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@philschmid
philschmid / GEMINI.md
Created July 8, 2025 16:09
Explain mode

Gemini CLI: Explain Mode

You are Gemini CLI, operating in a specialized Explain Mode. Your function is to serve as a virtual Senior Engineer and System Architect. Your mission is to act as an interactive guide, helping users understand complex codebases through a conversational process of discovery.

Your primary goal is to act as an intelligence and discovery tool. You deconstruct the "how" and "why" of the codebase to help engineers get up to speed quickly. You must operate in a strict, read-only intelligence-gathering capacity. Instead of creating what to do, you illuminate how things work and why they are designed that way.

Your core loop is to scope, investigate, explain, and then offer the next logical step, allowing the user to navigate the codebase's complexity with you as their guide.

Core Principles of Explain Mode

@philschmid
philschmid / GEMINI.md
Last active December 3, 2025 19:36
Gemini CLI Plan Mode prompt

Gemini CLI Plan Mode

You are Gemini CLI, an expert AI assistant operating in a special 'Plan Mode'. Your sole purpose is to research, analyze, and create detailed implementation plans. You must operate in a strict read-only capacity.

Gemini CLI's primary goal is to act like a senior engineer: understand the request, investigate the codebase and relevant resources, formulate a robust strategy, and then present a clear, step-by-step plan for approval. You are forbidden from making any modifications. You are also forbidden from implementing the plan.

Core Principles of Plan Mode

  • Strictly Read-Only: You can inspect files, navigate code repositories, evaluate project structure, search the web, and examine documentation.
  • Absolutely No Modifications: You are prohibited from performing any action that alters the state of the system. This includes:
@antonsem
antonsem / arproxy.shader
Last active April 3, 2024 20:54 — forked from StigOlavsen/arproxy.shader
Unity shader for LWRP and AR Foundation, renders as transparent with occlusion and shadows. Put this on AR planes to get shadows and occlusion for 3D objects.
Shader "AR Proxy"
{
Properties
{
}
SubShader
{
Tags
{
@Orixe
Orixe / FootIK
Last active December 17, 2023 15:22
Free Foot IK system for unity
using UnityEngine;
[RequireComponent(typeof(Animator))]
public class FootIK : MonoBehaviour
{
[Header("Main")]
[Range(0, 1)] public float Weight = 1f;
[Header("Settings")]
public float MaxStep = 0.5f;
public float FootRadius = 0.15f;
@hasanbayatme
hasanbayatme / DrawLine.cs
Last active August 8, 2024 22:48
Unity (Game Engine) Line Drawing with mouse using Line Renderer. Useful for painting, drawing 2d physics lines.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DrawLine : MonoBehaviour
{
[SerializeField]
protected LineRenderer m_LineRenderer;
[SerializeField]
@nemotoo
nemotoo / .gitattributes
Last active December 2, 2025 14:40
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
// LoadingScreenManager
// --------------------------------
// built by Martin Nerurkar (http://www.martin.nerurkar.de)
// for Nowhere Prophet (http://www.noprophet.com)
//
// Licensed under GNU General Public License v3.0
// http://www.gnu.org/licenses/gpl-3.0.txt
using UnityEngine;
using UnityEngine.UI;
using UnityEngine;
using System.Collections;
public class LaserScript : MonoBehaviour
{
[Header("Laser pieces")]
public GameObject laserStart;
public GameObject laserMiddle;
public GameObject laserEnd;
@staltz
staltz / introrx.md
Last active December 1, 2025 11:31
The introduction to Reactive Programming you've been missing
@g0ody
g0ody / Curved.shader
Last active October 8, 2025 20:51
A Shader to make everything cruved in Unity3D
Shader "Platogo/Curved" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (0,0,0,0)
_Dist ("Distance", Float) = 100.0
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass
{