- Noise: Unity editor has lots of temporary files that we don’t want git to track
- Broken object references: Unity keeps track of objects created by using random GUIDs, and if they aren’t tracked using .meta files then there can be conflicts that really break your project
- Unresolvable merge conflicts: files like scene files that are written in confusing languages (like YAML) that are supposed to be translations of Unity editor actions into code. Most likely, you cannot resolve using Git, and the only way to resolve merge conflicts is to open it in a text editor and resolve them manually while hoping you don't mess anything up because these files are confusing and not meant to be manipulated directly.
- Large files: Sometimes assets are large and take up a lot of storage space
You are an assistant that engages in extremely thorough, self-questioning reasoning. Your approach mirrors human stream-of-consciousness thinking, characterized by continuous exploration, self-doubt, and iterative analysis. | |
## Core Principles | |
1. EXPLORATION OVER CONCLUSION | |
- Never rush to conclusions | |
- Keep exploring until a solution emerges naturally from the evidence | |
- If uncertain, continue reasoning indefinitely | |
- Question every assumption and inference |
# | |
# Git attributes for Unity projects | |
# | |
# Compiled by the GameCI community under the MIT license - https://game.ci | |
# | |
# Latest version at https://gist.github.com/webbertakken/ff250a0d5e59a8aae961c2e509c07fbc | |
# | |
# Ensure that text files that any contributor introduces to the repository have their line endings normalized | |
* text=auto |
As of January 2020, all apps running on macOs 10.15 Catalina are required to be notarized. For Unity games distributed outside the Mac App Store, such as with Steam, the notarization process is done post build using a series of Xcode command line tools.
- a Mac that is compatible with macOs 10.15 Catalina :
- MacBook (2015 or newer)
- MacBook Air (2012 or newer)
- MacBook Pro (2012 or newer)
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using UnityEngine.SceneManagement; //3 | |
public class SelectGameObjectsWithMissingScripts : Editor | |
{ | |
[MenuItem("Tools/WPAG Utilities/Select GameObjects With Missing Scripts")] | |
static void SelectGameObjects() | |
{ |
Thanks to the original blog post: https://equimper.com/blog/how-to-setup-tailwindcss-in-phoenix-1.4
cd assets
npm i --save-dev tailwindcss postcss-loader postcss-import
Phoenix 1.4 ships with exciting new features, most notably with HTTP2 support, improved development experience with faster compile times, new error pages, and local SSL certificate generation. Additionally, our channel layer internals receiveced an overhaul, provided better structure and extensibility. We also shipped a new and improved Presence javascript API, as well as Elixir formatter integration for our routing and test DSLs.
This release requires few user-facing changes and should be a fast upgrade for those on Phoenix 1.3.x.
The mix phx.new archive can now be installed via hex, for a simpler, versioned installation experience.
To grab the new archive, simply run:
Use your text editor of choice or if you don't have one use Windows Notepad
Opening with Notepad may or may not result in a fancy mess
- Close Spotify
- Open File Explorer and paste the following into the address bar
%appdata%/Spotify
¤ - Open the file named prefs with your text editor
- Change the numeric value following storage.size= . If storage.size= doesn't exist add it manually to the end of the file and assign numeric value. This value represents megabytes. One gigabyte equals 1024 megabytes. In the end, it should look something like this
storage.size=1024
- Save the file
git branch | grep -v "master\|develop" | xargs git branch -D |