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Main Article (Author: Greg Turk)
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Clarifications (Author: Andrew Kingdom)
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| <html> | |
| <!-- | |
| This replaces the SELECT dropdown menu with an editable INPUT textbox, | |
| when the last ('other') option is selected from the list. | |
| This version allows adding this functionality to multiple SELECT elements. | |
| (See the 'setupEditableSelectElement' method.) | |
| Note that this may not be a good fit when supplying both display values and raw values, | |
| as evidenced by the 'spanish' option, for example. |
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| #if DEBUG | |
| if (@available(iOS 16.4, *)) { | |
| self.webView.inspectable = true; | |
| } | |
| #endif |
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| /* | |
| * Attach this to any GameObject in the first scene loaded (e.g. the camera). | |
| * | |
| * You can use Charles Proxy to monitor network calls from your game https://support.unity3d.com/hc/en-us/articles/115002917683-Using-Charles-Proxy-with-Unity | |
| * | |
| * You shouldn't need this if Analytics is disabled in the Services window (which does the same thing as the old Disable HW Stats flag in earlier versions of the Unity Editor). The Analytics Package is not used if Analytics is not enabled. | |
| * | |
| * Ref: | |
| * https://forum.unity.com/threads/unity-iap-without-analytics-for-kids-games.689143/ | |
| * https://forum.unity.com/threads/what-happened-to-disable-hw-statistics.961060/ |
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| // Maintains a renamed copy of certain Unity Resources asset files in your project. | |
| // E.g. by default Unity won't include SVG files as XML for further processing. | |
| // | |
| // Put this file in the Assets/Editor folder. | |
| // | |
| // This script automatically rename resource files with a .txt (text) or .bytes (binary) extension, | |
| // to be readable as Resources.Load<TextAssets>(path).text or Resources.Load(path) as byte[]. | |
| // | |
| // | |
| // License: CC0 |
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| // C# | |
| // Color from a web-style hex string | |
| // | |
| // By Andrew Kingdom | |
| // MIT license | |
| // | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEngine; |
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| // Implements clickable headings with collapsible content. | |
| // This doesn't currently recalculate height if content changes as I don't need that. | |
| // | |
| // Copyright (C) Andrew Kingdom 2023. all rights reserved. | |
| // | |
| // Heading elements must include class 'heading'. | |
| // Content elements must include class 'collapsibleContent' and be the node sibling immediately after the Headiing. | |
| // | |
| // | |
| // If HTML is in a separate file, |
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| // Swift | |
| // | |
| // Intent: Process a simple memory-resident ASCII-style string in UTF8 format. | |
| // | |
| // Reads Data as a string, line by line, | |
| // similar to how FileHandle works with a file pointer index. | |
| // There are better ways to do this. | |
| // | |
| // By Andrew Kingdom | |
| // MIT license |
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| // Swift | |
| // | |
| // Intent: Read a single line string from a file, with some memory efficiency. | |
| // This could be improved by use of an (unsafe) memory buffer | |
| // | |
| // By Andrew Kingdom | |
| // MIT license | |
| // | |
| class ReadLineTool { |
| Term | Definition |
|---|---|
| Source | A written recipe (programming code) and ingredients (data resources) from which an app is built. |
| Version Source Control | A way to keep track of all the changes you make and easily go back to any previous version if you make a mistake. |
| Git | A version source control system that distributes a full copy to each developer. Originally created to manage the Linux project. |
| GitHub | One commercial provider of a Git service. Backed by Microsoft. |
| Repository | Storage for all the different versions of your project's files. |