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# Groups are started by a header line containing the group name enclosed in '[' and ']',
# and ended implicitly by the start of the next group or the end of the file.
# The group common contains features common to all devices, the remaining groups are devices associated with the platform.
# If feature.available=value does not exist its value will be assumed as false by default.
# For example audio.available key not existing means that there is no audio available.
[common]
screen.available=true
screen.dpi=212
screen.resolution.width=758
screen.resolution.height=1024
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace PvpGame
{
public class GridValue
{
public enum EntityType
@twobob
twobob / gist:84431c58ba65282f450f
Last active August 29, 2015 14:17
Add LOD suffixes to selected files
using UnityEngine;
using UnityEditor;
using System.Collections;
public class AddSuffixLOD : MonoBehaviour {
[MenuItem("Tools/AddSuffix/_LOD0")]
static void AddSuffix0()
{ // Suffixes _LOD0 to the name
AddSuffixViaString("_LOD0");
@twobob
twobob / gist:2f53c1daa835c54648bd
Created March 25, 2015 16:42
UpdateGridOnTrigger.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class UpdateGridOnTrigger : MonoBehaviour {
MonoBehaviour script;
readonly static float TerrainSize = 256f;
void Start(){
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class moveWhenFar : MonoBehaviour {
readonly static float TerrainSize = 256f;
@twobob
twobob / gist:637fd92aac7e1d578396
Last active August 29, 2015 14:17
FlipNormals on mesh (FlipNormals.cs in Editor Folder)
using UnityEngine;
using System.Collections;
using UnityEditor;
public class FlipNormals
{
[MenuItem("Tools/Flip Normals")]
static void FlipMeshNormals()
{ // Flip Mesh Normals on selected mesh(es)
/*
Based on EditorObjExporter.cs and TerrainObjExporter. Exports the current terrain plus selected objects to a single wavefront .obj file.
The approach is to not invert the x axis, as negatives mess with pathfinding libraries like recastnavigation. Instead we swap x and z on everything,
which works perfectly for pathfinding. With recast we just have to swap x and z on the vectors that we give it and get back from it.
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
"Custom->Export Scene" which will export to for_navmesh.obj in the root of your unity project.
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace PvpGame
{
public sealed class Objectpool2<T>
where T : new()
{
@twobob
twobob / gist:0ab2a30ecb92c4627c0d
Created April 9, 2015 14:51
PlaceParticles.cs Place Unity particles individually.
using UnityEngine;
using System.Collections;
public class PlaceParticles : MonoBehaviour
{
public ParticleSystem tree; // plural. like sheep.
public Transform ObjectToPopulateWithParticles;
// a flatish square mesh is a good idea since our helper will take a
// random point sample in the negative Y on a pre-defined square.
@twobob
twobob / GridTracking.cs
Created April 10, 2015 00:14
Combined grid tracking, can handle particle list, terrain trees, GO colliders. Places collider / NavMeshObstacles. Uses trigger value to Invoke
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class GridValue
{
public enum EntityType
{