It's now here, in The Programmer's Compendium. The content is the same as before, but being part of the compendium means that it's actively maintained.
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/* | |
netcode.io reference implementation | |
Copyright © 2017, The Network Protocol Company, Inc. | |
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: | |
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. | |
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer |
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#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
#endif | |
using System; | |
using System.Linq; | |
using UnityEngine; | |
using S = UnityEngine.SerializeField; | |
/// <summary> |
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using System.Collections; | |
using System.IO; | |
using UnityEngine; | |
public class AsyncBundleLoader : MonoBehaviour | |
{ | |
// Used for visual debugging as to not generate unnecessary allocations | |
public GameObject worldLight; | |
// Private fields to keep track of loaded objects |
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using UnityEngine; | |
using System; | |
[Serializable] | |
public struct Point | |
{ | |
[SerializeField] | |
public int x; | |
[SerializeField] | |
public int y; |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine.EventSystems; | |
[System.Serializable] | |
public class CableCurve { | |
[SerializeField] | |
Vector3 m_start; |
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/* | |
* Author: David Robert Nadeau | |
* Site: http://NadeauSoftware.com/ | |
* License: Creative Commons Attribution 3.0 Unported License | |
* http://creativecommons.org/licenses/by/3.0/deed.en_US | |
*/ | |
#if defined(_WIN32) | |
#include <Windows.h> | |
#elif defined(__unix__) || defined(__unix) || defined(unix) || (defined(__APPLE__) && defined(__MACH__)) |
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// Copyright (c) 2016 StagPoint Software | |
namespace StagPoint.Networking | |
{ | |
using System; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
/// <summary> | |
/// Provides some commonly-used functions for transferring compressed data over the network using |
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using UnityEngine; | |
using System.Collections; | |
public class EngineStressTest1 : MonoBehaviour { | |
private int animateCount = 6000; | |
private GameObject[] cubes; | |
private LTSpline[] splines; |
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// Copyright (c) 2011 Bob Berkebile (pixelplacment) | |
// Please direct any bugs/comments/suggestions to http://pixelplacement.com | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// |