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Yes.
#define DEBUG_CONSOLE | |
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
#if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
#define DEBUG | |
#endif | |
#if (UNITY_IOS || UNITY_ANDROID) |
/* | |
Implementation of ISynchronizeInvoke for Unity3D game engine. | |
Can be used to invoke anything on main Unity thread. | |
ISynchronizeInvoke is used extensively in .NET forms, it's is elegant and quite useful in Unity as well. | |
I implemented it so i can use it with System.IO.FileSystemWatcher.SynchronizingObject. | |
help from: http://www.codeproject.com/Articles/12082/A-DelegateQueue-Class | |
example usage: https://gist.github.com/aeroson/90bf21be3fdc4829e631 | |
version: aeroson 2017-07-13 (author yyyy-MM-dd) |
using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |
// Copyright (c) 2022 Piero Dotti, Elf Games | |
// | |
// 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: |
In multiplayer game, one of the most complex issue is to keep all player's state in sync with server state. There are a few good articles around this topic on the internet. However, some details are missing here and there, which may be confusing for beginners in field of game programming, I hope I can clear things up in this article.
I'll present a few techniques commonly used in this problem space.
Before we jump into the problem, let's have an overview on how multiplayer game generally works.
Typically, a game program needs to simulate
using System.Runtime.InteropServices; | |
using UnityEngine; | |
public class MathUtil | |
{ | |
// Evil floating point bit level hacking. | |
[StructLayout(LayoutKind.Explicit)] | |
private struct FloatIntUnion | |
{ | |
[FieldOffset(0)] |
Planning | Vidéos par ordre alphabétique | Liens utiles | Suggestions & remarques
using UnityEngine; | |
using System.Collections; | |
// This script is meant to be attached to your main camera. | |
// If you want to use it on more than one camera at a time, it will require | |
// modifcations due to the Camera.on* delegates in OnEnable()/OnDisable(). | |
[ExecuteInEditMode] | |
public class CustomProjection : MonoBehaviour { | |
private void OnEnable(){ |
using UnityEngine.Networking; | |
using System.IO; | |
using System; | |
/// <summary> | |
/// 使用方式: | |
/// UnityWebRequest unityWebRequest = new UnityWebRequest("url"); | |
/// unityWebRequest.downloadHandler = new DownloadHandlerFileRange("文件保存的路径", unityWebRequest); | |
/// unityWebRequest.SendWebRequest(); | |
/// </summary> |