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@x1unix
x1unix / NET-framework-standalone-exe.md
Last active September 12, 2025 13:44
[C#] Embed DLL assemblies onto executable

Summary

This guide tells how to embed CLR assemblies (.dll) onto a single executable. This works for WPF, WinForms and console .NET applications.

Source - original article

Project settings

First, we need to add special section to .csproj file to make MSBuild embed referenced assemblies

@grapefrukt
grapefrukt / CornerCheat.cs
Created April 7, 2021 12:01
Makes a CircleCollider2D slide smoothly along the inner edge of a rounded EdgeCollider2D
using UnityEngine;
public class CornerCheat : MonoBehaviour {
public CircleCollider2D circle;
public Rigidbody2D body;
EdgeCollider2D edge;
[Range(0, .2f)] public float distanceThreshold = .03f;
[Range(0, 1)] public float dotThreshold = .96f;
@JoseMiguelPizarro
JoseMiguelPizarro / PreviewData.cs
Created April 6, 2021 15:17
Rendering preview window in Unity
using UnityEngine;
[CreateAssetMenu(menuName ="Data/PreviewData")]
public class PreviewData : ScriptableObject
{
public Color previewColor;
}
@dasannikov
dasannikov / TheThing.cs
Last active April 8, 2023 17:07
Unity Coding Guidelines
using UnityEngine;
using System.Collections;
namespace CompanyName {
public class TheThing : MonoBehaviour {
// 1
// Public fields section. Try to avoid public fields.
@MattRix
MattRix / CurvatureImageEffect.shader
Last active February 2, 2024 20:15
Cavity/Curvature image effect shader based on the Blender node graph in this post: https://blender.community/c/rightclickselect/J9bbbc/
Shader "Milkbag/CurvatureImageEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightStrength ("LightStrength", Float) = 0.3
_DarkStrength ("DarkStrength", Float) = 0.3
_Spread ("Spread", Float) = 1.0
[Toggle(USE_MULTIPLY)] _UseMultiply("Use Multiply", Float) = 0
[Toggle(CURVATURE_ONLY)] _CurvatureOnly("Curvature Only", Float) = 0
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2025 03:53
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@dustingraham
dustingraham / ScriptableObjectWithId.cs
Created February 2, 2021 16:55
ScriptableObject with GUID
// Reference: https://github.com/Bunny83/UUID/blob/master/UUID.cs
using System;
using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
public class RaycastCommandRaycaster: IDisposable
{
NativeArray<RaycastCommand> commands;
NativeArray<RaycastHit> results;
@svpino
svpino / neural-network-from-scratch.py
Last active December 13, 2024 20:19
An implementation of a neural network from scratch
import numpy as np
def sigmoid(x):
return 1 / (1 + np.exp(-x))
def neural_network(X, y):
learning_rate = 0.1
W1 = np.random.rand(2, 4)
W2 = np.random.rand(4, 1)
@hybridherbst
hybridherbst / SetThreadCount.cs
Created January 15, 2021 15:56
Set the number of concurrent compiler threads for Unity3D
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
public static class SetThreadCount
{
[InitializeOnLoadMethod]
static void Init()
{