Skip to content

Instantly share code, notes, and snippets.

View shaunsales's full-sized avatar
🛀
coding

Shaun Sales shaunsales

🛀
coding
View GitHub Profile
using Cmune.Api.Models;
using System;
using System.Collections.Generic;
using UnityEngine;
using Cmune.Unity.WebApi;
#if UNITY_EDITOR
using UnityEditor;
#endif
The FPS perfected for touch. Challenge players in huge online multiplayer battles, form a clan, compete in tournaments and fight your way to the top.
Collect cards to unlock weapons & characters and customize with amazing skins. Compete in Leaderboards and add other players to your friends to play private and public party games. Create or join a clan to share resources and build your own community. If you like shooter games, we've got you covered, with plenty more features being worked on behind the scenes!
FEATURES
- Battle with players from all around the world in real-time
- Skill based matchmaking favouring player skill and minimum wait time
- Intelligent controls including tap-to-shoot anywhere a customizable HUD
- Earn medals to increase your bounty and compete in global & local Leaderboards
Follow-up: 662417321
Hello Shaun,
Thank you for submitting the bug report regarding the rejection of your application by App Review. Our review of the issue indicates that this is an issue which can only be investigated by the App Review Team.
You’ve indicated that when you test your application using the macOS NAT64 test environment, there is no connection problem. There is a known issue with the macOS NAT64 environment which can lead to a false positive. The macOS NAT64 implementation always processes a DNS lookup request from the client process and synthesizes an IPv6 address from the server’s IPv4 address. Per RFC 6147 <https://tools.ietf.org/html/rfc6147> which specifies the Network Address Translation process from IPv6 clients to IPv4 servers, the proper course of action for the lookup process is to first query for a type AAAA record. If your DNS server responds with the type AAAA record, then that address is returned to the client application to use while establishing a connection.
An issue can ari
Guideline 2.1 - Performance
We discovered one or more bugs in your app when reviewed on iPad and iPhone running iOS 10.3 on Wi-Fi connected to an IPv6 network.
- App fails to load once launched.
Please see attached screenshots for details.
Next Steps
@shaunsales
shaunsales / deadheads_milestones.md
Created March 17, 2017 02:25
Deadheads FTUE Milestones

Player Milestone Tracking

Track player progress events relative to actions in the client

Milestones

  • is_registered - Has the player linked an account recovery method
  • session_count - Number of times the player has logged in
  • name_change_count - Number of time the player has changed name
  • multiplayer_games_count - Number of PvP games the player has finished
  • singleplayer_games_count - Number of single player games the player has finished
Shauns-iMac-2:payday-media shaun$ GIT_CURL_VERBOSE=1 git push origin master
* Couldn't find host github.com in the .netrc file; using defaults
* Trying 192.30.252.129...
* Connected to github.com (192.30.252.129) port 443 (#0)
* TLS 1.2 connection using TLS_ECDHE_RSA_WITH_AES_128_GCM_SHA256
* Server certificate: github.com
* Server certificate: DigiCert SHA2 Extended Validation Server CA
* Server certificate: DigiCert High Assurance EV Root CA
> GET /cmune/payday-media.git/info/refs?service=git-receive-pack HTTP/1.1
Host: github.com
using UnityEngine;
using System.Collections;
public class SubstanceTester : MonoBehaviour
{
[SerializeField] private ProceduralMaterial[] m_Substances;
private GUIStyle m_GUIStyle;
private Vector2 m_Scroll;
Smart Shooter
- Allow players to disable smart shooting, similar to ADS on Titanfall
- Possibly give extra rewards for hitscan kills
- More Score/XP
- Movement bonus
- Headshots/Nutshot in game events
HUD
* thread #1: tid = 0xdc50f, 0x000000010a6e2d85 ep1`::CreateMaterial() + 61 at Material.cpp:493, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
* frame #0: 0x000000010a6e2d85 ep1`::CreateMaterial() + 61 at Material.cpp:493 [opt]
frame #1: 0x000000010aa2af5b ep1`::GetDefaultUIMaterial() + 93 at Canvas.cpp:38 [opt]
frame #2: 0x000000010aa358c7 ep1`::Canvas_CUSTOM_GetDefaultCanvasMaterial() + 98 at UICanvasBindings.gen.cpp:267 [opt]
frame #3: 0x000000010a0b3076 ep1`::Graphic_get_defaultGraphicMaterial_m456140641_0(__this=<unavailable>, method=<unavailable>) + 108 at Bulk_UnityEngine.UI_0.cpp:17133 [opt]
frame #4: 0x000000010a0b3b45 ep1`::Graphic_get_materialForRendering_m1154169789_0(Graphic_t141164899_0 *, const MethodInfo *) [inlined] VirtFuncInvoker0<Material_t1234304623_0*>::Invoke(slot=26, obj=0x00000001246c05a0) + 16 at GeneratedVirtualInvokers.h:33 [opt]
frame #5: 0x000000010a0b3b35 ep1`::Graphic_get_materialForRendering_m1154169789_0(__this=0x0000
private IEnumerator Start()
{
ScreenFader.Instance.FadeToBlack(instant: true);
#if UNITY_IOS
UnityEngine.iOS.NotificationServices.RegisterForNotifications(UnityEngine.iOS.NotificationType.Alert);
#endif
DebugLog = new LimitedQueue<DebugMessage>(Settings.Global.DebugLogLimit);