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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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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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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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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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// 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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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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