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void App::OnLaunched(LaunchActivatedEventArgs^ e) | |
{ | |
m_SplashScreen = e->SplashScreen; | |
InitializeUnity(e->Arguments); | |
//these two lines | |
auto av = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView(); | |
av->SetDesiredBoundsMode(Windows::UI::ViewManagement::ApplicationViewBoundsMode::UseCoreWindow); | |
} |
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$ adb logcat | |
and it will start printing out everything that is going on on the device. To limit it to only show the output from inside Unity, you can try this: | |
$ adb logcat -s Unity | |
or, to get a little bit more info about what's going on: | |
$ adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG |
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public Bounds GetCombinedBounds(GameObject parent) { | |
Bounds combinedBounds = new Bounds(); | |
//grab all child renderers | |
Renderer[] renderers = GetComponentsInChildren<Renderer>(GetComponent<Renderer>()); | |
//grow combined bounds with every children renderer | |
foreach (Renderer rendererChild in renderers) { |
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//Greg Lukosek 2015 | |
//[email protected] | |
using UnityEngine; | |
using UnityEditor; | |
public class TexturePostProcessor : AssetPostprocessor | |
{ | |
void OnPostprocessTexture(Texture2D texture) |
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extension Int { | |
var ordinal: String { | |
get { | |
var suffix: String = "" | |
var ones: Int = self % 10; | |
var tens: Int = (self/10) % 10; | |
if (tens == 1) { | |
suffix = "th"; | |
} else if (ones == 1){ |
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let rates = responseDictionary["rates"] as NSDictionary | |
let stringArray = rates.allKeys as [String] | |
var dates = Array<NSDate>() | |
for s in stringArray { | |
dates.append(dateFormater.dateFromString(s)!) | |
} | |
dates.sort({$0.timeIntervalSinceNow < $1.timeIntervalSinceNow}) |
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var data: [CGFloat] = [10, 50, 20, 5, 5, 10] | |
let minValue = data.reduce(data[0], { min($0, $1) }) | |
let maxValue = data.reduce(data[0], { max($0, $1) }) |
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
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import UIKit | |
// Usage example: | |
// let deviceType : DeviceTypes = UIDevice().deviceType | |
// let deviceName : String = deviceType.rawValue | |
public enum DeviceTypes : String { | |
case simulator = "Simulator", | |
iPad2 = "iPad 2", |
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dispatch_async (dispatch_get_main_queue (), | |
{ | |
// sume code here | |
() | |
}); |