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@danielrosehill
danielrosehill / README.md
Created November 25, 2025 16:13
Optimal Audio Input Settings for OpenAI Whisper Speech-to-Text

Optimal Audio Input Settings for OpenAI Whisper Speech-to-Text

This guide documents the recommended audio parameters for capturing voice input destined for OpenAI's Whisper API or local Whisper models. The goal is to minimize file size while preserving transcription accuracy.

TL;DR - Recommended Settings

Parameter Recommended Notes
Channels Mono (1) Whisper converts to mono internally anyway
Sample Rate 16 kHz Native processing rate; higher is downsampled
@UXVirtual
UXVirtual / TreeReplacerS.cs
Last active April 6, 2025 03:23 — forked from st4rdog/TreeReplacerS.cs
Replaces trees on a terrain with prefab.
using UnityEngine;
using UnityEditor;
// Replaces Unity terrain trees with prefab GameObjects.
// Handles terrain offsets correctly.
public class TreeReplacerS : EditorWindow
{
[Tooltip("The terrain containing the trees to replace.")]
public Terrain _terrain;
@sayakpaul
sayakpaul / run_flux_under_24gbs.py
Last active June 28, 2025 22:53
This gist shows how to run Flux on a 24GB 4090 card with Diffusers.
from diffusers import FluxPipeline, AutoencoderKL
from diffusers.image_processor import VaeImageProcessor
from transformers import T5EncoderModel, T5TokenizerFast, CLIPTokenizer, CLIPTextModel
import torch
import gc
def flush():
gc.collect()
torch.cuda.empty_cache()
@bryanknox
bryanknox / .editorconfig
Last active January 4, 2023 13:00
.editorconfig for C# Visual Studio projects
# EditorConfig is awesome: https://EditorConfig.org
#
# More info about editorconfig for C# and .NET in Visual Studio see:
# https://docs.microsoft.com/en-us/visualstudio/ide/create-portable-custom-editor-options?view=vs-2019
#
# Most of the .NET and C# rules below were taken from the
# Microsoft Roslyn team's editorconfig at:
# https://github.com/dotnet/roslyn/blob/master/.editorconfig
# Top-most EditorConfig file.
@willbroderick
willbroderick / modelviewer-extra.js
Last active February 15, 2025 08:30
Shopify Model Viewer UI inside slideshow
/*
A Gist to keep track of what was needed to make the Shopify Model Viewer UI
propagate events in a way that allows us to use it in a slideshow/carousel.
Works in Slick and Swiper. Other JS was obviously required outside here.
This is just for reference. This was called on a loop for each 3D model.
Add this SCSS:
.shopify-model-viewer-ui {
@ditzel
ditzel / MeshDestroy.cs
Created August 19, 2019 19:02
MeshDestroy => Put it on a game object with a mesh filter and renderer. Make sure to have read/write enabled on fbx import
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshDestroy : MonoBehaviour
{
private bool edgeSet = false;
private Vector3 edgeVertex = Vector3.zero;
private Vector2 edgeUV = Vector2.zero;
@fishtopher
fishtopher / OVRAvatarHandPoseOverrider.cs
Last active November 24, 2020 12:28
Tween the Oculus Avatar hands to any custom pose you want
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using Oculus.Avatar;
// Smoothly tween between the "real" hand pose that comes out of the
// Oculus Avatar SDK and a custom grip pose.
//
// ## Why?
@cortvi
cortvi / !Two-Sided Shader.md
Last active August 27, 2024 01:11
A PBR two-sided cloth shader that works correctly with Unity's lighting.

Extended from this article

two-sided custom shader cover image

@mokargas
mokargas / area-light.js
Last active September 5, 2017 02:25
A-Frame + Three.JS RectAreaLight
//This is now outdated. Please see: https://github.com/mokargas/aframe-area-light-component
/**
* A-Frame Wrapper for THREE.JS RectAreaLight
* @author Mo Kargas (DEVLAD) mo@devlad.com
*/
/* global AFRAME */
@miketucker
miketucker / FXWaterPro.cs
Created February 19, 2017 22:21
Unity Water with VR support
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water" {
Properties {
_WaveScale ("Wave scale", Range (0.02,3.0)) = 0.063
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
_Brightness("Brightness", Range(0,1.0)) = 0.40
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}