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Robert Thompson rthompsonj

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@Hertzole
Hertzole / SceneObject.cs
Last active May 4, 2024 13:04
Unity scene object to easily assign scenes in the inspector.
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.Serializable]
public class SceneObject
{
[SerializeField]
private string m_SceneName;
@nemotoo
nemotoo / .gitattributes
Last active May 2, 2024 18:33
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@MattRix
MattRix / RXDivider.cs
Last active May 1, 2024 18:15
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@jimbojsb
jimbojsb / gist:1630790
Created January 18, 2012 03:52
Code highlighting for Keynote presentations

Step 0:

Get Homebrew installed on your mac if you don't already have it

Step 1:

Install highlight. "brew install highlight". (This brings down Lua and Boost as well)

Step 2:

@JohannesMP
JohannesMP / UIBlur.shader
Last active April 18, 2024 21:12
UI.Image Blur Shader with layering and masking support
Shader "Custom/UIBlur"
{
Properties
{
[Toggle(IS_BLUR_ALPHA_MASKED)] _IsAlphaMasked("Image Alpha Masks Blur", Float) = 1
[Toggle(IS_SPRITE_VISIBLE)] _IsSpriteVisible("Show Image", Float) = 1
// Internally enforced by MAX_RADIUS
_Radius("Blur Radius", Range(0, 64)) = 1
@Aghassi
Aghassi / docker-compose.yml
Last active April 1, 2024 21:03
LinuxServer Docker Compose: Plex, Sonarr, Radarr, NZBGet, Let's Encrypt, Time Machine
version: '2'
services:
plex:
image: linuxserver/plex
container_name: plex
volumes:
- /path/to/plex/config:/config
- /path/to/plex/Movies:/data/movies
- /path/to/plex/Shows:/data/tvshows
- /path/to/plex/transcode:/data/transcode
// LoadingScreenManager
// --------------------------------
// built by Martin Nerurkar (http://www.martin.nerurkar.de)
// for Nowhere Prophet (http://www.noprophet.com)
//
// Licensed under GNU General Public License v3.0
// http://www.gnu.org/licenses/gpl-3.0.txt
using UnityEngine;
using UnityEngine.UI;
@JohannesMP
JohannesMP / LICENSE
Last active March 9, 2024 11:26
[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.
/*******************************************************************************
* Don't Be a Jerk: The Open Source Software License.
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk
*******************************************************************************
* _I_ am the software author - JohannesMP on Github.
* _You_ are the user of this software. You might be a _we_, and that's OK!
*
* This is free, open source software. I will never charge you to use,
* license, or obtain this software. Doing so would make me a jerk.
*
@jwreagor
jwreagor / EmacsKeyBinding.dict
Created March 20, 2014 18:41
Global Emacs Key Bindings for OS X
{
/* Keybindings for emacs emulation. Compiled by Jacob Rus.
*
* This is a pretty good set, especially considering that many emacs bindings
* such as C-o, C-a, C-e, C-k, C-y, C-v, C-f, C-b, C-p, C-n, C-t, and
* perhaps a few more, are already built into the system.
*
* BEWARE:
* This file uses the Option key as a meta key. This has the side-effect
* of overriding Mac OS keybindings for the option key, which generally
@morpheus-solutions
morpheus-solutions / CloudMap.cs
Last active January 9, 2024 05:37
Cloudmap for use on Terrains and using the Expanse Creative sky. Assign script under your terrain, create your particle system and assign to the script.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CloudMap : MonoBehaviour
{
private Terrain m_terrain;
[Tooltip("The Global particle System for rain/snow on the terrain according to the cloud map")]
public ParticleSystem m_globalParticles;
[Tooltip("Lower values will emit from denser clouds")]