Having fought countless robot masters over the years, Mega Man is ready to lay back, relax and enjoy his 25th Anniversary. Getting wind of this, Ryu and his fellow Street Fighters want one last battle before they let their own anniversary finish. Charge up your mega busters and stretch out your lightning legs, this is Street Fighter® X Mega Man®!
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Timeline; | |
// The instance of the clip for a playing timeline | |
[System.Serializable] | |
public class SubtitlePlayable : ScriptPlayable | |
{ |
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float vFOVInRads = Camera.main.fieldOfView * Mathf.Deg2Rad; | |
float hFOVInRads = 2 * Mathf.Atan( Mathf.Tan(vFOVInRads / 2) * Camera.main.aspect); | |
float hFOV = hFOVInRads * Mathf.Rad2Deg; |
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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
Having fought countless robot masters over the years, Mega Man is ready to lay back, relax and enjoy his 25th Anniversary. Getting wind of this, Ryu and his fellow Street Fighters want one last battle before they let their own anniversary finish. Charge up your mega busters and stretch out your lightning legs, this is Street Fighter® X Mega Man®!
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Key: | |
"-" negative point | |
"+" positive point | |
"+-" could go either way depending on your opinion or if it functions or not | |
Background Info: the last project we worked on needed basic 2D functionality (sprites and animations) and SpriteKit was born to fill this need (http://www.youtube.com/watch?v=cabAr2CdLmc). It has no fancy editors and was really made to fit a specific need and as of yet it has not been extended much further than the video shows. Something a bit more full featured is required for a new prototype and instead of spending a bunch of time extending SpriteKit we went on a search for alternatives. None of the below frameworks are perfect and they all have pluses and minuses. One thing SpriteKit had that none of the others do is automatic texture selection based on screen resolution. That is one thing I would like to see incorporated in every 2D framework and it kind of surprises me that it isn't one of the first features added when making a 2D framework. | |