RIAEvangelist/node-ipc is malware / protestware
The RIAEvangelist/node-ipc
module contains protestware peacenotwar.
Excerpt from RIAEvangelist/node-ipc:
as of v11.0.0 & v9.2.2 this module uses the peacenotwar module.
#define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using System.Reflection; | |
using System.Text; | |
using System.Threading; | |
using UnityEditor; |
/* | |
* Legacy Particle System Updater | |
* A tool that can be used to convert Legacy Particle Systems into new Particle System Components. | |
* https://forum.unity.com/threads/release-legacy-particle-system-updater.510879/ | |
* | |
* v1.0 | |
* Initial release | |
* | |
* v1.1 | |
* Fixed incorrect billboard mode |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
/* | |
- Renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask | |
- If the depth texture is generated via a Depth Prepass, URP uses the Opaque Layer Mask at the top of the Forward/Universal Renderer asset | |
to determine which objects should be rendered to the depth texture. This feature can be used to render objects on *other layers* into the depth texture as well. |
The RIAEvangelist/node-ipc
module contains protestware peacenotwar.
Excerpt from RIAEvangelist/node-ipc:
as of v11.0.0 & v9.2.2 this module uses the peacenotwar module.
This is information that has been dug up by me and others in the Unity community. It's not official information from Unity (but most of the linked resources are). It is also not legal advise. I am not a lawyer.
Contrary to what Unity themselves are saying, for games made with these Unity versions, developers can elect not to be affected by a newer version of the Terms of Service that introduces the Unity Runtime Fee:
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Jobs; | |
using UnityEngine; | |
// This example code demonstrates using Unity Burst directly on a static method without jobs. | |
// Unity NativeArrays can't be used directly in Unity Burst methods (only in Burst jobs), | |
// so we have to pass pointers to arrays instead. |
using System; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Runtime.InteropServices; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
/// <summary> |