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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
[CustomEditor (typeof(TriggerContainer))] | |
public class TriggerContainerEditor : Editor | |
{ | |
private SerializedObject obj; |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEditor.iOS.Xcode; | |
using System.IO; | |
public class PbxModifier | |
{ | |
[PostProcessBuild] | |
public static void OnPostprocessBuild(BuildTarget buildTarget, string path) |
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Hi All! | |
I've recently launched a tool that wraps many of the commands here with a user interface. This desktop application is currently available for macOS. There's a roadmap outlining planned features for the near future. | |
Feel free to request any features you'd like to see, and I'll prioritize them accordingly. | |
One of the most important aspects of this application is that every command executed behind the scenes is displayed in a special log section. This allows you to see exactly what’s happening and learn from it. | |
Here's the link to the repository: https://github.com/Pulimet/ADBugger | |
App Description: | |
ADBugger is a desktop tool designed for debugging and QA of Android devices and emulators. It simplifies testing, debugging, and performance analysis by offering device management, automated testing, log analysis, and remote control capabilities. This ensures smooth app performance across various setups. |
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// Resource Checker | |
// (c) 2012 Simon Oliver / HandCircus / [email protected] | |
// (c) 2015 Brice Clocher / Mangatome / [email protected] | |
// Public domain, do with whatever you like, commercial or not | |
// This comes with no warranty, use at your own risk! | |
// https://github.com/handcircus/Unity-Resource-Checker | |
using System; | |
using System.Linq; | |
using UnityEngine; |
UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!
Todo
- Modify the project manifest
- Make a package manifest
- Package the manifest up with some test code
- Try it out in Unity!
for 4.2.4 or higher, 4.2.5,4.2.6,4.3.7, it's works, this is the way which makes Always in evaluation mode.
- open
Terminal
, go to the dir :cd /Applications/Beyond Compare.app/Contents/MacOS
- change the name
BCompare
toBCompare.bak
:mv BCompare BCompare.bak
- touch a file name
BCompare
, andchmod a+ux BCompare
:touch BCompare && chmod a+ux BCompare
- open
BCompare
with text editor, insert the script :
#!/bin/bash
rm "/Users/$(whoami)/Library/Application Support/Beyond Compare/registry.dat"
"`dirname "$0"`"/BCompare.bak $@
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// NOTE DONT put in an editor folder! | |
using UnityEngine; | |
public class AutohookAttribute : PropertyAttribute | |
{ | |
} |
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using UnityEngine; | |
public class LengthTable { | |
public float[] distances; | |
int SmpCount => distances.Length; | |
float TotalLength => distances[SmpCount - 1]; | |
public LengthTable( OrientedCubicBezier3D bezier, int precision = 16 ) { | |
distances = new float[precision]; |
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// Put me in an editor folder! | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEditor; | |
using UnityEditor.EditorTools; | |
using UnityEngine; | |
[EditorTool("PhysicsDrop Tool", typeof(Rigidbody))] | |
public class PhysicsTool : EditorTool |
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