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Jerome Maurey-Delaunay jeromemaurey

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jeromemaurey / ignore.conf
Created June 17, 2024 13:39
This file contains a list of rules that define the files and directories not to be tracked by Unity Version Control for Unity Projects. This is just for reference, The Version Control plugin for Unity automatically creates it for you!
Library
library
Temp
temp
Obj
obj
Build
build
Builds
builds
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
namespace R2mv
{
public class MinimalRestAPICall:MonoBehaviour
{
private void Update()
{
@jeromemaurey
jeromemaurey / BakeStaticCubemap.cs
Last active November 5, 2019 00:18 — forked from solkar/BakeStaticCubemap.cs
Bake into Cubemap Unity Editor Script
/*
* This confidential and proprietary software may be used only as
* authorised by a licensing agreement from ARM Limited
* (C) COPYRIGHT 2014 ARM Limited
* ALL RIGHTS RESERVED
* The entire notice above must be reproduced on all authorised
* copies and copies may only be made to the extent permitted
* by a licensing agreement from ARM Limited.
*/
@jeromemaurey
jeromemaurey / FlipNormals.cs
Created January 29, 2019 16:56
Unity Editor functions to help flipping normals on meshes attached to a MeshFilter.
using UnityEditor;
using UnityEngine;
/// <summary>
/// Editor functions to help flipping normals on meshes attached to a MeshFilter.
/// Use either
/// - Alt + F1
/// - GameObject/MeshFilter/Flip Normals in the main menu
/// - Flip Normals in the option menu (cog icon) on a MeshFilter component inspector.
/// Wrapper written by @jeromemaurey
@jeromemaurey
jeromemaurey / WebSocketWrapper.cs
Created February 21, 2018 13:57 — forked from xamlmonkey/WebSocketWrapper.cs
Wrapper for the .NET 4.5 ClientWebSocket
using System;
using System.Net.WebSockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Coe.WebSocketWrapper
{
public class WebSocketWrapper
{
@jeromemaurey
jeromemaurey / Neutral.cs
Last active December 16, 2015 11:59
Quick way to add an Activate/Deactivate method to any GameObject or Transform. This also iterate through the children. Note the use of public static void MyFunction( this GameObject go ) means that it shows up in Mono Develop's code hinting for any GameObject! A neat trick to quickly add functionality without subclassing :)
using UnityEngine;
public static class Neutral
{
public static void Deactivate( this GameObject go )
{
foreach( Transform t in go.transform )