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Robert Wahler robertwahler

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robertwahler /
Created Sep 10, 2019
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 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
# clean staging folder
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 / 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>
// 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
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 / 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 / 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 / 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 / DynamicLayoutGroup.cs
Last active Jan 20, 2022
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 / 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;