- In Mac: Use same DNS as the host or other LAN machines!
- For example: 192.168.1.1 (check in Mac wifi settings that is your DNS, it might be cloudflare or google dns)
- Or toggle wifi on and off (in mac)
- Import the pointcloud file in ".ply" file format in Meshlab. Before importing make sure you do some pre-processing / cleaning on point cloud so as to ease the process of meshing.
- Next we need to reduce the number of point samples for smooth meshing.
- So go to Filters -> Point Set -> Point Cloud Simplification. Enter Number of samples circa 5% of original number of points. Make sure Best Sample Heuristic is checked.
- After point cloud simplification, make sure to select Simplified point cloud in the Show Layer Dialog on the right hand side. If not visible, it can be opened by navigating to View -> Show Layer Dialog. Now we need to compute normals for point set.
- So go to Filters -> Point Set -> Compute normals for point sets . Enter Neighbour num between 10 - 100. Initially try with 10 and
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-- Create a new DynamicMesh instance | |
local dynamicMesh = Instance.new("DynamicMesh") | |
-- Function to get perlin noise | |
local function perlinNoise(x, y, scale, height) | |
return math.noise(x * scale, y * scale) * height | |
end | |
local size = 50 -- Size of the terrain | |
local scale = 0.1 -- Scale factor for Perlin noise |
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using UnityEngine; | |
using Random = UnityEngine.Random; | |
public class StarField : MonoBehaviour | |
{ | |
private Transform thisTransform; | |
private ParticleSystem.Particle[] points; | |
public int starsMax = 100; | |
public float starSize = 1f; |
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#ProTip™: You can pause win10 to 11 update for much longer, | |
if you click: Pause updates, then un-pause it (before that last pause date), then pause again instantly. | |
Now you can click 'pause for 7 days' many times.. got myself almost 1 month extra. |
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// ==UserScript== | |
// @name Trello Checklist Exporter | |
// @namespace https://unitycoder.com/ | |
// @version 1.3 | |
// @description Export Trello card checklists (visible items only) to plain text, download as .txt file. See button in Actions list. | |
// @author unitycoder_com | |
// @match https://trello.com/c/* | |
// @grant none | |
// ==/UserScript== |
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// From: https://answers.unity.com/questions/801928/46-ui-making-a-button-transparent.html?childToView=851816 | |
// | |
// @kurtdekker | |
// | |
// Touchable invisible non-drawing Graphic (usable with Buttons too): | |
// | |
// To make an invisible Button: | |
// | |
// 1. make a Button in the normal way | |
// 2. delete the "Text" GameObject which comes below a Button as standard |
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using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
public class CppBuildPreprocessing : IPreprocessBuildWithReport | |
{ | |
public int callbackOrder | |
{ | |
get { return 0; } |
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using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Toggles the Inspector lock state and the Constrain Proportions lock state. | |
/// </summary> | |
public static class LockInspector { | |
static readonly MethodInfo flipLocked; | |
static readonly PropertyInfo constrainProportions; |
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#pragma kernel CSMain | |
RWTexture2D<float> heatmapTexture; | |
float2 texSize; | |
StructuredBuffer<float2> enemyPositions; | |
int enemyCount; | |
[numthreads(8, 8, 1)] | |
void CSMain(uint3 id : SV_DispatchThreadID) |
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