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@robertwahler
robertwahler / package.rb
Created Jan 23, 2019
Ruby Thor snippet to package code on OSX
View package.rb
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
set_instance_variables
# clean staging folder
clean
osx_copy_to_staging(@product)
@robertwahler
robertwahler / entity.cs
Created Jan 22, 2019
Non allocating, lazy loaded, Unity Physics.OverlapSphere
View entity.cs
/// <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
robertwahler / Settings.cs
Created May 8, 2018
Unity DataPath property w/ hard coded macOS path
View Settings.cs
/// <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>
#if UNITY_EDITOR
// 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
robertwahler / ScreenCapture.cs
Created May 3, 2018
Unity snippet for supersizing in-engine screenshots
View ScreenCapture.cs
// 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
robertwahler / FileIO.jslib
Created Apr 12, 2018
UnityEngine.PlayerPrefs wrapper for WebGL LocalStorage
View FileIO.jslib
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
robertwahler / code.rb
Last active Aug 1, 2016
Empty folders, #git, & #unity3d don't mix. Git doesn't track empty folders, why does @Unity3D?
View code.rb
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
robertwahler / JsonSerializerBinderTest.cs
Last active Jun 27, 2016
Testing Newtonsoft.Json Binder
View JsonSerializerBinderTest.cs
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
robertwahler / DynamicLayoutGroup.cs
Last active Dec 2, 2018
Unity 3D layout group switches orientation automatically between landscape and portrait layouts so it either acts like a VerticalLayoutGroup or a HorizontalLayoutGroup.
View DynamicLayoutGroup.cs
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
robertwahler / WaitForExample.cs
Created Oct 20, 2015
Avoid Unity garbage collection when coroutines wait
View WaitForExample.cs
// 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;
}
}
@robertwahler
robertwahler / Shortcuts.cs
Last active Aug 10, 2018
Unity Shortcuts via Reflection
View Shortcuts.cs
using UnityEditor;
using UnityEngine;
using UnityTest;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace SDD.Editor {
/// <summary>
You can’t perform that action at this time.