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Basic simulator to run cross cultural driving style studies
A game theoretic approach to explain the output of any machine learning model.
A great starting point for your 2D controller. Making use of all the hidden tricks like coyote, buffered actions, speedy apex, anti grav apex, etc
Unity asset to draw all built-in gizmos in the Unity Debug way
Through this configuration, no per voxel data is transferred between the GPU and the CPU at runtime.
PinMesh is an exact and efficient parallel algorithm for preprocess a polyhedral triangular mesh and, then, query a cloud of points against the mesh.
Quickly rewrite git repository history (filter-branch replacement)
GIT utilities -- repo summary, repl, changelog population, author commit percentages and more
Screen Space Global Illumination for Unity Universal Render Pipeline
A fully-dynamic voxel-based global illumination system for Unity
Dynamic Parkour System is a FREE plugin for Unity that allows anyone to import any model and have an already working controller with parkour capabilities like in Assassin's Creed games.
Source Code for "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs" by Eric Haines and Tomas Akenine-Möller
Source Code for "Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX" by Adam Marrs, Peter Shirley, and Ingo Wald
Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research
Distributed server for social and realtime games and apps.
A Curated List of Multiplayer Game Network Programming Resources
Here is a script for a rope that detects collisions and follows our player.
Mostly static utility classes that are used across multiple projects. This seems like a better place for them than in Gists.
Framework for Unity that includes lots of useful utility functions and helper classes.
A collection of utilities to enhance the Unity Editor
A library of various utilities and tools for Unity (alpha)
Editor utility for unity to help check resources in the current scene (including active textures, their sizes, materials, meshes and which objects are using them)