Until next time, bye bye.
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/* | |
Unity C# Psudocode to show how to create a mesh, save it as an asset and then attach it to a prefab. | |
by Rob Lang https://www.youtube.com/roblang | |
*/ | |
#if (UNITY_EDITOR) | |
using UnityEditor; | |
using UnityEngine; |
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using System; | |
using UnityEngine; | |
namespace Lang.Clomp.Infrastructure | |
{ | |
[Serializable] | |
internal class PIDController | |
{ | |
private readonly float cumulativeErrorLimit; | |
private float cumulativeError; |
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// | |
// To use: copy this file into a folder called Assets/Editor, return to Unity. Go to Window->Missing Behaviour Remover and a window will popup; follow instructions below. | |
// | |
#if (UNITY_EDITOR) | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; |
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