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| var Child = React.createClass({ | |
| render: function() { | |
| if(this.props.isHighlighted) { | |
| return <h1>{this.props.name}</h1>; | |
| } else { | |
| return <span>{this.props.name}</span>; | |
| } | |
| } | |
| }); | |
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| // This is broken in Unity 5.x's built-in version of Mono, which is admittedly rather old. | |
| // Compiling with VS2013 it works as intended. | |
| public struct WrapperType<T> { | |
| public float Timestamp; | |
| public T Value; | |
| } | |
| public struct MyValueType { | |
| public float floatA; |
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| private void OnClientAddPlayer(NetworkMessage netmsg) { | |
| var msg = netmsg.ReadMessage<AddPlayerMessage>(); | |
| Debug.Log("Spawning object for player: " + msg.playerControllerId); | |
| /* First, create instance and spawn it */ | |
| var instance = (GameObject)Instantiate(_playerPrefab, Vector3.zero, Quaternion.identity); | |
| NetworkServer.AddPlayerForConnection(netmsg.conn, instance, msg.playerControllerId); | |
| /* Then add role-specific components and resolve dependencies, if prefab needs it */ |
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| using UnityEngine; | |
| /* | |
| * Haptics internal update (Process()) is triggered by OVRManager, which | |
| * you need to have in your scene. | |
| */ | |
| public class HapticTest : MonoBehaviour { | |
| private OVRHapticsClip _clip; |
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| Files and paths mentioned: | |
| Assets/Videos/01/1.mp4 | |
| Assets/Videos/ending/ending2.mp4 | |
| also mentioned: | |
| new-video-scene7 | |
| new-videos-scene0 | |
| new-videos-scene1-7-8 | |
| november-fixes |
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| - alley_walkway_4x4 (5): 36 texels | |
| - border_76: 36 texels | |
| - border_25: 36 texels | |
| - border_70: 36 texels | |
| - border_31: 36 texels | |
| - border_22: 36 texels | |
| - alley_walkway_4x4 (14): 36 texels | |
| - border_72: 36 texels | |
| - border_55: 36 texels |
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| ------------------------------------------------------------------------------- | |
| Build Report | |
| Uncompressed usage by category: | |
| Textures 2165.0 mb 19.4% | |
| Meshes 7832.8 mb 70.2% | |
| Animations 1.1 mb 0.0% | |
| Sounds 148.2 mb 1.3% | |
| Shaders 58.7 mb 0.5% | |
| Other Assets 676.7 mb 6.1% | |
| Levels 218.6 mb 2.0% |
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| /* | |
| https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-7.0/pattern-matching | |
| Cool proposal. Here I do a quick rewrite using the Unity ~C#6 syntax: | |
| */ | |
| namespace Algebra { | |
| public abstract class Expr { } |
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| using UnityEngine; | |
| using Unity.Collections; | |
| using Unity.Audio; | |
| using Unity.Mathematics; | |
| using Unity.Burst; | |
| using System.Collections; | |
| /* | |
| For allocations inside AudioKernels, use Allocator.AudioKernel | |
| */ |
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| using Unity.Collections; | |
| using Unity.Mathematics; | |
| using UnityEngine; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| /* | |
| Utility for memcopying data from native to managed containers and vice versa. | |
| Todo: Is it possible to generic memcopy implementations, where Source, Dest : struct? | |
| If not, you know what to do: *** code generation *** |
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