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@mrcarriere
mrcarriere / iPhone 14 Pro Max.device
Last active September 29, 2025 04:33
iPhone 14 Pro & Pro Max Device Definitions
{
"friendlyName": "Apple iPhone 14 Pro Max",
"version": 1,
"screens": [
{
"width": 1290,
"height": 2796,
"navigationBarHeight": 0,
"dpi": 460.0,
"orientations": [
@sokuhatiku
sokuhatiku / config.yaml
Last active May 20, 2025 06:08
Verdaccio for Unitypackage
#
# This is the default config file. It allows all users to do anything,
# so don't use it on production systems.
#
# Look here for more config file examples:
# https://github.com/verdaccio/verdaccio/tree/master/conf
#
# path to a directory with all packages
storage: ./storage
@lifehome
lifehome / README.md
Last active February 25, 2024 06:34 — forked from benkulbertis/cloudflare-update-record.sh
Cloudflare API v4 Dynamic DNS Update in Bash

Cloudflare DDNS bash client with systemd

This is a bash script to act as a Cloudflare DDNS client, useful replacement for ddclient.

Look out!

A newer version is available!

This gist will no longer update, instead please go to https://github.com/lifehome/systemd-cfddns for more updated versions.

How to use?

  1. Put the cfupdater files to /usr/local/bin
  • If you are using IPv4 for A record, append -v4 to cfupdater in the following systemd service unit.
// threshold for mask can be controlled using vertex color alpha (useful for spriteRenderers or particle systems)
// _MainTex: alpha of this texture is used as a mask
// _EmissionTex: usually rgb noise texture, adjust it's scaling if needed
// color remap and oscilation for each channel of emission can be modified in _EmStrobeBFALR, _EmStrobeBFALG, _EmStrobeBFALB
// Base: base amplitude of brightness oscilation
// Freq: frequency of oscilation
// Ampl: amplitude of oscilation
// L: how much _EmissionTex affects this color
Shader "StandardWMask" {
@LotteMakesStuff
LotteMakesStuff / PlayerLoop.cs
Last active September 24, 2024 06:38
Player Loop Visualizer: Built to explore the new PlayerLoopSystem api in Unity 2018.1b2. This tool shows you all the PlayerLoop systems that unity uses to update a frame, and demos how to add your own and even remove systems from the player loop. For more info see the patreon post https://www.patreon.com/posts/unity-2018-1-16336053
// Put this in an editor folder
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.LowLevel;
using UnityEngine.Profiling;
@yagero
yagero / EditorGUILayoutExtensions.cs
Last active February 16, 2021 19:50
EditorGUILayout Fields which properly handles multi-object editing
using System;
using UnityEngine;
using UnityEditor;
public static class EditorGUILayoutExtensions
{
/// <summary>
/// Add a EditorGUILayout.ToggleLeft which properly handles multi-object editing
/// </summary>
public static void ToggleLeft(this SerializedProperty prop, GUIContent label, params GUILayoutOption[] options)
@yagero
yagero / EventSystemManaged.cs
Created November 7, 2017 10:14
EventSystemManaged
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class EventSystemManaged : EventSystem
{
static Stack<EventSystem> ms_PrevEventSystem = new Stack<EventSystem>();
static bool ms_Forced = false;
protected override void OnEnable()
@xDavidLeon
xDavidLeon / ToonDeferredShading2017.shader
Created May 18, 2017 14:43
Unity 5.6 Deferred Cel Shading Modification
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Modifications by David Leon. Copyright (c) 2017 Lince Works SL. MIT license (see license.txt)
Shader "ToonDeferredShading2017" {
Properties {
_LightTexture0 ("", any) = "" {}
_LightTextureB0 ("", 2D) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
@derwodaso
derwodaso / ScriptingDefineSymbolToggler.cs
Created March 14, 2017 10:34
Disable / Enable ScriptingDefineSymbolds from menu
/* To avoid performance issues caused by string constructions when logging stuff
* to the console, simply surround the code with the the following:
*
* #if DEBUG_LOGGING
* Debug.Log("my" + numer.ToString("0.00") " super" + " expensive " + " string building code");
* #endif
*
* When creating a non-debug build or testing the game for performance, simply disable
* the debug messages from the Unity menu (menu name can be simply changed below).
*/
@mattiaswargren-zz
mattiaswargren-zz / BuildTests.cs
Created March 7, 2017 13:37
Editor Build Test to check if Keystore passwords are entered
using NUnit.Framework;
using UnityEditor;
public class BuildTests
{
[Test]
public void TestAndroidKeystoreBeforeBuild()
{
Assert.IsNotNullOrEmpty(PlayerSettings.keystorePass, "Key Store Password");