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@starikcetin
starikcetin / NamespaceFillerAssetProcessor.cs
Last active Nov 7, 2019
NamespaceFillerAssetProcessor : Fills in #NAMESPACE# variables in Unity script templates. Source: https://stackoverflow.com/a/52395369/6301627
View NamespaceFillerAssetProcessor.cs
using System;
using UnityEditor;
using UnityEngine;
public class NamespaceFillerAssetProcessor : UnityEditor.AssetModificationProcessor
{
public static void OnWillCreateAsset(string path)
{
path = path.Replace(".meta", "");
var index = path.LastIndexOf(".", StringComparison.Ordinal);
@starikcetin
starikcetin / Instantiator.cs
Last active Oct 22, 2019
Unity Edtor-time Prefab Instantiator For Context Menu
View Instantiator.cs
using UnityEditor;
using UnityEngine;
internal class Instantiator : ScriptableObject
{
private static Instantiator _instance;
private static Instantiator Instance
{
get
{
View ECS DSL primer
// container component
// a constructor is automatically generated for a component that has the same order with field declaration
// for example, for position component following ctor is generated: (x, y, z)
component position
float x
float y
float z
// component with single field
@starikcetin
starikcetin / LICENSE
Created Sep 3, 2019 — forked from JohannesMP/LICENSE
[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.
View LICENSE
/*******************************************************************************
* 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.
*
View CallbackAggregator.cs
using System;
using System.Diagnostics.Contracts;
using UnityEngine;
using UnityEngine.Assertions;
namespace starikcetin
{
public class CallbackAggregator
{
private int JobCount { get; set; }
@starikcetin
starikcetin / UnityConstantsGenerator.cs
Last active May 25, 2018 — forked from dogfuntom/CodeGenerator_Window.cs
[Unity CodeDom] Editor-time code generator. Generates constant-declaration-only classes for Tags, Layers, Sorting layers and Input axes. Good for type-safety. #Unity #Unity3d #CodeDom
View UnityConstantsGenerator.cs
using System;
using System.CodeDom;
using System.CodeDom.Compiler;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Collections.Specialized;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
@starikcetin
starikcetin / .gitignore
Last active Apr 5, 2018
.gitignore for Unity3D third party imports
View .gitignore
# ignore all
*
# except the directives file and this gitignore file
!/directives.txt
!/.gitignore
@starikcetin
starikcetin / .gitignore
Last active Apr 4, 2018
.gitignore for Unity3D
View .gitignore
# Exclude all "__GitExcluded__" folders and their meta files.
# Excluded folders can be used for storing test files, builds, backups and local only files.
__GitExcluded__/
__GitExcluded__.meta
# Unity Project Folder
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
@starikcetin
starikcetin / .gitattributes
Last active Apr 4, 2018 — forked from FullStackForger/.gitattributes
.gitattributes for Unity3D with git-lfs
View .gitattributes
# Unity
*.cginc text
*.cs diff=csharp text
*.shader text
# Unity YAML
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
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