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@mmozeiko
mmozeiko / MagicRingBuffer.h
Last active March 19, 2026 03:43
Magic RingBuffer for Windows, Linux and macOS
#pragma once
//
// Magic Ring Buffer
// https://gist.github.com/mmozeiko/3b09a340f3c53e5eaed699a1aea95250
//
// Sets up memory mapping so the same memory block follows itself in virtual address space:
//
// [abcd...xyz][abc...xyz]
//
@Matthew-J-Spencer
Matthew-J-Spencer / PlayerAnimator.cs
Created July 6, 2022 11:30
Control unity animations using code. Video: https://youtu.be/ZwLekxsSY3Y
using System;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
public class PlayerAnimator : MonoBehaviour {
[SerializeField] private float _minImpactForce = 20;
// Anim times can be gathered from the state itself, but
// for the simplicity of the video...
@yasirkula
yasirkula / WavyImage.cs
Last active January 23, 2026 18:43
Create UI image with wave animation in Unity
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Sprites;
using UnityEngine.UI;
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
using UnityEngine.U2D;
#endif
#if UNITY_EDITOR
using UnityEditor;
@Braytiner
Braytiner / Windows Defender Exclusions VS 2022.ps1
Last active February 10, 2026 12:57
Adds Windows Defender exclusions for Visual Studio 2022
$userPath = $env:USERPROFILE
$pathExclusions = New-Object System.Collections.ArrayList
$processExclusions = New-Object System.Collections.ArrayList
$pathExclusions.Add('C:\Windows\Microsoft.NET') > $null
$pathExclusions.Add('C:\Windows\assembly') > $null
$pathExclusions.Add($userPath + '\Downloads\HeidiSQL_11.3_64_Portable') > $null
$pathExclusions.Add($userPath + '\.dotnet') > $null
@jeffvella
jeffvella / RaycastUnderPointerSystem.cs
Created July 16, 2019 07:18
Unity Physics in ECS Raycasting
using BovineLabs.Entities.Systems;
using Unity.Burst;
using Unity.Entities;
using Unity.Jobs;
using Unity.Collections;
using Unity.Physics;
using Unity.Physics.Systems;
using UnityEngine;
[UpdateAfter(typeof(BuildPhysicsWorld)), UpdateBefore(typeof(EndFramePhysicsSystem))]
@vurtun
vurtun / layout.c
Last active February 1, 2026 13:18
// --- Library --------------------------------------------------------------------------
#include <string.h>
#include <assert.h>
struct ui_box {int x,y,w,h;};
typedef unsigned long long ui_id;
struct ui_node {
int parent;
int lst, end, nxt;
int siz[2];
@ProGM
ProGM / FloodFill.cs
Last active December 29, 2022 03:13
A simple Flood Fill implementation for Unity3D C# for video games. https://elfgames.com/2016/12/14/identify-unwanted-maze-solutions-using-flood-fill-with-unity3d/
// Copyright (c) 2022 Piero Dotti, Elf 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 furnished to do so, subject to the following
// conditions:
@marcosecchi
marcosecchi / GameObjectExtensions.cs
Created June 15, 2016 12:54
Returns the full hierarchy name of the game object in Unity3D
using UnityEngine;
public static class GameObjectExtensions {
/// <summary>
/// Returns the full hierarchy name of the game object.
/// </summary>
/// <param name="go">The game object.</param>
public static string GetFullName (this GameObject go) {
string name = go.name;