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@emilianavt
emilianavt / BestVTuberSoftware.md
Last active July 10, 2024 12:40
Best VTuber Software

Best VTuber software

This is a list of the most commonly used and relevant vtubing software. The "best" will always be subjective and depend on your specific requirements. Overall, the information in this list is as accurate as I could figure it out, but there might be errors or some details might become out of date. If you find anything that needs to be corrected, please let me know. You can also note it in a comment.

Additional explanations:

  • iPhone means that an iPhone is basically required
  • iFacialMocap support means that tracking data can be received from the iFacialMocap iPhone app
  • VMC protocol means that the application can send and/or receive tracking data from other VMC protocol capable applications, allowing the combination of multiple tracking methods (e.g. VSeeFace receiving VR tracking from Virtual Motion Capture and iPhone/ARKit face tracking from Waidayo)
  • Tobii means that the Tobii eye tracker is supported
@czaux
czaux / gist:f3bd255438f1e705cfbd20cbf0a06cd3
Created January 8, 2020 00:40
obs recording settings
When using OBS for recording, make sure you're not resizing the output.
With OBS you can simply record to an mp4, upload that mp4, and edit it in youtubes editor.
In OBS there's a few settings you should set for quality.
Video->Base Resolution should be the same as 'output resolution'. 60fps preferred.
Output->Output Mode(at the top) = Advanced
Output->Recording and set your 'recording format' to mp4. Under encoder you can set nvidia (gpu fast) or x264 (cpu).
@Indigo744
Indigo744 / ProcessAsyncHelper.cs
Last active June 23, 2024 16:30 — forked from georg-jung/ProcessAsyncHelper.cs
The right way to run external process in .NET (async version)
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.Threading.Tasks;
/// <summary>
/// Process helper with asynchronous interface
/// - Based on https://gist.github.com/georg-jung/3a8703946075d56423e418ea76212745
/// - And on https://stackoverflow.com/questions/470256/process-waitforexit-asynchronously
/// </summary>
@fuqunaga
fuqunaga / JsonUtilityEx.cs
Last active June 1, 2023 15:43
JsonUtility exntention. support primitive type, List and Array
using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// JsonUtility extension.
/// support primitive type, List and Array
///
/// https://gist.github.com/fuqunaga/b50b49cc08010ba37b07ac01c401a8f0
//based on https://github.com/Brackeys/Portal-In-Unity/blob/master/Portal/Assets/ScreenCutoutShader.shader
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/BasicScreenCutoutShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_EyeDistance("Eye Distance", Float) = 0
}
@heaversm
heaversm / skyboxstereo.shader
Created September 5, 2018 16:24
Unity Skybox Stereo Shader
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Skybox/CubemapStereo" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _TexLeft ("Cubemap (HDR)", Cube) = "grey" {}
[NoScaleOffset] _TexRight ("Cubemap (HDR)", Cube) = "grey" {}
}
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>netcoreapp2.0</TargetFramework>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<RootNamespace></RootNamespace>
<IsPackable>False</IsPackable>
<NoWarn>CS0649;CS0169</NoWarn>
@naelstrof
naelstrof / VRChatHelper.cs
Last active January 3, 2023 21:03
Tests your avatar in-editor from the VRChat SDK->Test Selected Avatars menu item.
// VRChatHelper.cs, a tool to help test your model without launching VRChat.
// Made by naelstrof (naelstrof@gmail.com)
// Some eye tracking advice to help prevent this tool from yelling at you: https://docs.google.com/document/d/1BvX_OdEilbJ7wEcvd5MRA1g29NGCAp3G3nHGp73t_CQ/edit?usp=sharing
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
@seanh
seanh / html_tags_you_can_use_on_github.md
Last active July 16, 2024 07:17
HTML Tags You Can Use on GitHub

HTML Tags You Can Use on GitHub

Wherever HTML is rendered on GitHub (gists, README files in repos, comments on issues and pull requests, ...) you can use any of the HTML elements that GitHub Flavored Markdown (GFM) provides syntactic sugar for. You can either use the syntactic sugar that GFM (or other GitHub-supported markup language you're using) provides or, since Markdown can contain raw HTML, you can enter the HTML tags manually.

But GitHub also allows you to use a few HTML elements beyond what Markdown provides by entering the tags manually, and some of them are styled with CSS. Most raw HTML tags get stripped before rendering the HTML. Those tags that can be generated by GFM syntactic sugar, plus a few more, are whitelisted. These aren't documented anywhere that I can find. Here's what I've discovered so far:

<details> and <summary>

A `<detai

@SKempin
SKempin / Git Subtree basics.md
Last active June 27, 2024 07:56
Git Subtree basics

Git Subtree Basics

If you hate git submodule, then you may want to give git subtree a try.

Background

When you want to use a subtree, you add the subtree to an existing repository where the subtree is a reference to another repository url and branch/tag. This add command adds all the code and files into the main repository locally; it's not just a reference to a remote repo.

When you stage and commit files for the main repo, it will add all of the remote files in the same operation. The subtree checkout will pull all the files in one pass, so there is no need to try and connect to another repo to get the portion of subtree files, because they were already included in the main repo.

Adding a subtree

Let's say you already have a git repository with at least one commit. You can add another repository into this respository like this: