I hereby claim:
- I am mrwellmann on github.
- I am mrwellmann (https://keybase.io/mrwellmann) on keybase.
- I have a public key ASD9wy4mmkqlMKNTD_QhGBJ1iQRtAggbplUeGsn23QHaEQo
To claim this, I am signing this object:
| /** | |
| * Functions to get Kraken price for a UTC time. | |
| * Kraken Market data Api https://docs.kraken.com/rest/#tag/Market-Data | |
| */ | |
| /** | |
| * The onOpen() function, is automatically invoked whenever the spreadsheet is opened. | |
| * | |
| * Ipmortant: onOpen() is only called onece if you have another script in connected | |
| * to the spreadsheet which uses onOpen() it will be called only ownce. |
| ############################################ | |
| # Unity & VR Builder Template .gitattributes | |
| ############################################ | |
| # Note: | |
| # When making changes to .gitattributes, files must be un-staged and re-staged for changes to be applied: | |
| # git reset HEAD -- | |
| # git add -A | |
| # Changes can then be verified using: | |
| # git lfs status | grep LFS: |
| ######################################### | |
| # Unity & VR Builder Template .gitignore | |
| ######################################### | |
| ################ | |
| # Unity Default | |
| ################ | |
| # This .gitignore file should be placed at the root of your Unity project directory | |
| # | |
| # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore |
| using UnityEngine; | |
| using UnityEngine.XR.Management; | |
| /// <summary> | |
| /// Handles the initialization and deinitialization of XR subsystems in Unity. | |
| /// </summary> | |
| /// <remarks> | |
| /// When developing with a Meta Quest headset, this helps to prevent a black screen and the hourglass loading icon in the headset screen on application exit, | |
| /// and subsequent issues when re-entering play mode. | |
| /// </remarks> |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.ProBuilder; | |
| using GLTFast.Export; | |
| using GLTFast.Logging; | |
| using System.Threading.Tasks; | |
| using System.Reflection; | |
| public class ExportAndReplaceProBuilderMeshes : MonoBehaviour | |
| { |
I hereby claim:
To claim this, I am signing this object:
| private void DrawScriptFields() | |
| { | |
| EditorGUI.BeginDisabledGroup(true); | |
| MonoScript monoScript = (target as MonoBehaviour) != null | |
| ? MonoScript.FromMonoBehaviour((MonoBehaviour)target) | |
| : MonoScript.FromScriptableObject((ScriptableObject)target); | |
| EditorGUILayout.ObjectField("Script", monoScript, GetType(), false); | |
| MonoScript monoScript2 = MonoScript.FromScriptableObject((ScriptableObject)this); |
| using UnityEngine; | |
| public static class RandomDistinctIntegers | |
| { | |
| /// <summary> | |
| /// Generates distinct integers. | |
| /// The Integers inside the array are not randomized. If n = range; | |
| /// This Algorithm works good for a lager amount of numbers and uses less memory than Fischer. | |
| /// Source: https://visualstudiomagazine.com/articles/2013/07/01/generating-distinct-random-array-indices.aspx | |
| /// </summary> | |
| /// <param name="size"> Number of distinct values to generate.</param> |
| /// <summary> | |
| /// This tool helps to identify and remove empty folders from your Unity 3D project. | |
| /// | |
| /// /// Why do I need this: | |
| /// Empty folders are not committed by git but the connected meta files are. | |
| /// So there will be a creation - deletion cycle between between person with and without such a folder. | |
| /// | |
| /// /// Usage: | |
| /// The tool adds a new menu Tools->Empty Folder Tool. | |
| /// 1. If you "Toggle Auto Delete", every time you remove or move something in your project |