This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Collections.Generic; | |
[RequireComponent (typeof(MeshRenderer))] | |
[RequireComponent (typeof(MeshFilter))] | |
public class IsoSurface : MonoBehaviour | |
{ | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
[CustomEditor (typeof(MonoBehaviour),true)] | |
[CanEditMultipleObjects] | |
public class MonoBehaviourInspector : Editor | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Mattaz/LIC" { | |
Properties { | |
_VectorFieldTex ("Vector Field Texture", 2D) = "white" {} | |
_NoiseTex ("Noise Texture", 2D) = "white" {} | |
_FlowLength ("Flow Length", int) = 10 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
MarchingCubesGPU.cs: | |
... | |
// DrawProceduralIndirect | |
ComputeBuffer argsBuffer; | |
[StructLayout(LayoutKind.Sequential)] | |
struct DrawCallArgBuffer | |
{ | |
public const int size = | |
sizeof(int) + | |
sizeof(int) + |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class Example : MonoBehaviour | |
{ | |
public ExampleClass example; | |
void Start() {} | |
void Update() {} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class pipeGenerator : MonoBehaviour | |
{ | |
[SerializeField] Mesh straightMesh; | |
[SerializeField] Mesh elbowMesh; | |
[Space] | |
[SerializeField] Vector3[] pathPoints; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
## Photon Methods | |
**public class Blank : Photon.PunBehaviour** | |
instead of mono behavior, use this to receive photon callbacks in your script. | |
**public override void OnLeftRoom()** | |
An example of overriding a punbehavior callback |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System; | |
[RequireComponent (typeof(Rigidbody))] | |
public class PhysicsFollower : MonoBehaviour | |
{ | |
public Transform target; | |
Rigidbody rb; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using BovineLabs.Entities.Systems; | |
using Unity.Burst; | |
using Unity.Entities; | |
using Unity.Jobs; | |
using Unity.Collections; | |
using Unity.Physics; | |
using Unity.Physics.Systems; | |
using UnityEngine; | |
[UpdateAfter(typeof(BuildPhysicsWorld)), UpdateBefore(typeof(EndFramePhysicsSystem))] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/************************************************************************************ | |
Content : First-person view test application for Oculus Rift | |
Created : 19th June 2015 | |
Authors : Tom Heath | |
Copyright : Copyright 2015 Oculus, Inc. All Rights reserved. | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. | |
You may obtain a copy of the License at |
OlderNewer