RayCarrot.RCP.Metro
Rayman Control Panel (4.0.0 and above) (by RayCarrot)
JimmysUnityUtilities
A bunch of code I like to have on hand while working in Unity (by JimmyCushnie)
RayCarrot.RCP.Metro | JimmysUnityUtilities | |
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1 | 2 | |
84 | 128 | |
- | - | |
9.6 | 7.1 | |
5 days ago | 11 days ago | |
C# | C# | |
MIT License | Do What The F*ck You Want To Public License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RayCarrot.RCP.Metro
Posts with mentions or reviews of RayCarrot.RCP.Metro.
We have used some of these posts to build our list of alternatives
and similar projects.
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Rayman Legends Compression
This game (and I think Origins?) have somewhat long load times on the Vita, which usually noted as the port's main flaw. It's believed that the load times deal with decompressing the art for the game. Using Rayman Control Panel, I was able to extract and repack the IPK files for both the main data and the patched archive.
JimmysUnityUtilities
Posts with mentions or reviews of JimmysUnityUtilities.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-09-16.
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Using players' song files at runtime?
Unity and C# eh? I have some code that might be helpful to you: https://github.com/JimmyCushnie/JimmysUnityUtilities/blob/master/Scripts/AudioLoadingUtilities.cs
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System.Random not behaving deterministically?
I might have some code that solves your problem. I have a package of Unity utilities, and one of the things in that package is my custom random class, JRandom. JRandom is deterministic across different platforms (at least, as far as I know). Additionally, it's significantly faster that Unity's System.Random, and it contains a plethora of extra methods for getting random values that are more powerful than those in System.Random.
What are some alternatives?
When comparing RayCarrot.RCP.Metro and JimmysUnityUtilities you can also consider the following projects:
InjectableGenericCameraSystem - This is a generic camera system to be used as the base for cameras for taking screenshots within games. The main purpose of the system is to hijack the in-game 3D camera by overwriting values in its camera structure with our own values so we can control where the camera is located, it's pitch/yaw/roll values, its FoV and the camera's look vector.
xxHash - A pure C# implementation of xxhash algorithm
NRatings.Client - NRatings for NR2003
MathUtilities - A collection of some of the neat math and physics tricks that I've collected over the last few years.