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@fguillen
fguillen / GodotVSUnity.md
Last active October 21, 2025 11:04
My Godot VS Unity compare list

Godot is worst (IMO)

  • No way to disable a node (godotengine/godot-proposals#370) neither in code :? (https://godotengine.org/qa/49696/how-to-disable-enable-a-node?show=49754#a49754)
  • Poorer script editor: No multi-cursor (possibility of integrate with VSCode)
  • No realtime Node/Component values on play mode (only explicit external variables)
  • Separate play window and When pause play mode the game screen is hidden
  • Less reactive editor interface. Drag and drop textures
  • Many tricks in KinematicBody like "is in floor" passing a special value to UP in move_and_slide
  • Using -1 to mean Default :?
  • External variables changes don't get activated until you blur the field
@alexanderameye
alexanderameye / SceneSwitcherToolbarOverlay.cs
Last active January 11, 2026 04:34
A small scene switcher utility for Unity
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Overlays;
using UnityEditor.SceneManagement;
using UnityEditor.Toolbars;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
@Plnda
Plnda / controller.js
Last active January 8, 2025 22:46
Get native gamepad working with SteamDeck
var HID = require('node-hid');
const express = require('express');
// Steam Neptune Controller
var device = new HID.HID("/dev/hidraw3");
var port = 8000
var controller = {
id: "Steam Controller (Neptune)",
index: 0,
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Unlit/Directional Tint"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorA("ColorA", Color) = (1,1,1,1)
_ColorB("ColorB", Color) = (1,1,1,1)
@petersvp
petersvp / SteamQueryBatchKey.js
Created February 3, 2021 20:30
Batch Query Steam Keys for activation on SteamWorks
// 1. GO TO SteamWorks, into the Query CD Key page, here: https://partner.steamgames.com/querycdkey/
// 2. Fill in your keys below:
// 3. Go to DevTools, Console, and paste all of this here there!
// 4. Report will be printed to the console.
keys = `
0ZQR4-N0H7K-AEJ77
D05V5-P47AP-4ET3Q
GGJZ5-ZN0BR-F74C5
FWZP4-2IXHB-GYV3A
div.columns div.left_col.column div.formatted_description.user_formatted h1 {
font-weight: normal;
padding-left: 0px;
font-size: 26px;
line-height: 32px;
color: white;
}
div.columns div.left_col.column div.formatted_description.user_formatted h2 {
text-transform: uppercase;
/*
== Settings ==
BG: #1b2838
Text: #9099A1
Link: #ffffff
Font: Yantramanav
Size: 100
== Profile Page ==
@beardordie
beardordie / PreventShootingDuringMovementStates.cs
Created November 8, 2019 03:32
Corgi Engine character component to prevent weapon from shooting during specified MovementStates, such as WallClinging, Crouching, LookingUp, LedgeHanging, etc
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Tools;
namespace MoreMountains.CorgiEngine
{
/// <summary>
/// Add this class to a character so it is prevented from shooting while in a specified MovementState,
/// such as WallClinging, Crouching, LookingUp, LedgeHanging, etc
@beardordie
beardordie / CharacterJetpackNoFlip.cs
Last active February 20, 2020 14:17
Corgi Engine custom extension to the Jetpack ability that fixes three bugs with the built-in version. Tested with version 6.1. Usage: remove or disable the CharacterJetpack component and replace it with this
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.CorgiEngine
{
/// <summary>
/// Add this component to a character and it'll be able to jetpack
/// NOTE: This custom extended version doesn't perform a horizontal flip of the jetpack emission point
/// because that flip already happens on the parent for some PlayableCharacter prefabs
/// NOTE: It also prevents a bug in v6.1 that causes Jetpack refuel sounds and particles to play
@edwardrowe
edwardrowe / LightmapCutout
Last active June 17, 2018 00:47
Unity ShaderLab Retro Cutout Lighting Shaders
Shader "RedBlueGames/Lighting/LightMapCutout"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DarknessColor ("Darkness Color", Color) = (0,0,0.18,.24)
}
SubShader
{