Move the remaining Assets scripts off Unity.Mathematics
Fluid, Slime, SlimeTestSpawner, LightningCompute and MouseRotate still imported Unity.Mathematics and compiled only because Burst and Collections pull the package in. Fluid, Slime and LightningCompute now use CultMath (LightningCompute's snoise included, which CultMath carries as the same Ashima simplex noise); SlimeTestSpawner and MouseRotate imported it without using it, so the usings are gone. LightningCompute converts its float3 offsets with ToUnity() instead of the Unity.Mathematics implicit cast. None of these are Burst-compiled or jobs. Their ComputeBuffer structs are built from UnityEngine Vector2/Vector3 and floats, not math types, so no buffer layout changes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 10 additions and 16 deletions
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@ -2,8 +2,6 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class MouseRotate : MonoBehaviour
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{
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@ -5,11 +5,11 @@ using System.Linq;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Rendering;
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using Unity.Mathematics;
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using CultMath;
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using CultMath.UnityBridge;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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using static CultMath.math;
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using Random = UnityEngine.Random;
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public class LightningCompute : MonoBehaviour
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@ -255,19 +255,19 @@ public class LightningCompute : MonoBehaviour
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var diff = EndPosition - StartPosition;
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var dist = diff.magnitude;
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_bolts[0].startPos = StartPosition;
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_bolts[0].startOffset = -(Vector3) fbm3(float2(0, _time));
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_bolts[0].startOffset = -fbm3(float2(0, _time)).ToUnity();
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_bolts[0].endPos = EndPosition;
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_bolts[0].endOffset = FixedEndpoint ? -(Vector3) fbm3(float2(dist, _time)) : Vector3.zero;
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_bolts[0].endOffset = FixedEndpoint ? -fbm3(float2(dist, _time)).ToUnity() : Vector3.zero;
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for (int i = 0; i < BranchCount; i++)
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{
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var root = Vector3.Lerp(StartPosition, EndPosition, _bolts[i + 1].startTime);
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var rootDist = _bolts[i + 1].startTime * dist;
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_bolts[i + 1].startPos =
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root + (Vector3) fbm3(float2(rootDist, _time)) +
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root + fbm3(float2(rootDist, _time)).ToUnity() +
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_bolts[0].startOffset * (max(.5f - _bolts[i + 1].startTime, 0) * 2) +
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_bolts[0].endOffset * (max(_bolts[i + 1].startTime - .5f, 0) * 2);
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_bolts[i + 1].startOffset = -(Vector3) fbm3(float2(0, _time + (i + 1) * 10));
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_bolts[i + 1].startOffset = -fbm3(float2(0, _time + (i + 1) * 10)).ToUnity();
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_bolts[i + 1].endPos = root + _branchEndpoints[i];
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}
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@ -4,12 +4,11 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using MessagePack;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using Random = UnityEngine.Random;
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using static Unity.Mathematics.math;
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using static CultMath.math;
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public class Slime : MonoBehaviour
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{
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@ -1,6 +1,4 @@
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using Unity.Mathematics;
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using UnityEngine;
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using static Unity.Mathematics.math;
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public class SlimeTestSpawner : MonoBehaviour
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{
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@ -2,10 +2,9 @@
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// https://github.com/keijiro/StableFluids
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using System.Collections.Generic;
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using Unity.Mathematics;
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using CultMath;
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using UnityEngine;
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using static Unity.Mathematics.math;
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using int2 = Unity.Mathematics.int2;
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using static CultMath.math;
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using Random = UnityEngine.Random;
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public class Fluid : MonoBehaviour
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