- Download the latest zsh package: https://packages.msys2.org/package/zsh?repo=msys&variant=x86_64
Example:
zsh-5.7.1-1-x86_64.pkg.tar.xz
## For a beginner-friendly version of the following (more advanced users likely will get better use of the below, | |
## if you're just starting out...), see this new gist: | |
## https://gist.github.com/WolfgangSenff/0a9c1d800db42a9a9441b2d0288ed0fd | |
This document represents the beginning of an upgrade or migration document for GDScript 2.0 and Godot 4.0. I'm focusing on 2D | |
at the moment as I'm upgrading a 2D game, but will hopefully have more to add for 3D afterward. | |
## If you want more content like this, please help fund my cat's medical bills at https://ko-fi.com/kyleszklenski - thank you very much! On to the migration guide. |
Example:
zsh-5.7.1-1-x86_64.pkg.tar.xz
using UnityEngine; | |
[RequireComponent(typeof(Animator))] | |
public class FootIK : MonoBehaviour | |
{ | |
[Header("Main")] | |
[Range(0, 1)] public float Weight = 1f; | |
[Header("Settings")] | |
public float MaxStep = 0.5f; | |
public float FootRadius = 0.15f; |
# Adjust the following variables as necessary | |
REMOTE=origin | |
BRANCH=$(git rev-parse --abbrev-ref HEAD) | |
BATCH_SIZE=500 | |
# check if the branch exists on the remote | |
if git show-ref --quiet --verify refs/remotes/$REMOTE/$BRANCH; then | |
# if so, only push the commits that are not on the remote already | |
range=$REMOTE/$BRANCH..HEAD | |
else |
#if !DISABLESTEAMWORKS | |
// Unity 32bit Mono on Windows crashes with ThisCall/Cdecl for some reason, StdCall without the 'this' ptr is the only thing that works..? | |
#if (UNITY_EDITOR_WIN && !UNITY_EDITOR_64) || (!UNITY_EDITOR && UNITY_STANDALONE_WIN && !UNITY_64) | |
#define STDCALL | |
#elif STEAMWORKS_WIN | |
#define THISCALL | |
#endif | |
namespace Steamworks |
#if !DISABLESTEAMWORKS | |
// Unity 32bit Mono on Windows crashes with ThisCall/Cdecl for some reason, StdCall without the 'this' ptr is the only thing that works..? | |
#if (UNITY_EDITOR_WIN && !UNITY_EDITOR_64) || (!UNITY_EDITOR && UNITY_STANDALONE_WIN && !UNITY_64) | |
#define STDCALL | |
#elif STEAMWORKS_WIN | |
#define THISCALL | |
#endif | |
namespace Steamworks |
Deploy instructions for Rails using Puma, Nginx, and Ubuntu 18.04.
Sign up at www.atlantic.net (Select the Ubuntu 18.04 LTS operating system option). I was grandfathered in on Atlantic.net's $1 a month virtual private server (VPS) hosting. Unlike Heroku, you will have full control over the server. At some point in your application's lifetime this may become important to you for making customizations Heroku isn't capable of. Unless future limitations aren't a concern AND you don't want to learn how to set up a virtual private server, I wouldn't suggest using Heroku. The setup process below would be very similar for any of the other big hosting options like Amazon's EC2, DigitalOcean, etc.
Confirmation email will have log in instructions with IP, password and username.
Some of the commands below are run on the remote machine and others on your local development machine. I will prefix each command with one of the following:
remote-root#
remote$
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[System.Serializable] | |
public class SceneObject | |
{ | |
[SerializeField] | |
private string m_SceneName; |
#include <math_constants> | |
image Input = file("maze.png"); | |
glsl vec4 initialState(vec2 pos) { | |
vec4 input = texture(Input, pos); | |
vec4 color = vec4(0.0, 0.0, 0.0, 1.0); | |
// Detect starting point | |
if (input.g > 0.5 && input.r + input.b < 1.0) |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
public class CopyTransformPositions : EditorWindow { | |
public Transform sourceRoot; | |
public Transform targetRoot; |