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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Net.Http;
using System.Net.Http.Headers;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using Brightrock.Library.BehaviourTree;
using Newtonsoft.Json.Linq;
Shader "Custom/Cutaway Test 3" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_InternalColor("Internal Color", Color) = (1,1,1,1)
_CutAwayOffset("Cut Away Offset", Range(0,4)) = 0.5
}
SubShader{
using System.Runtime.CompilerServices;
using UnityEngine;
public class MyScripty : MonoBehaviour
{
void Start()
{
var writer = new SingletonWriter<MyStruct>(new MyStruct() { Int = 1 });
var val = writer.InspectMe; // Set a breakpoint here and inspect "InspectMe" with your mouse hover
[OdinDrawer]
public class EntityHandleValueDrawer : OdinValueDrawer<EntityHandle>
{
protected override void DrawPropertyLayout(IPropertyValueEntry<EntityHandle> entry, GUIContent label)
{
var componentPropertyTreeContext = entry.Property.Context.Get(this, "component_tree", (PropertyTree<ComponentContainer>)null);
var isFoldoutActive = entry.Property.Context.Get(this, "is_expanded", false);
if (componentPropertyTreeContext.Value == null)
{
[OdinDrawer]
public class EntityHandleValueDrawer : OdinValueDrawer<EntityHandle>
{
protected override void DrawPropertyLayout(IPropertyValueEntry<EntityHandle> entry, GUIContent label)
{
var componentPropertyTreeContext = entry.Property.Context.Get(this, "component_tree", (PropertyTree<ComponentContainer>)null);
var isFoldoutActive = entry.Property.Context.Get(this, "is_expanded", false);
if (componentPropertyTreeContext.Value == null)
{
/**
* Author: David Asmuth
* Contact: piranha771@gmail.com
* License: Public domain
*
* Converts the .fbx model
* from Blender orientation system (Z is up, Y is forward)
* to the Unity3D orientation system (Y is up, Z is forward)
*/
using System.IO;
[Serializable]
public class PropTemplate : MonoBehaviour
{
public GameObject Create;
public bool Required = false;
public bool Unique = false;
public int SlotWidth = 3;
public int SlotHeight = 3;
public bool OnWall;
using UnityEngine;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
/// <summary>
/// This post processor will detect when assets move in and out of a specified bundles directory
/// and assign the correct Asset Bundle name to it.
/// Current design is to create an asset bundle for each 2-folder deep combination.
/// For example /Assets/Bundles/Tilesets/Spacestation/* will set any folders and assets under it
using UnityEditor;
using System;
using UnityEditor.SceneManagement;
using UnityEngine;
[InitializeOnLoad]
public class ForceEditorWriteToDisk {
private static bool _flushAssets = true;
private static bool _flushScenes = false;
java.lang.NoClassDefFoundError: org/apache/ivy/core/settings/IvySettings
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2615)
at java.lang.Class.getDeclaredMethods(Class.java:1860)
at org.codehaus.groovy.reflection.CachedClass$3$1.run(CachedClass.java:84)
at java.security.AccessController.doPrivileged(Native Method)
at org.codehaus.groovy.reflection.CachedClass$3.initValue(CachedClass.java:81)
at org.codehaus.groovy.reflection.CachedClass$3.initValue(CachedClass.java:79)
at org.codehaus.groovy.util.LazyReference.getLocked(LazyReference.java:46)
at org.codehaus.groovy.util.LazyReference.get(LazyReference.java:33)