<commit_before>UnityTools
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A collection of scripts that I've written for my silly prototypes.<commit_msg>descriptions of the scripts<commit_after>UnityTools
==========

A collection of scripts that I've written for my silly prototypes, including:

* **Inp** to handle touch and mouse input the exact same way. Use the Inp.ut singleton to access the stuff, and make sure to put the Inp class before anything else in Edit > Project Settings > Script Execution Order.
* **ColliderToMesh** to add a mesh to Unity’s 2D polygon collision so that you can use Unity’s collider editor to quickly ‘draw’ a mesh.
* **DynamicPositionAnimation** for when you want to animate the position of something through code rather than the set values that Unity’s Mechanim uses.
* **AccelerationTrigger** to receive a function call when the acceleration of the device is larger than X. My script calls the ‘OnAccelTrigger’ function on a script attached to the same GameObject.
* **AcceleratorInput** to get the rough acceleration over an X amount of frames. Note that this uses FixedUpdate and works with the UnityEngine.Input.acceleration variable, which doesn’t give you as much precision as UnityEngine.Input.accelerationEvents.
{'fraction_non_alphanumeric': 0.06644790812141099, 'fraction_numerical': 0.0008203445447087777, 'mean_word_length': 5.192893401015229, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 5, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '7068296', 'n_tokens_mistral': 309, 'n_tokens_neox': 287, 'n_words': 171}