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@totallyRonja
totallyRonja / MaterialGradientDrawer.cs
Last active September 26, 2023 09:46
A Material Property Drawer for the [Gradient] attribute which lets you edit gradients and adds them to the shader as textures. More information here: https://twitter.com/totallyRonja/status/1368704187580682240
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class MaterialGradientDrawer : MaterialPropertyDrawer {
private int resolution;
@FadrikAlexander
FadrikAlexander / ProbabilitiesController.cs
Last active July 9, 2024 07:35
The Ultimate Probability Controller Script for Games in Unity
//Full Youtube Tutorial on this Script: https://youtu.be/84rs2Q0z9ak
//The script doesn't have any kind of Input Validation you should added to the lists before calling the functions
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProbabilitiesController : MonoBehaviour
{
#region Basic Probability check
@JoeyBurzynski
JoeyBurzynski / 55-bytes-of-css.md
Last active July 20, 2024 05:29
58 bytes of css to look great nearly everywhere

58 bytes of CSS to look great nearly everywhere

When making this website, i wanted a simple, reasonable way to make it look good on most displays. Not counting any minimization techniques, the following 58 bytes worked well for me:

main {
  max-width: 38rem;
  padding: 2rem;
  margin: auto;
}

Generating Procedural Game Worlds with Wave Function Collapse

Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.

sprites

The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti

@danielbierwirth
danielbierwirth / TCPTestClient.cs
Last active April 27, 2024 20:24
TCP Client-Server Connection Example | Unity | C# | Bidirectional communication sample: Client can connect to server; Client can send and receive messages: Server accepts clients; Server reads client messages; Server sends messages to client
// This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/
// or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
@Fonserbc
Fonserbc / SwipeInput.cs
Last active April 27, 2023 04:28
A simple swipe detector for touchscreens for Unity3D. Four cardinal directions.
using UnityEngine;
/*
* Swipe Input script for Unity by @fonserbc, free to use wherever
*
* Attack to a gameObject, check the static booleans to check if a swipe has been detected this frame
* Eg: if (SwipeInput.swipedRight) ...
*
*
*/
@t0chas
t0chas / CustomEditorBase.cs
Last active March 5, 2024 16:47
Default Custom Inspector-Editor for Unity3D with ReorderableLists for arrays handling
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
using UnityEditor.AnimatedValues;
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)]
[CanEditMultipleObjects]
public class CustomEditorBase : Editor
{
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
#include <stdio.h>
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <string.h>
#include <vector>
@ocornut
ocornut / imgui_node_graph_test.cpp
Last active April 23, 2024 19:02
Node graph editor basic demo for ImGui
// Creating a node graph editor for Dear ImGui
// Quick sample, not production code!
// This is quick demo I crafted in a few hours in 2015 showcasing how to use Dear ImGui to create custom stuff,
// which ended up feeding a thread full of better experiments.
// See https://github.com/ocornut/imgui/issues/306 for details
// Fast forward to 2023, see e.g. https://github.com/ocornut/imgui/wiki/Useful-Extensions#node-editors
// Changelog
// - v0.05 (2023-03): fixed for renamed api: AddBezierCurve()->AddBezierCubic().
/**
* Retrieves all the rows in the active spreadsheet that contain data and logs the
* values for each row.
* For more information on using the Spreadsheet API, see
* https://developers.google.com/apps-script/service_spreadsheet
*/
function readRows() {
var sheet = SpreadsheetApp.getActiveSheet();
var rows = sheet.getDataRange();
var numRows = rows.getNumRows();