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using System.Collections;
using UnityEngine;
using Google.Maps;
using Google.Maps.Coord;
using Google.Maps.Examples.Shared;
using UnityEngine.UI;
#if UNITY_ANDROID
using UnityEngine.Android;
#endif
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniRx;
using System;
public class CombineTest : MonoBehaviour
{
//RPその1
HogeReactiveProperty hogeRP = new HogeReactiveProperty(HogeType.A);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Microsoft.MixedReality.Toolkit.Experimental.Utilities;
using UnityEngine.XR.WSA.Persistence;
public class MyWorldAnchor : MonoBehaviour
{
[SerializeField] WorldAnchorManager manager;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Microsoft.WindowsAzure.Storage;
using Microsoft.WindowsAzure.Storage.Table;
using UnityEngine;
public class AzureTableStorage : MonoBehaviour
{
public GameObject cubePrefab;
using UnityEngine;
using System.IO;
using System.Threading.Tasks;
using Microsoft.WindowsAzure.Storage;
using Microsoft.WindowsAzure.Storage.Blob;
public class BlobFileLoader : MonoBehaviour
{
[SerializeField]
GameObject cube;
@torikasyu
torikasyu / Avatar.cs
Last active November 7, 2019 03:03
Avatar.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HoloToolkit.Unity;
public class Avatar : MonoBehaviour {
PhotonView m_photonView;
void Awake()
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Newtonsoft.Json;
using System.Text;
using UnityEngine.UI;
public class VisionTest : MonoBehaviour
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AppUtil : MonoBehaviour
{
private static Vector3 TouchPosition = Vector3.zero;
/// <summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HowToUse : MonoBehaviour {
[SerializeField,ReadOnly]
string hoge = "初期値";
[SerializeField, ReadOnly]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/* Editorフォルダに入れる*/
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class MyReadOnlyDrawer : PropertyDrawer
{