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seckincengiz / PostProcessingManager.cs
Last active March 17, 2022 00:28
Controlling post processing effects using scripts
using UnityEngine.Rendering.PostProcessing;
public PostProcessVolume pVolume;
public Slider occSlider;
public class PostProcessingManager : MonoBehaviour
{
private void SetPostProcessing()
{
@seckincengiz
seckincengiz / CLIArguments.cs
Last active December 8, 2021 23:15
Command Line Arguments - Unity
using UnityEngine;
using System;
public class CLIArguments : MonoBehaviour
{
static string cliString = "";
void Start()
{
string[] arguments = Environment.GetCommandLineArgs();
@seckincengiz
seckincengiz / AoE2DE.md
Last active May 28, 2020 11:12
AoE Links | Optimal Setup, Mods and Tutorials
@seckincengiz
seckincengiz / .gitattributes
Created April 2, 2018 02:06
.gitattributes file for Unity Projects
* text=auto
# Unity files
*.meta -text -merge=unityamlmerge
*.unity -text -merge=unityamlmerge
*.asset -text -merge=unityamlmerge
*.prefab -text -merge=unityamlmerge
# Image formats
*.psd filter=lfs diff=lfs merge=lfs -text
@seckincengiz
seckincengiz / .hyper.js
Created April 1, 2018 15:30
Hyper config for git bash in Windows
module.exports = {
config: {
// default font size in pixels for all tabs
fontSize: 12,
// font family with optional fallbacks
fontFamily: 'Menlo, "DejaVu Sans Mono", Consolas, "Lucida Console", monospace',
// terminal cursor background color and opacity (hex, rgb, hsl, hsv, hwb or cmyk)
cursorColor: 'rgba(248,28,229,0.8)',
@seckincengiz
seckincengiz / hyper.js
Created April 1, 2018 15:28
Default hyper.js settings
// Future versions of Hyper may add additional config options,
// which will not automatically be merged into this file.
// See https://hyper.is#cfg for all currently supported options.
module.exports = {
config: {
shell: 'C:\\Windows\\System32\\bash.exe',
shellArgs: [],
// Choose either "stable" for receiving highly polished,
// or "canary" for less polished but more frequent updates
@seckincengiz
seckincengiz / GroupUnityObjects.cs
Created January 3, 2018 11:32
Group unity objects in edit mode | (CTRL + G) | Unity3D
using UnityEngine;
using UnityEditor;
[ExecuteInEditMode]
public class GroupUnityObjects : Editor
{
[MenuItem("Edit/Group %g", false)]
public static void Group()
{
if (Selection.transforms.Length > 0)
@seckincengiz
seckincengiz / ViewController.swift
Last active July 9, 2017 00:26
Check App State (Swift 3)
override func viewDidLoad() {
super.viewDidLoad()
//Notify the selector function when UIApplicationWillResignActive
NotificationCenter.default.addObserver(self, selector: #selector(appMovedToBackground), name: .UIApplicationWillResignActive, object: nil)
}
func appMovedToBackground() {
//Optional Delay before doing any action
//Waits 5 sec before checking app state
DispatchQueue.main.asyncAfter(deadline: .now() + 5.0) {
defaults write com.apple.finder AppleShowAllFiles YES
killall Finder
defaults write com.apple.finder AppleShowAllFiles NO
killall Finder
@seckincengiz
seckincengiz / Conversion.swift
Last active September 30, 2016 17:23
Basic conversions in Swift3 (String, Int, Array, Data)
//Conversion
import UIKit
//String To Int | "123" -> 123
var str = "123"
var int = 0