- update 1: add a FAQ section
- update 2: benchmark chart and feature comparison table
- update 3:
- improve the table with missing features for antigen
- new
zplg times
result
/// @creator: Slipp Douglas Thompson | |
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>. | |
/// @purpose: Shows a field as disabled in Unity's Inspector only when a different method/property/field in the same MonoBehaviour returns/is-equal-to a given value or values. | |
/// @why: Because this functionality should be built-into Unity. | |
/// @usage: Add `[DisableWhen(typeof(«MonoBehaviour-sub-type-name»), "«trigger-member-name»", «value-that-the-trigger-member-returns»)]` attribute to a (serializable public) field on your `MonoBehaviour`-class. | |
/// @intended project path: Assets/Plugins/EditorUtils/DisableWhenAttribute.cs | |
/// @interwebsouce: https://gist.github.com/capnslipp/9b99f83aa7b80dfb589a5b23e8e0cfa0 | |
using System; | |
using UnityEngine; |
/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
Shader "Unlit/GravityWarp" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Opaque" |
using UnityEngine; | |
using UnityEngine.UI; | |
// Set _ScaleAndOffset in the shader so that our math works as expected with textures in atlases :) | |
[ExecuteInEditMode] | |
public class ImageFadeIn : MonoBehaviour | |
{ | |
[SerializeField] | |
private Image target; |
Shader "VertexRotation" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" "DisableBatching" = "True"} |
// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class MinMaxAttribute : PropertyAttribute | |
{ | |
public float MinLimit = 0; | |
public float MaxLimit = 1; | |
public bool ShowEditRange; | |
public bool ShowDebugValues; |
Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.
The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti
using UnityEngine; | |
using System.Collections; | |
// This script is meant to be attached to your main camera. | |
// If you want to use it on more than one camera at a time, it will require | |
// modifcations due to the Camera.on* delegates in OnEnable()/OnDisable(). | |
[ExecuteInEditMode] | |
public class CustomProjection : MonoBehaviour { | |
private void OnEnable(){ |