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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
public static class TransformBoneHelpers
{
private static readonly ulong s_boneFlags;
private static readonly int s_boneCount;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Diagnostics;
using System.Collections.Immutable;
using System.Linq;
namespace ApiUsageAnalyzer
{
[DiagnosticAnalyzer(LanguageNames.CSharp)]
using System;
using System.Diagnostics;
using UdonSharp;
using UnityEngine;
namespace Ophura
{
using Debug = UnityEngine.Debug;
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
internal static unsafe partial class VirtualMemory
{
internal const uint Commit = 0x1000;
internal const uint Reserve = 0x2000;
internal const uint Release = 0x8000;
internal const uint PageExecuteReadWrite = 0x40;
// file: limsim/main.h
#pragma once
#include <sdkddkver.h>
#include <windows.h>
#define UNREFERENCED_PARAMETERS(...) (VOID)(__VA_ARGS__)
INT WINAPI wWinMain(_In_ HMODULE Application, _In_opt_ HMODULE _,
_In_ PWSTR Arguments, _In_ INT WindowState);
using System.Net;
using System.Runtime.CompilerServices;
using Tests;
using VRChat.API.Api;
using VRChat.API.Client;
using VRChat.API.Model;
internal static class Program
{
private const string GroupName = "y2k";
using System;
using System.Runtime.InteropServices;
public static class ArrayExtensions_Dotnet
{
#if NET5_0_OR_GREATER
public static unsafe int GetElementSize(this Array array)
{
fixed (void* baseAddress = &MemoryMarshal.GetArrayDataReference(array))
{
// from: https://gist.github.com/noisecrime/3cb57c2618c7ade9d4398fe7f3835e34
using UnityEditor;
using UnityEngine;
/// <summary>
/// NoiseCrimeStudio OneShots are single scripts that provide specific functionality.
/// </summary>
namespace NoiseCrimeStudios.OneShot.Editor
{
namespace AteChan.co
{
using Autodesk.Fbx;
using UnityEditor;
internal static class BinaryFbxExporter
{
[MenuItem("Tools/Convert FBX To Binary")]
private static void ConvertToBinary()
{
using Autodesk.Fbx;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
internal sealed class ClearVertexColors : EditorWindow
{
private sealed class AssetDeletionProcessor : AssetModificationProcessor
{