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@jamiephan
jamiephan / README.md
Last active September 4, 2025 00:46
A script to automatically add ALL items to your account in quixel

Script to add all items from quixel

As quixel is being removed, all items are free to aquire. This script is to automate the process to add items to your account (As of writing, a total of 18874 items)

Note: This script only tested in the latest version of Chrome.

How to use

  1. Copy the script from below (run.js)
  2. Login into https://quixel.com
using System;
using System.IO;
using System.Reflection;
using System.Text;
using Unity.Entities;
using UnityEditor;
/// <summary>
/// will create a new authring script based on an IComponentData
/// </summary>
@xabblll
xabblll / MeshPostprocessor.cs
Created June 15, 2024 21:24
Unity3D - Model postprocessor for fixing blend shapes normals and tangents
// Place inside Editor folder
using UnityEditor;
using UnityEngine;
namespace Code.Editor
{
public class MeshPostprocessor : AssetPostprocessor
{
private void OnPostprocessModel(GameObject g)
@meredoth
meredoth / LootProbabilities.cs
Last active September 13, 2024 15:31
An example of a loot probabilities table based on Unity's Animation and Min Max Curves. Check the explanation post (https://giannisakritidis.com/blog/Animation-And-Min-Max-Curves-In-Unity/)
public class LootProbabilities : MonoBehaviour
{
private const int MAX_LEVEL = 20;
private const float MAX_RARITY = 10;
[SerializeField] private ParticleSystem.MinMaxCurve lootRarityPerLevel;
[SerializeField] private AnimationCurve probabilitiesDistribution;
[ReadOnly, SerializeField] private LevelProbabilities[] probabilitiesPerLevel;
@yasirkula
yasirkula / SceneViewUIObjectPickerContextWindow.cs
Last active September 8, 2025 10:42
Select the UI object under the cursor via right click in Unity's Scene window
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_2021_2_OR_NEWER
using PrefabStage = UnityEditor.SceneManagement.PrefabStage;
using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility;
@mkarneim
mkarneim / CustomUberPost.shader
Created August 4, 2023 12:26
UberPost.shader that also works together with Oculus Quest Passthrough mode
Shader "CustomUberPost" // "Hidden/Universal Render Pipeline/UberPost"
{
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile_local_fragment _ _DISTORTION
#pragma multi_compile_local_fragment _ _CHROMATIC_ABERRATION
#pragma multi_compile_local_fragment _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT
#pragma multi_compile_local_fragment _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL
#pragma multi_compile_local_fragment _ _FILM_GRAIN
#pragma multi_compile_local_fragment _ _DITHERING
@adammyhre
adammyhre / InspectorLock.cs
Last active August 24, 2025 13:18
Lock Inspector Icon and Transform Constrain Proportion Icon in Unity
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Toggles the Inspector lock state and the Constrain Proportions lock state.
/// </summary>
public static class LockInspector {
static readonly MethodInfo flipLocked;
static readonly PropertyInfo constrainProportions;
@sgarcia22
sgarcia22 / NounCharacterAssigner.cs
Last active February 5, 2025 15:58
Creates a prefab from Nouns base models. Created as a fix for the https://3dnouns.com/ characters.
using UnityEngine;
using UnityEditor;
/// <summary>
/// Creates a prefab from Nouns base models. Created as a fix for improperly rigged https://3dnouns.com/ characters.
///
/// This tool takes a "MAIN" prefab with the base body and head set up, creates a new prefab based on the "MAIN" one, and swaps out the textures for the imported .gltf gameobject.
///
/// Set Up:
/// -Download the base body.glb and head.glb from https://github.com/0xFloyd/3DNouns/tree/main/public/baseModels.
@pazzaar
pazzaar / AnimatorExtensions
Last active April 6, 2024 06:02
Animator rebind function that also maintains some state
using System.Collections.Generic;
using UnityEngine;
public static class AnimatorExtensions
{
public static void RebindAndRetainState(this Animator anim)
{
List<AnimatorStateInfo> animStates = new List<AnimatorStateInfo>();
for (int i = 0; i < anim.layerCount; i++)
{
@Feargrieve
Feargrieve / SpawnLightning.cs
Created September 13, 2022 11:02
Lightning Spawner Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnLightning : MonoBehaviour
{
public Vector3 spawnCentre;
public Vector3 spawnArea;