Make the following usb sticks and drives on windows:
- Ubuntu install usb stick
- System recovery usb stick
- System backup image on usb hard drive
| // Original shader from https://gist.github.com/kaiware007/8ebad2d28638ff83b6b74970a4f70c9a | |
| // Adapted to URP with instructions from https://docs.unity3d.com/Packages/[email protected]/manual/writing-shaders-urp-basic-unlit-structure.html | |
| // And using code from https://gist.github.com/kaiware007/8ebad2d28638ff83b6b74970a4f70c9a?permalink_comment_id=4464811#gistcomment-4464811 | |
| Shader "Unlit/Billboard" | |
| { | |
| Properties | |
| { | |
| [MainTexture] _BaseMap ("Texture", 2D) = "white" {} | |
| } |
More info can be found at, https://docs.microsoft.com/en-us/dotnet/api/system.environment.specialfolder?view=netframework-4.7.2
// C:\ProgramData\
var path1 = System.Environment.GetFolderPath(System.Environment.SpecialFolder.CommonApplicationData);
// C:\Users\USERNAME\AppData\Roaming
var path2 = System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData);| using UnityEngine; | |
| using UnityEngine.EventSystems; | |
| public class FirstPersonInputModule : StandaloneInputModule { | |
| protected override MouseState GetMousePointerEventData(int id) { | |
| var lockState = Cursor.lockState; | |
| Cursor.lockState = CursorLockMode.None; | |
| var mouseState = base.GetMousePointerEventData(id); | |
| Cursor.lockState = lockState; | |
| return mouseState; |
| /******************************************************************************* | |
| * Don't Be a Jerk: The Open Source Software License. | |
| * Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
| ******************************************************************************* | |
| * _I_ am the software author - JohannesMP on Github. | |
| * _You_ are the user of this software. You might be a _we_, and that's OK! | |
| * | |
| * This is free, open source software. I will never charge you to use, | |
| * license, or obtain this software. Doing so would make me a jerk. | |
| * |
| #if UNITY_EDITOR | |
| using System; | |
| using UnityEditor; | |
| using UnityEditor.SceneManagement; | |
| using UnityEngine; | |
| [InitializeOnLoad] | |
| public class AutoSave | |
| { | |
| private static DateTime nextSaveTime; |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEngine; | |
| using UnityEditor.SceneManagement; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Linq; | |
| public class MultiSceneSetup : ScriptableObject | |
| { |
| //#define DEBUG_THREADING | |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Threading; | |
| using System.Reflection; | |
| public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data); |
| //Enable this if you want it to work in NUNIT, see the test example at the bottom | |
| //#define UNIT_TESTING | |
| /** | |
| * | |
| * https://i.imgur.com/GoH9rkv.png | |
| * | |
| * One of the frustrating things about Unity is that there are a spate of magic methods that can be | |
| * called from the runtime. They do not have an interface defined, which by itself is pretty frustrating, | |
| * but it can allow some valid c# that is bad Unity mojo. Consider a private 'OnEnable' function unity |