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@karljj1
karljj1 / DefaultTmpFont.cs
Last active December 31, 2023 17:48
Localize the default TextMeshPro font.
using System.Reflection;
using TMPro;
using UnityEngine;
using UnityEngine.Localization;
/// <summary>
/// Sets the default TextMeshPro font to be used.
/// </summary>
[ExecuteInEditMode]
public class DefaultTmpFont : MonoBehaviour
@yoneken
yoneken / cam_stream.py
Last active April 6, 2022 13:34
Tipron scripts
from urllib.request import Request, urlopen
import json
from socket import socket, AF_INET, SOCK_DGRAM
import cv2
import numpy as np
SELF_IP = '192.168.0.102'
TIPRON_IP = '192.168.0.106'
RECEIVE_PORT = 8082
@heppoko
heppoko / ugui_optimize.md
Last active August 24, 2020 23:11
Unity uGUI 最適化マニアックス(仮)の目次的なメモ

基礎知識

  • Profiler
  • Frame Debugger
  • ガベージコレクション
  • リソースの解放
  • uGUI のソースコード

Canvas

[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 January 3, 2022 15:04
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
#!/usr/bin/env ruby -
# coding: utf-8
# Premaid AI - .pma file analyzer.
SERVO_OFFSET = 7500
class PMAFile
def initialize
@buf = ""
@XakazukinX
XakazukinX / BlendShapeAnimationExpoter.cs
Created May 15, 2019 16:52
VRMBlendShapeProxyからAnimationClipをはくやつ
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 April 17, 2019 22:23
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
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 February 21, 2019 18:48
Inspectorにプログレスバーを表示する奴のサンプル
// 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;
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")