystem Sync
View FileSystem.cs
using AOT;
using System;
using System.Collections.Generic;
namespace WebGL
public static class FileSystem
View Move.cs
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Burst;
using UnityEngine.Jobs;
using Unity.Transforms;
public struct Move : IComponentData // ※ MonoBehaviour -> IComponentData に変更
kou-yeung / DLLTest.cs
Last active Sep 22, 2016
FileDialog DLL for Unity
View DLLTest.cs
// Unity用DLL作成
// 参考 :
// 手順:
// Visual Studio を起動し [ファイル] > [新規作成] > [プロジェクト]を選択し
// VisualC# > Windows > クラスラライブラリ を作成する
// ※.今回は NET Framework3.5 にしました
// System.Windows.Forms の参照を追加
// ソリューションエクスプローラーに 参照を右クリックし参照の追加を選択する
// ※検索を使って System.Windows.Forms を検索すると見つかりやすいです
kou-yeung / EffekseerAssetBundleBuilder.cs
Last active Sep 4, 2016
View EffekseerAssetBundleBuilder.cs
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Linq;
public class EffekseerAssetBundleBuilder
#if UNITY_5
// Bundles直下のディレクトリをAssetBundleとしてビルドする
View build.bat
REM Visual Studioのコマンドプロンプトのパスやプラットフォームの指定
SET CommandPromptPath="C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
SET Platform=amd64
REM VS2015 x64 Native Tools Command Prompt起動
CALL %CommandPromptPath% %Platform%
REM nmake コマンドでビルドする
kou-yeung / Generic.cs
Last active May 22, 2016
Generic Construct for C#
View Generic.cs
using System;
public class Generic
public static T Construct<T>(params object[] p)
var types = new Type[p.Length];
for (var i = 0 ; i < p.Length; ++i) { types[i] = p[i].GetType(); }
return (T)typeof(T).GetConstructor(types).Invoke(p);
kou-yeung / Serialization.cs
Last active Mar 15, 2020
JsonUtility で List<T> と Dictionary<TKey,TValue> のシリアライズ
View Serialization.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class Serialization<T>
List<T> target;
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