Skip to content

Instantly share code, notes, and snippets.

@eriseven
eriseven / ImageDOCrossfade.cs
Created January 21, 2025 06:57 — forked from quaternioninterpolation/ImageDOCrossfade.cs
DOTween UnityEngine.UI.Image image cross fade
/** --
** Copyright (C) 2019 by Josh van den Heever
**
** Permission is hereby granted, free of charge, to any person obtaining a copy of
** this software and associated documentation files (the "Software"), to deal in
** the Software without restriction, including without limitation the rights to
** use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to
** do so, subject to the following conditions:
**
@eriseven
eriseven / protobuf-250-on-mac.sh
Last active January 19, 2024 10:52 — forked from peterroth/protobuf-250-on-mac.txt
How to install protobuf 2.5.0 on Mac (10.15.7, Catalina). brew required!
brew install automake libtool wget
wget https://github.com/google/protobuf/releases/download/v2.5.0/protobuf-2.5.0.tar.bz2
tar -xvjf protobuf-2.5.0.tar.bz2
cd protobuf-2.5.0
./autogen.sh
./configure
make; make check
sudo make install
Validate the successful installation:
@eriseven
eriseven / exportOptionsAdHoc.plist
Created November 17, 2022 09:43 — forked from cocoaNib/exportOptionsAdHoc.plist
Xcode build with exportOptionsPlist
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>method</key>
<string>ad-hoc</string>
</dict>
</plist>
@eriseven
eriseven / For Mac 4.2.6 unlimited trial.md
Created July 18, 2022 06:27 — forked from rise-worlds/For Mac 4.2.6 unlimited trial.md
Beyond Compare 4 license for Windows, Mac, Linux

for 4.2.4 or higher,4.2.5,4.2.6,4.3.7,it's works , this is the way which makes Always in evaluation mode 。

  1. open Terminal, go to the dir : cd /Applications/Beyond Compare.app/Contents/MacOS
  2. change the name BCompare to BCompare.bak: mv BCompare BCompare.bak
  3. touch a file name BCompare , and chmod a+u BCompare : touch BCompare && chmod a+u BCompare
  4. open BCompare with text editor, insert the script :
#!/bin/bash
rm "/Users/$(whoami)/Library/Application Support/Beyond Compare/registry.dat"
"`dirname "$0"`"/BCompare.bak $@
@eriseven
eriseven / .gitattributes
Created February 28, 2022 14:59 — forked from nemotoo/.gitattributes
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@eriseven
eriseven / AndroidKeystoreAuthenticator.cs
Created February 25, 2022 05:41 — forked from sttz/AndroidKeystoreAuthenticator.cs
Unity editor script that stores Android Keystore passwords in the macOS Keychain.
using System;
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
#if UNITY_EDITOR_OSX
/// <summary>
/// Unity clears Android Keystore and Key Alias passwords when it exits,
@eriseven
eriseven / addingIOSCapability.md
Created December 17, 2021 03:33
[Unity, iOS] Adding iOS Capability via Script

Adding iOS Capability via script

Overview

iOS' capability setting can be modified by Unity Editor script.

I'm using Jenkins build machine. And sometimes the xcode project's capability settings modified. So, I need to add below script to add capabilities automatically.

The following script let you add capabilities for what you want to use. See also apple developer document to see what kind of capability you can use.

@eriseven
eriseven / FindByGuid.cs
Created May 25, 2021 03:46 — forked from partlyhuman/FindByGuid.cs
Unity Find by GUID
using UnityEditor;
using UnityEngine;
namespace com.hololabs.editor
{
public class FindByGuid : EditorWindow
{
[MenuItem("Utility/Find Asset by Guid %&g")]
public static void DoFindByGuidMenu()
{
@eriseven
eriseven / LoadAB.cs
Created May 19, 2021 14:31 — forked from tsubaki/LoadAB.cs
Load Multiple Sprite
using UnityEngine;
using System.Collections;
using System;
public class LoadAB : MonoBehaviour {
IEnumerator Start ()
{
enabled = false;
WWW www = new WWW ("file://" + Application.streamingAssetsPath + "/player");