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@li5414
li5414 / TailwindColors.cs
Created May 15, 2025 19:27 — forked from FronkonGames/TailwindColors.cs
Tailwind color palette for Unity.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// _______ _ _ _ _ _____ _
// |__ __| (_) | (_) | | / ____| | |
// | | __ _ _| |_ ___ _ __ __| | | | ___ | | ___ _ __ ___
// | |/ _` | | \ \ /\ / / | '_ \ / _` | | | / _ \| |/ _ \| '__/ __|
// | | (_| | | |\ V V /| | | | | (_| | | |___| (_) | | (_) | | \__ \
// |_|\__,_|_|_| \_/\_/ |_|_| |_|\__,_| \_____\___/|_|\___/|_| |___/
//
// An expertly-crafted color palette out-of-the-box that is a great starting point if you don’t have your
// own specific branding in mind. Based on https://tailwindcss.com/docs/customizing-colors
@li5414
li5414 / ProjectSetup.cs
Created November 18, 2024 16:42 — forked from adammyhre/ProjectSetup.cs
Automated Unity Project Setup Script
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using static System.Environment;
using System;
using System.Net;
using System.Net.Http;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
@li5414
li5414 / PackageCreator.cs
Created May 27, 2024 06:35 — forked from xavierarpa/PackageCreator.cs
Folder to package.tgz
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
public static class PackageCreator
{
public static void CreateTgzPackage(string packagePath, string sourcePath)
{
PackRequest packRequest = Client.Pack(sourcePath, packagePath);
using System;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
using System;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
@li5414
li5414 / AudioLinkUI.shader
Created February 26, 2024 09:12 — forked from pema99/AudioLinkUI.shader
AudioLinkUI V3
Shader "AudioLink/AudioLinkUI"
{
Properties
{
_Gain("Gain", Range(0, 2)) = 1.0
[ToggleUI] _Autogain("Autogain", Float) = 0.0
_Threshold0("Low Threshold", Range(0, 1)) = 0.5
_Threshold1("Low Mid Threshold", Range(0, 1)) = 0.5
_Threshold2("High Mid Threshold", Range(0, 1)) = 0.5
@li5414
li5414 / AudioLinkUI.shader
Created February 26, 2024 09:12 — forked from pema99/AudioLinkUI.shader
AudioLinkUI V3
Shader "AudioLink/AudioLinkUI"
{
Properties
{
_Gain("Gain", Range(0, 2)) = 1.0
[ToggleUI] _Autogain("Autogain", Float) = 0.0
_Threshold0("Low Threshold", Range(0, 1)) = 0.5
_Threshold1("Low Mid Threshold", Range(0, 1)) = 0.5
_Threshold2("High Mid Threshold", Range(0, 1)) = 0.5
@li5414
li5414 / gist:d47cef3dd8c0956f91d4a385e6ff9f83
Created September 4, 2023 11:35
iOS/Android 签名 公钥/MD5 获取
--p12导出pem
openssl pkcs12 -in xxx.p12 -clcerts -nokeys -out xxx.pem -passin pass:xxx -legacy
-- 获取ios .p12 公钥
openssl x509 -inform pem -pubkey -in xxx.pem
-- 获取ios .p12 md5
openssl x509 -noout -fingerprint -md5 -inform pem -in xxx.pem
--keystore导出p12证书
keytool -importkeystore -srckeystore xxx.keystore -alias xxx.xxx.xxx -storepass password -destkeystore xxx.p12 -deststoretype PKCS12
--p12证书导出pem
@li5414
li5414 / resign-ipa.md
Created August 25, 2023 14:36 — forked from ryantan/resign-ipa.md
How to resign an .ipa

How to Resign an iOS App

Let's say you receive an app (e.g. MyApp.ipa) from another developer, and you want to be able to install and run it on your devices (by using ideviceinstaller, for example).

Or your certificates and provision profiles have expired and you want to provide a new build to your clients without having to make a new build on the latest XCode or iOS SDK.

Prepare New Signing Assets

The first step is to attain a Provisioning Profile which includes all of the devices you wish to install and run on. Ensure that the profile contains a certificate that you have installed in your Keychain Access (e.g. iPhone Developer: Some Body (XXXXXXXXXX) ). Download the profile (MyProfile.mobileprovision) so you can replace the profile embedded in the app.