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View GitHub Profile
View nextint_tsuyotsuyo_koshikake.md

[募集終了]NextInt社 つよつよ人材 腰掛け雇用枠

参考ツイート

雇用条件

  • 月収30万円
  • 週3勤務
    • 残りの週2日については副業、勉強、大学院、転職活動等に充ててよい
    • 曜日はいい感じに調整、応相談
    • 土日祝日は休み、休日はちゃんと休め
@GOROman
GOROman / PMAAnalyze.rb
Last active Oct 23, 2019
プリメイドAI (Premaid AI) のモーションフォーマット(.pma)を解析する
View PMAAnalyze.rb
#!/usr/bin/env ruby -
# coding: utf-8
# Premaid AI - .pma file analyzer.
SERVO_OFFSET = 7500
class PMAFile
def initialize
@buf = ""
@esperecyan
esperecyan / CopyVRMSettings.cs
Last active Sep 27, 2019
『CopyVRMSettings.cs』 セットアップ済みのVRMプレハブから、正規化直後のVRMプレハブへ、UniVRMのコンポーネントの設定をコピーします。「Editor」という名前のフォルダをAssets内に作成し、その中にこのスクリプトを保存すると、上部メニューに次の項目が追加されます: VRM ▸ UniVRM ▸ CopyVRMSetting.cs / Copies the settings of UniVRM components from a set-up VRM prefab to a just normalized VRM prefab. You create the folder named “Editor” in Assets and save this scr…
View CopyVRMSettings.cs
using System;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
using UnityEditorInternal;
using UniGLTF;
@XakazukinX
XakazukinX / BlendShapeAnimationExpoter.cs
Created May 15, 2019
VRMBlendShapeProxyからAnimationClipをはくやつ
View BlendShapeAnimationExpoter.cs
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VRM;
public class BlendShapeAnimationExpoter : EditorWindow
{
//対象のVRMBlendShapeProxy
public VRMBlendShapeProxy proxy;
public string savePath;
@sh-akira
sh-akira / AnimationSplitter.cs
Created Apr 17, 2019
Unityでanimファイルを指定秒数で分割して出力するエディタ拡張です
View AnimationSplitter.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace akr.Unity.Editor.Animation
{
public class AnimationSplitter : EditorWindow
{
@mao-test-h
mao-test-h / ProgressBarDrawer.cs
Created Feb 21, 2019
Inspectorにプログレスバーを表示する奴のサンプル
View ProgressBarDrawer.cs
// usage:
// [SerializeField] [ProgressBar] float _sample;
// [SerializeField] [ProgressBar("hoge")] float _sample;
// [SerializeField] [ProgressBar(0f, 1f)] float _sample;
// [SerializeField] [ProgressBar(0f, 1f, "hoge")] float _sample;
namespace Sample
{
using System;
using UnityEngine;
View gist:2b89838230cf41938f9fa13c7d0fe437
xcargs = ""
xcargs += " IDEBuildOperationMaxNumberOfConcurrentCompileTasks=16"
xcargs += " GCC_GENERATE_DEBUGGING_SYMBOLS=NO DEBUG_INFORMATION_FORMAT=dwarf"
xcargs += " ONLY_ACTIVE_ARCH=YES VALID_ARCHS=arm64"
xcargs += " CC=\"ccacheclang\" GCC_PRECOMPILE_PREFIX_HEADER=NO" if File.exist?("/usr/local/bin/ccacheclang")
@shichiE
shichiE / AnimationClipSmoother.cs
Created Sep 17, 2018
AnimatinClipのカーブのスパイクを均すエディタ拡張
View AnimationClipSmoother.cs
// 自由に使ってどうぞ
// [Edit]フォルダに入れてメニューの[Animation Clip Smoother]-[Open]を選択するとウィンドウが表示される。
// 編集するAnimationClipを選択後、編集するカーブを選択して[実行]ボタンを押す。
using UnityEditor;
using UnityEngine;
public class AnimationClipSmoother : EditorWindow
{
/// <summary>
@sh-akira
sh-akira / RestartOnStop.cs
Last active Sep 11, 2018
UnityエディタでStopしたときにエディタを再起動するエディタ拡張です
View RestartOnStop.cs
//
// Unity Restart Editor On Stop
// @sh_akira
// Put this file to Assets/Editor/
//
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
@halby24
halby24 / DBController.cs
Last active Sep 25, 2019
ダイナミックボーン 一括制御するやつ
View DBController.cs
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class DBController : MonoBehaviour
{
public Transform[] Bones;
[Range(0f, 1f)] public float Damping, Elasticity, Stiffness, Inert;
public float Radius;
public AnimationCurve DanpingDistrib, ElasticityDistrib, StiffnessDistrib, InertDistrib, RadiusDistrib;
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