Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
| using UnityEngine; | |
| using System.Collections; | |
| public class CameraShake : MonoBehaviour | |
| { | |
| // Transform of the camera to shake. Grabs the gameObject's transform | |
| // if null. | |
| public Transform camTransform; | |
| // How long the object should shake for. |
| @RestController | |
| @RequestMapping("registration") | |
| public class InstanceRegistrationResource { | |
| private final InstanceRegistrationService instanceRegistrationService; | |
| public InstanceRegistrationResource(InstanceRegistrationService instanceRegistrationService) { | |
| this.instanceRegistrationService = instanceRegistrationService; | |
| } | |
| @PostMapping("register") |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Linq; | |
| using Newtonsoft.Json; | |
| using Newtonsoft.Json.Serialization; | |
| using UnityEngine; | |
| public class JsonSerialisableScriptableObject<T> : ScriptableObject where T : JsonSerialisableScriptableObject<T> | |
| { |
| using UnityEngine; | |
| using Unity.Collections; | |
| using Unity.Audio; | |
| using Unity.Mathematics; | |
| using Unity.Burst; | |
| using System.Collections; | |
| /* | |
| For allocations inside AudioKernels, use Allocator.AudioKernel | |
| */ |
| 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; |
| using UnityEngine; | |
| public class DepthScan : MonoBehaviour | |
| { | |
| [SerializeField] private Camera cam; | |
| [SerializeField] private Material mat; | |
| [SerializeField] private float scanSpeed = 80f; | |
| private float scanDistance; |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Snake : MonoBehaviour { | |
| // 軌跡 | |
| struct Trail | |
| { | |
| public Vector3 Position; | |
| public Quaternion Rotation; |
| // Quick try at doing a "print value" node for Unity ShaderGraph. | |
| // Tested on Unity 2019.2.17 with ShaderGraph 6.9.2. | |
| // | |
| // Use with CustomFunction node, with two inputs: | |
| // - Vector1 Value, the value to display, | |
| // - Vector2 UV, the UVs of area to display at. | |
| // And one output: | |
| // - Vector4 Color, the color. | |
| // Function name is DoDebug. |
| using UnityEngine; | |
| [RequireComponent( typeof(Camera) )] | |
| public class FlyCamera : MonoBehaviour { | |
| public float acceleration = 50; // how fast you accelerate | |
| public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
| public float lookSensitivity = 1; // mouse look sensitivity | |
| public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
| public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction