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robertwahler /
Created September 10, 2019 15:34
Find and Replace in Unity Assets using GNU Tools

Find and Replace in Unity Assets

Directly change serialized field name LevelId to levelId in all scenes. Requires Unity Force Text serialization.

Requires GNU tools. Tested on OSX. Note Windows @code users can run WSL Linux directly in the editor terminal!

Find Product Scenes

robertwahler / package.rb
Created January 23, 2019 14:22
Ruby Thor snippet to package code on OSX
desc "osx", "create distribution package for Mac OS X"
method_option :dmg, :type => :boolean, :desc => "Create a DMG container instead of a zip file"
def osx
# clean staging folder
robertwahler / entity.cs
Created January 22, 2019 16:24
Non allocating, lazy loaded, Unity Physics.OverlapSphere
/// <summary>
/// Collider cache for non allocating physics calls. Lazy loaded.
/// </summary>
/// <example>
/// Usage
/// <code>
/// float radius = 0.2f;
/// int colliderCount = Physics.OverlapSphereNonAlloc(transform.position, radius: radius, results: ColliderCache);
/// for (int i = 0; i<colliderCount; i++) {
/// ...
robertwahler / Settings.cs
Created May 8, 2018 16:43
Unity DataPath property w/ hard coded macOS path
/// <summary>
/// The root data folder. Used by the entire application to read and write
/// data, not just used by the Settings class. This is an absolute path.
/// </summary>
// Each product has its own folder in tmp when running in the editor.
// This allows audio and other debug settings to be separate from
// standalone builds on the same development machine.
// NOTE: The hard-coded forward slash should work on Windows, Linux, and OSX.
public static string DataPath = System.IO.Path.Combine(System.IO.Directory.GetCurrentDirectory(), "tmp/settings/" + Application.productName);
robertwahler / ScreenCapture.cs
Created May 3, 2018 13:26
Unity snippet for supersizing in-engine screenshots
// Take up to 10 screenshots per session, then start overwriting
private IEnumerator Capture(string path=null, string filename=null) {
Log.Debug(string.Format("ScreenCapture.Capture(path: {0}, filename: {1}) Settings.DataPath={0}", path, filename, Settings.DataPath));
screenShotCount += 1;
if (screenShotCount > 10) {
screenShotCount = 1;
if (filename == null) {
robertwahler / FileIO.jslib
Created April 12, 2018 13:08
UnityEngine.PlayerPrefs wrapper for WebGL LocalStorage
var FileIO = {
SaveToLocalStorage : function(key, data) {
localStorage.setItem(Pointer_stringify(key), Pointer_stringify(data));
LoadFromLocalStorage : function(key) {
var returnStr = localStorage.getItem(Pointer_stringify(key));
var bufferSize = lengthBytesUTF8(returnStr) + 1;
var buffer = _malloc(bufferSize);
robertwahler / code.rb
Last active August 1, 2016 21:38
Empty folders, #git, & #unity3d don't mix. Git doesn't track empty folders, why does @Unity3D?
module BasicUnity
class Code < Thor
namespace :code
include Thor::Actions
desc "prune", "Remove empty folders and Unity meta files that point to empty folders"
method_option "dry-run", :type => :boolean, :desc => "Show what will happen but don't 'rmdir' or 'rm'"
def prune(folder=nil)
# bash version, requires GNU find
robertwahler / JsonSerializerBinderTest.cs
Last active June 27, 2016 18:47
Testing Newtonsoft.Json Binder
using UnityEngine;
using System;
using System.Reflection;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Runtime.Serialization.Formatters;
using System.Linq;
using NUnit.Framework;
using Newtonsoft.Json;
using Newtonsoft.Json.Serialization;
robertwahler / DynamicLayoutGroup.cs
Last active January 20, 2022 00:41
Unity 3D layout group switches orientation automatically between landscape and portrait layouts so it either acts like a VerticalLayoutGroup or a HorizontalLayoutGroup.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using System.Collections.Generic;
namespace SDD.UI {
/// <summary>
/// Layout group switches orientation automatically between landscape and
robertwahler / WaitForExample.cs
Created October 20, 2015 13:11
Avoid Unity garbage collection when coroutines wait
// Avoid GC when coroutines wait, instantiate outside of loop
WaitForSeconds shortWait = new WaitForSeconds(1.0f);
private IEnumerator Run() {
while (true) {
// do stuff here
yield return shortWait;