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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using System.Threading.Tasks; | |
| namespace TestUnityConsole | |
| { | |
| class Program | |
| { |
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| :: Windows 10 Hardening Script | |
| :: This is based mostly on my own personal research and testing. My objective is to secure/harden Windows 10 as much as possible while not impacting usability at all. (Think being able to run on this computer's of family members so secure them but not increase the chances of them having to call you to troubleshoot something related to it later on). References for virtually all settings can be found at the bottom. Just before the references section, you will always find several security settings commented out as they could lead to compatibility issues in common consumer setups but they're worth considering. | |
| :: Obligatory 'views are my own'. :) | |
| :: Thank you @jaredhaight for the Win Firewall config recommendations! | |
| :: Thank you @ricardojba for the DLL Safe Order Search reg key! | |
| :: Thank you @jessicaknotts for the help on testing Exploit Guard configs and checking privacy settings! | |
| :: Best script I've found for Debloating Windows 10: https://github.com/Sycnex/Windows10Debloater | |
| : |
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| Shader "Unlit/StereographicProjectionBubble" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _PanSpeed ("Pan Speed", Float) = 0.1 | |
| _Spherify ("Spherify", Range(0,1)) = 1 | |
| } | |
| SubShader | |
| { |
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| Shader "UI/BlurImage" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| [Space(50)] | |
| _BlurX ("X Blur", Range(0.0, 0.5)) = 0.001 | |
| _BlurY ("Y Blur", Range(0.0, 0.5)) = 0.001 |
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| // src: https://gist.github.com/andrew-raphael-lukasik/66d898be737734f26e607e6526d22901 | |
| using IO = System.IO; | |
| using UnityEngine; | |
| using Unity.Entities; | |
| using Unity.Scenes; | |
| using Unity.Entities.Serialization; | |
| public static class Worlds | |
| { |
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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| using System.Collections; | |
| using UnityEngine; | |
| using UnityEngine.Events; | |
| public static class MonoExtensions | |
| { | |
| public static Coroutine Wait(this MonoBehaviour mono, float delay, UnityAction action) | |
| { | |
| return mono.StartCoroutine(ExecuteAction(delay, action)); | |
| } |
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| 1) Enable Profiler in OnPreprocessBuild like following: | |
| public void OnPreprocessBuild(BuildReport report) | |
| { | |
| Profiler.enabled = true; | |
| Profiler.enableBinaryLog = true; | |
| Profiler.logFile = "profilerlog.raw"; | |
| Debug.Log("Enabling Profiler"); | |
| } | |
| 2) Disable Profiler in OnPostProcessBuild | |
| 3) Now put Profiler.Begin/EndSample in the desired code. |
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| <?php | |
| include_once ( 'unity3d-assetstore.php' ); | |
| // Doesn't matter what is used for the publisher name, | |
| // the key still points to only one publisher. | |
| $authArray = array ( | |
| 'publisher' => '{PUBLISHER_NAME}' | |
| 'key' => '{PUBLISHER_KEY}', | |
| ); |
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| using UnityEngine; | |
| // @kurtdekker - quick double-siding mechanism. | |
| // | |
| // Place or add this Component to things with at | |
| // least a MeshFilter on them. | |
| // | |
| // Presently only for single-submesh geometry. | |
| [RequireComponent( typeof( MeshFilter))] |