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// Workaround for 1087657 https://issuetracker.unity3d.com/issues/android-cullallvisiblelights-consume-too-much-cpu-when-only-baked-lights-are-used-in-the-scene | |
Light[] lights = (Light[])GameObject.FindObjectsOfType(typeof(Light)); | |
for (int i = 0; i < lights.Length; i++) | |
{ | |
Light light = lights[i]; | |
if (light.type == LightType.Point || light.type == LightType.Spot) // Assuming all your baked lights are these types | |
light.gameObject.SetActive(false); | |
} |
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using UnityEngine; | |
public class ShipCamera : MonoBehaviour | |
{ | |
public GameObject m_Ship; | |
public Vector3 m_RelativePos; | |
void LateUpdate() | |
{ | |
//float scale = 0.05f; // Framerate dependent code, bad. |
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import csv, os, subprocess | |
def Main(): | |
unityPid = GetUnityProcessID() | |
if unityPid: | |
print('Error: Unity is running (process ID {})'.format(unityPid)) | |
return 1 | |
# Make sure we have all heads that we need to merge locally: |