Skip to content

Instantly share code, notes, and snippets.

Tatsuhiko Yamamura tsubaki

Block or report user

Report or block tsubaki

Hide content and notifications from this user.

Learn more about blocking users

Contact Support about this user’s behavior.

Learn more about reporting abuse

Report abuse
View GitHub Profile
View SpawnerWithAssetReference.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
public class SpawnerWithAssetReference : MonoBehaviour
{
[SerializeField] AssetReferenceGameObject obj;
void Awake()
@tsubaki
tsubaki / ItemGetSystem.cs
Created Apr 25, 2019
Unity Physicsの使用例
View ItemGetSystem.cs
using Unity.Entities;
using Unity.Physics.Systems;
[UpdateAfter(typeof(StepPhysicsWorld))]
public class ItemGetSystem: ComponentSystem
{
private BuildPhysicsWorld buildPhysicsWorldSystem;
private StepPhysicsWorld stepPhysicsWorldSystem;
protected override void OnCreate()
View CopyTransformToGameObjectConvert.cs
using Unity.Entities;
using Unity.Transforms;
using UnityEngine;
public class CopyTransformToGameObjectConvert : MonoBehaviour, IConvertGameObjectToEntity
{
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new CopyTransformToGameObject());
}
View HitTestSystem.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Physics;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Entities;
using Unity.Physics.Systems;
[AlwaysUpdateSystem]
@tsubaki
tsubaki / Component.cs
Last active Apr 5, 2019
ISystemStateComponentData Sample
View Component.cs
using Unity.Entities;
using System;
public struct Life : IComponentData{}
[Serializable]
public struct LifeState : ISystemStateComponentData
{
public Place lastPlace;
}
@tsubaki
tsubaki / DestroyCheckSystem.cs
Created Apr 4, 2019
ISystemStateComponentDataのサンプル
View DestroyCheckSystem.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Collections;
public class DestroyCheckSystem : JobComponentSystem
{
@tsubaki
tsubaki / LoadAssetbundle.cs
Last active Mar 16, 2019
AssetBundleを復号してロードする
View LoadAssetbundle.cs
using System.Collections;
using UnityEngine;
using System.IO;
using System.Text;
public class LoadAssetbundle : MonoBehaviour
{
AssetBundle bundle;
FileStream fileStream;
@tsubaki
tsubaki / AssetBundleBuilder.cs
Created Mar 16, 2019
暗号化したAssetBundleを生成
View AssetBundleBuilder.cs
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
public class AssetBundleBuilder
{
const string password = "password";
[MenuItem("Assets/Build")]
View SeekableAesStream.cs
// original : https://stackoverflow.com/a/38974483
public class SeekableAesStream : Stream
{
private Stream baseStream;
private AesManaged aes;
private ICryptoTransform encryptor;
public bool autoDisposeBaseStream { get; set; } = true;
/// <param name="salt">//** WARNING **: MUST be unique for each stream otherwise there is NO security</param>
@tsubaki
tsubaki / DistanceCheckSystem.cs
Created Mar 10, 2019
RequireForUpdateの例
View DistanceCheckSystem.cs
using UnityEngine;
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Collections;
public class DistanceCheckSystem : ComponentSystem
{
ComponentGroup itemGroup, aiGroup;
You can’t perform that action at this time.