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@tsubaki
tsubaki / BuildAssetBundleTest.cs
Last active March 26, 2024 02:07
scriptablebuildpipelineテストコード
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build.Content;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
using System.IO;
using UnityEditor.Build.Utilities;
using UnityEditor.Build.Pipeline.Utilities;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
public class SimpleAnimation : MonoBehaviour {
private PlayableGraph graph;
[SerializeField] Animator animator = null;
@tsubaki
tsubaki / Ghost.shader
Last active February 23, 2024 03:43
ghost shader
/**
* These codes are licensed under CC0.
* http://creativecommons.org/publicdomain/zero/1.0/deed.ja
*/
Shader "FX/Ghost" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal (RGB)", 2D) = "white" {}
_EmissionTex ("Emission (RGB)", 2D) = "white" {}
@tsubaki
tsubaki / AutoSave.cs
Last active January 25, 2024 12:11
Auto Save scene(& prefab). and backup/rollback scene
using System.Collections;
using UnityEditor;
using UnityEngine;
using System.IO;
[InitializeOnLoad]
public class AutoSave
{
public static readonly string manualSaveKey = "autosave@manualSave";
@tsubaki
tsubaki / SkinnedMeshUpdater.cs
Created October 11, 2015 04:51
update SkinnedMesh
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Assertions;
using System;
public class SkinnedMeshUpdater : MonoBehaviour
{
[SerializeField]
SkinnedMeshRenderer original;
@tsubaki
tsubaki / MultiHitRay.cs
Last active October 9, 2023 13:39
複雑な形状のmeshcollider向けのraycast。posListに概ね全部の接触の接触が入ってる。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
public class MultiHitRay : MonoBehaviour
{
[Range(0.1f, 30f)]
public float Length = 20;
public LayerMask Mask;
@tsubaki
tsubaki / AnimationCopy.cs
Last active July 12, 2023 07:40
FBXからAnimationClipを取り出す
using UnityEngine;
using UnityEditor;
using System.IO;
public class Copy
{
[MenuItem("Assets/Copy")]
static void AssetCopy ()
{
// AnimationClipを持つFBXのパス
@tsubaki
tsubaki / Sample.cs
Created October 25, 2018 14:43
Animation C# Jobs 小さなサンプル
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Experimental.Animations;
using Unity.Collections;
public class Sample : MonoBehaviour
{
private NativeArray<TransformStreamHandle> joints;
private NativeArray<TransformSceneHandle> effectors;
private PlayableGraph graph;
@tsubaki
tsubaki / Loader.cs
Last active July 5, 2023 08:11
ExclusiveEntityTransactionサンプル
using System.Collections;
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
public class Loader : MonoBehaviour
{
World myWorld;
EntityManager myEntityManager;
@tsubaki
tsubaki / LogTest.cs
Last active May 19, 2023 02:45
ログの出力を停止する
using UnityEngine;
using System.Collections;
public class LogTest : MonoBehaviour
{
// ゲーム開始前に呼び出す
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Init () {
Debug.logger.logEnabled = false; // ←ログを止める
}