Understand your Mac and iPhone more deeply by tracing the evolution of Mac OS X from prelease to Swift. John Siracusa delivers the details.
You've got two main options:
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
namespace UnityEngine.UI | |
{ | |
[RequireComponent( typeof( RectTransform ) ), RequireComponent( typeof( Graphic ) ), DisallowMultipleComponent, AddComponentMenu( "UI/Flippable" )] | |
public class UIFlippable : MonoBehaviour, IMeshModifier | |
{ |
A list of useful commands for the FFmpeg command line tool.
Download FFmpeg: https://www.ffmpeg.org/download.html
Full documentation: https://www.ffmpeg.org/ffmpeg.html
# use ImageMagick convert | |
# the order is important. the density argument applies to input.pdf and resize and rotate to output.pdf | |
convert -density 90 input.pdf -rotate 0.5 -attenuate 0.2 +noise Multiplicative -colorspace Gray output.pdf |
Additional articles in this series:
/* | |
* Unity Batch Burner: A script designed to reduce static mesh draw calls automatically in scenes | |
* with a large amount of static geometry entities. | |
* | |
* Copyright 2016-2017 Will Preston & Die-Cast Magic Studios, LLC. | |
* | |
* Licensed under the Apache License, Version 2.0 (the "License"); | |
* you may not use this file except in compliance with the License. | |
* You may obtain a copy of the License at | |
* |
/// <summary> | |
/// Returns a position on the edge of the screen | |
/// </summary> | |
/// <param name="horizontal">0 being left, and 1 being right</param> | |
/// <param name="vertical">0 being botton, and 1 being top of the screen</param> | |
/// <param name="horizontalPadding">Padding from the screen, 0 means on screen, and 0.1 will be 10% off the screen</param> | |
/// <param name="verticalPadding"> </param> | |
/// <returns></returns> | |
public Vector3 GetOffScreenPosition(float horizontal, | |
float vertical, |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[RequireComponent(typeof(Collider))] | |
/// <summary> | |
/// General purpose trigger volume system | |
/// | |
/// </summary> | |
/// <author>Bruno Mikoski</author> |
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
// Enables exporting of several PBR texture maps from a single PSD with a few clicks: | |
// | |
// 1. Select an export folder | |
// 2. Choose which PSD layer group corresponds to which map (split into separate RGB/Alpha channels) | |
// 3. Change the file export options (if required) | |
// 4. Hit export. | |
// | |
// Created by Ash Kendall. ash.kendall(at)gmail.com | |
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
void OnEnable() | |
{ | |
Application.RegisterLogCallback(HandleUnityLog); | |
} | |
private void OnDisable() | |
{ | |
Application.RegisterLogCallback(null); | |
} | |