Skip to content

Instantly share code, notes, and snippets.

View unitycoder's full-sized avatar
‏‏‎

mika unitycoder

‏‏‎
View GitHub Profile
@adammyhre
adammyhre / HeatmapCompute.compute
Last active April 13, 2025 18:14
Compute Shader + Render Feature Heatmap
#pragma kernel CSMain
RWTexture2D<float> heatmapTexture;
float2 texSize;
StructuredBuffer<float2> enemyPositions;
int enemyCount;
[numthreads(8, 8, 1)]
void CSMain(uint3 id : SV_DispatchThreadID)
@adammyhre
adammyhre / DamageNumberSpawner.cs
Last active April 12, 2025 03:50
World Space UI Toolkit
using PrimeTween;
using UnityEngine;
using UnityEngine.Pool;
using UnityUtils;
public class DamageNumberSpawner : MonoBehaviour {
[SerializeField] WorldSpaceUIDocument uiDocumentPrefab;
[SerializeField] float positionRandomness = 0.2f;
IObjectPool<WorldSpaceUIDocument> uiDocumentPool;
@stenuto
stenuto / hls.sh
Created November 7, 2024 16:58
HLS ffmpeg script
#!/bin/bash
# Function to display usage information
usage() {
echo "Usage: $0 /path/to/input.mp4 [ /path/to/output_directory ]"
exit 1
}
# Check if at least one argument (input file) is provided
if [ $# -lt 1 ]; then
@keijiro
keijiro / FpsCapper.cs
Last active December 17, 2024 05:52
FpsCapper - Limits the frame rate of the Unity Editor in Edit Mode
using UnityEditor;
using UnityEngine;
using UnityEngine.LowLevel;
using System.Linq;
using System.Threading;
namespace EditorUtils {
//
// Serializable settings
@runevision
runevision / BurstMethodTester.cs
Last active April 5, 2025 08:05
Using Unity Burst directly on methods without jobs - unofficial example code
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
// This example code demonstrates using Unity Burst directly on a static method without jobs.
// Unity NativeArrays can't be used directly in Unity Burst methods (only in Burst jobs),
// so we have to pass pointers to arrays instead.
@unitycoder
unitycoder / AnimatorUtility.cs
Created November 17, 2023 09:13 — forked from hasanbayatme/AnimatorUtility.cs
Unity animator utilities such as checking if the animator has parameter or safely setting the animator parameters.
/**
MIT License
Copyright (c) 2023 Bayat Games
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
@bgolus
bgolus / PristineMajorMinorGrid.shader
Last active May 10, 2025 19:58
Pristine Grid applied to a grid that has support for major and minor lines and colored axis lines
Shader "Pristine Major Minor Grid"
{
Properties
{
[KeywordEnum(X, Y, Z)] _Axis ("Plane Axis", Float) = 1.0
[IntRange] _MajorGridDiv ("Major Grid Divisions", Range(2,25)) = 10.0
_AxisLineWidth ("Axis Line Width", Range(0,1.0)) = 0.04
_MajorLineWidth ("Major Line Width", Range(0,1.0)) = 0.02
_MinorLineWidth ("Minor Line Width", Range(0,1.0)) = 0.01
@passivestar
passivestar / Editor.tres
Last active January 12, 2025 21:14
Godot editor theme
[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"]
content_margin_left = 10.5
content_margin_top = 8.75
content_margin_right = 10.5
content_margin_bottom = 8.75
bg_color = Color(0.117647, 0.117647, 0.117647, 1)
draw_center = false
border_color = Color(1, 1, 1, 0.137255)
@ArieLeo
ArieLeo / RenderObjects.cs
Created September 27, 2023 13:44 — forked from wonkee-kim/RenderObjects.cs
Unity URP sample -RenderObjects's RendererFeature
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public enum RenderQueueType
{
Opaque,
@runevision
runevision / Unity versions not affected by Unity Runtime Fee.md
Created September 14, 2023 09:45
Unity versions not affected by Unity Runtime Fee

Unity versions not affected by Unity Runtime Fee

This is information that has been dug up by me and others in the Unity community. It's not official information from Unity (but most of the linked resources are). It is also not legal advise. I am not a lawyer.

TLDR:

Contrary to what Unity themselves are saying, for games made with these Unity versions, developers can elect not to be affected by a newer version of the Terms of Service that introduces the Unity Runtime Fee:

  • Unity 2022.x or earlier
  • Unity 2021.x LTS or earlier