Highlights:
- cast 
T[]toNativeArray<T> - schedule jobs that read/write to managed arrays
 - pointer safety assertion that prevent crashes and data corruption
 
more info in the first comment under the source code
| using UnityEngine; | |
| public class EnumFlagAttribute : PropertyAttribute | |
| { | |
| public string enumName; | |
| public EnumFlagAttribute() {} | |
| public EnumFlagAttribute(string name) | |
| { | 
| static void drawString(string text, Vector3 worldPos, Color? colour = null) { | |
| UnityEditor.Handles.BeginGUI(); | |
| if (colour.HasValue) GUI.color = colour.Value; | |
| var view = UnityEditor.SceneView.currentDrawingSceneView; | |
| Vector3 screenPos = view.camera.WorldToScreenPoint(worldPos); | |
| Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text)); | |
| GUI.Label(new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y), text); | |
| UnityEditor.Handles.EndGUI(); | |
| } | 
| using UnityEngine; | |
| public class EnumFlagAttribute : PropertyAttribute | |
| { | |
| public string enumName; | |
| public EnumFlagAttribute() {} | |
| public EnumFlagAttribute(string name) | |
| { | 
| using UnityEngine; | |
| using Newtonsoft.Json; | |
| using System; | |
| public class Vec4Conv : JsonConverter | |
| { | |
| public override bool CanConvert(Type objectType) | |
| { | |
| if (objectType == typeof(Vector4)) | 
| #define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.IO.Compression; | |
| using System.Reflection; | |
| using System.Text; | |
| using System.Threading; | |
| using UnityEditor; | 
| // ------------------------------------------ | |
| // BasicFPCC.cs | |
| // a basic first person character controller | |
| // with jump, crouch, run, slide | |
| // 2020-10-04 Alucard Jay Kay | |
| // ------------------------------------------ | |
| // source : | |
| // https://forum.unity.com/threads/a-basic-first-person-character-controller-for-prototyping.1169491/ | |
| // Brackeys FPS controller base : | 
Shader Graph files to create billboard trees with billboard shadows. Exported from Unity 2023.2 and Shader Graph 16.0.4
Note: Shaders written for default
Quadmeshes in mind.
To make sure shadows are being drawn always behind tree billboards change shadow material’s Sorting Priority to a negative value: