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Preface

I'm comparing Godot mostly to Unity due to my ~10 years of Unity experience. I'm also primarily working in 3D and C# and that is what I want to use Godot for.

Terms:

  • by "export" I mean a variable exposed in the inspector, that's how Godot calls them
  • I use the word "prefab" to mean a scene that is intended to be instantiated multiple times, unlike a "level"
  • Godot's Resources == Unity's ScriptableObjects
  • Godot's collision shapes == Unity's colliders

Pros

@tyanyaw
tyanyaw / clean-docker-for-mac.sh
Created September 2, 2023 10:20
Cleaning Docker.raw on Mac OS
#!/bin/bash
# Copyright 2017 Théo Chamley
# 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:
#
# The above copyright notice and this permission notice shall be included in all copies or
@xaoc-303
xaoc-303 / index_off.sh
Created November 26, 2020 21:22
mac os mds_stores fan speed increases
# отключить индексацию файлов
sudo mdutil -a -i off
# включить индексацию файлов
# sudo mdutil -a -i on
# получить статус работы индексирования
mdutil -a -s -v
# удалить индексы Spotlight
@gadzhimari
gadzhimari / adobe_cc.md
Created November 22, 2018 11:29
Completely Remove Adobe from your Mac in 2 Steps

Step 1

Download and run the Adobe Creative Cloud Cleaner Tool, their multi-app uninstaller and wipe assistant. Adobe does recommend running individual application uninstallers first, your call. Click the Clean All option.

Step 2

Type a one line command in terminal find ~/ -iname "*adobe*" and it's shows up all files which match pattern.

To remove all files

`sudo rm -rf /Applications/Adobe* /Applications/Utilities/Adobe* /Library/Application\ Support/Adobe /Library/Preferences/com.adobe.* /Library/PrivilegedHelperTools/com.adobe.* /private/var/db/receipts/com.adobe.* ~/Library/Application\ Support/Adobe* ~/Library/Application\ Support/com.apple.sharedfilelist/com.apple.LSSharedFileList.ApplicationRecentDocuments/com.adobe* ~/Library/Application\ Support/CrashReporter/Adobe* ~/Library/Caches/Adobe ~/Library/Caches/com.Adobe.* ~/Library/Caches/com.adobe.* ~/Library/Cookies/com.adobe.* ~/Library/Logs/Adobe* ~/Librar

@Calinou
Calinou / CHANGELOG.md
Last active September 16, 2025 07:42
Godot 4.0 preliminary changelog (does not list changes that were also backported to Godot 3.x)

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog.

[4.0] - TBD

Added

@atomius0
atomius0 / PixelPerfectScaling.gd
Created March 12, 2018 16:29
Pixel-Perfect scaling script, ported to Godot 3.
# original code by CowThing: https://github.com/godotengine/godot/issues/6506
# port to Godot 3 and bugfixes by atomius.
# usage:
# set this script as AutoLoad (Singleton enabled)
#
# in the project settings:
# [display]
# set 'window/size/width' and 'window/size/height' to your desired render resolution.
# set 'window/size/test_width' and 'window/size/test_height' to the initial window size.
@SheldonWangRJT
SheldonWangRJT / Convert .mov or .MP4 to .gif.md
Last active November 24, 2025 21:31
Convert Movie(.mov) file to Gif(.gif) file in one command line in Mac Terminal

This notes is written by Sheldon. You can find me with #iOSBySheldon in Github, Youtube, Facebook, etc.

Need

Convert .mov/.MP4 to .gif

Reason

As a developer, I feel better to upload a short video when I create the pull request to show other viewers what I did in this PR. I tried .mov format directly got after finishing recording screen using Quicktime, however, gif offers preview in most web pages, and has smaller file size.

This is not limited to developer, anyone has this need can use this method to convert the files.

@eashish93
eashish93 / ghostpaginate.md
Last active May 17, 2024 02:01
Ghost numbered pagination

Hye, this is custom numbered pagination with first, next and prev links. Also the user can limit the pagination numbers. Just include this code in pagination.hbs file inside ghost theme partials directory. Any improvements are always welcome.

{{!-- custom pagination file --}}

<nav class="pagination" role="navigation">
    {{#if prev}}
    <a class="prev" href="{{page_url prev}}">&larr; Prev</a>
/*
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader.
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites,
then reuse this Material on all appropriate Sprite Renderers.
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders:
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html)
This is not for scaled or rotated artwork. If you need those features, look at low res render textures.
Use this however you want.