- Open Powershell as an administrator
- Run
Get-ItemProperty HKLM:\SYSTEM\CurrentControlSet\Enum\HID\*\*\Device` Parameters FlipFlopWheel -EA 0 | ForEach-Object { Set-ItemProperty $_.PSPath FlipFlopWheel 1 }
- Verify that all mice devices have had their
FlipFlopWheel
attributes set to 1Get-ItemProperty HKLM:\SYSTEM\CurrentControlSet\Enum\HID\*\*\Device` Parameters FlipFlopWheel -EA 0
- Reboot
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// Available variables: | |
// - Machine | |
// - interpret | |
// - assign | |
// - send | |
// - sendParent | |
// - spawn | |
// - raise | |
// - actions |
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/** | |
* Copyright (c) 2014-present, Facebook, Inc. | |
* | |
* This source code is licensed under the MIT license found in the | |
* LICENSE file in the root directory of this source tree. | |
*/ | |
var regeneratorRuntime = (function (exports) { | |
"use strict"; |
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using System.Collections; | |
using System.Collections.Generic; | |
public class GameEvent | |
{ | |
} | |
public class Events | |
{ | |
static Events instanceInternal = null; |
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public static void DrawString(Camera cam,string text, Vector3 worldPos, Color? colour = null) | |
{ | |
if (IsValidCamera (cam) == false) | |
return; | |
UnityEditor.Handles.BeginGUI(); | |
Color c = GUI.color; | |
if (colour.HasValue) GUI.color = colour.Value; | |
var view = UnityEditor.SceneView.currentDrawingSceneView; | |
if (view==null) return; |
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using UnityEngine; | |
/* | |
* Functions taken from Tween.js - Licensed under the MIT license | |
* at https://github.com/sole/tween.js | |
*/ | |
public class Easing | |
{ | |
public static float Linear (float k) { |
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///Sync camera position between scene camera and the rendering camera | |
//Add [ExecuteInEditorMode] to your monobehaviour and add the following OnRenderObject method as well. | |
///... | |
[ExecuteInEditorMode] | |
//... | |
void OnRenderObject () { | |
cam = Camera.current; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
public class QueuedTask : Singleton<QueuedTask> { | |
const int MaxProcessCount = 2; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System; | |
using UnityEditorInternal; | |
[CustomEditor(typeof(MeshRenderer)), CanEditMultipleObjects] | |
public class MeshRendererInspector : Editor | |
{ |
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//originally adopted from | |
//http://answers.unity3d.com/questions/447701/event-for-unity-editor-pause-and-playstop-events.html | |
//with a few modifications which makes the event firing nicer and cleaner | |
//Usage Example : | |
// | |
//using UnityEditor; | |
//using UnityEngine; | |
// | |
//[InitializeOnLoad] | |
//public class SingleEntryPoint |
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