Edit the hosts file
sudo nano /etc/hosts
Add this line somewhere after 127.0.0.1 localhost:
127.0.0.1 your.domain.com
Save and exit (Ctrl + O, Ctrl + X). Flush the DNS cache:
| while (this.numChildren > 0) | |
| { | |
| removeChild(this.getChildAt(0)); | |
| } | |
| // Remove children as part of an event handler | |
| private function eventHandler(e:Event):void | |
| { | |
| e.target.parent.removeChild(e.target); |
| #if UNITY_EDITOR | |
| void SingleComponentCheck() { | |
| var components = gameObject.GetComponents(this.GetType()); | |
| foreach (var component in components) { | |
| if (component == this) continue; | |
| UnityEditor.EditorUtility.DisplayDialog("Can't add the same component multiple times!", | |
| string.Format("The component {0} can't be added because {1} already contains the same component.", this.GetType(), gameObject.name), | |
| "Cancel"); |
| // You can switch to a regular Update() loop | |
| // if you comment out this line. (makes debugging easier) | |
| #define COROUTINE | |
| // | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using System.Text; | |
| using UnityEngine; | |
| using Debug = UnityEngine.Debug; |
| var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); | |
| var map; | |
| var tileset; | |
| var layer; | |
| var player; | |
| var facing = 'left'; | |
| var jumpTimer = 0; | |
| var cursors; | |
| var jumpButton; |
Edit the hosts file
sudo nano /etc/hosts
Add this line somewhere after 127.0.0.1 localhost:
127.0.0.1 your.domain.com
Save and exit (Ctrl + O, Ctrl + X). Flush the DNS cache:
| // Copyright 2014 Jarrah Technology (http://www.jarrahtechnology.com). All Rights Reserved. | |
| // http://www.jarrahtechnology.com/2014/04/01/Culling-Mask-Tip/ | |
| using UnityEngine; | |
| public static class CameraExtensions { | |
| public static void LayerCullingShow(this Camera cam, int layerMask) { | |
| cam.cullingMask |= layerMask; | |
| } |
| using UnityEditor; | |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class FindMissingComponentRefs : System.Object { | |
| [MenuItem("Tools/Find Missing Component References")] | |
| public static void FindMissingRefs() { | |
| bool found = false; |
| using MyGame; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace MyGame.FSM { | |
| public abstract class FSMState { |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| namespace MyGame.Core { | |
| [System.Serializable] | |
| public class Bool : System.Object { | |
| public delegate void UpdateDelegate(bool val); | |
| public UpdateDelegate OnUpdate; |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class SceneTools : EditorWindow { | |
| public delegate void ButtonCallback(); |