My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
Hi All! | |
I've recently launched a tool that wraps many of the commands here with a user interface. This desktop application is currently available for macOS. There's a roadmap outlining planned features for the near future. | |
Feel free to request any features you'd like to see, and I'll prioritize them accordingly. | |
One of the most important aspects of this application is that every command executed behind the scenes is displayed in a special log section. This allows you to see exactly what’s happening and learn from it. | |
Here's the link to the repository: https://github.com/Pulimet/ADBugger | |
App Description: | |
ADBugger is a desktop tool designed for debugging and QA of Android devices and emulators. It simplifies testing, debugging, and performance analysis by offering device management, automated testing, log analysis, and remote control capabilities. This ensures smooth app performance across various setups. |
Unity has a built in tool called UnityYAMLMerge that can be used to automatically merge scene files and prefabs. The tool by itself is limited in that it cannot resolve conflicts when collaborators edit the same game object in a scene though it works fine when adding, deleting, and editing different objects. To resolve the merge conflicts Smart Merge can't handle, the user must install and enable a fallback tool to manually fix the conflict themselves.
[merge]
tool = unityyamlmerge
[mergetool "unityyamlmerge"]
trustExitCode = false
keepTemporaries = true
keepBackup = false
#compdef chrome-client | |
# zsh completions for 'chrome-client' | |
# automatically generated with http://github.com/RobSis/zsh-completion-generator | |
local arguments | |
arguments=( | |
'--1[The values the kOmniboxInlineHistoryQuickProvider switch may have, as in “–omnibox-inline-history-quick-provider-allowed=1” allowed: if HistoryQuickProvider thinks it appropriate, it can inline ( == current behavior as of 2/2012).]' | |
'--action-box[Enables or disables the “action box” UI in the toolbar.]' | |
'--allow-cross-origin-auth-prompt[Allows third-party content included on a page to prompt for a HTTP basic auth username/password pair.]' |
/** | |
* Will generate versionCode from versionName that follows Semantic Versioning | |
*/ | |
ext { | |
/** | |
* Application version is located version variable. | |
* And should follow next policy: | |
* X1.X2.X3-type-flavor, where X - any digits and type is optional alphabetical suffix. | |
* X1 - major version | |
* X2 - minor version |
/*The MIT License (MIT) | |
Copyright (c) 2016 Edward Rowe (@edwardlrowe) | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. |
using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |
Go to Bitbucket and create a new repository (its better to have an empty repo) | |
git clone [email protected]:abc/myforkedrepo.git | |
cd myforkedrepo | |
Now add Github repo as a new remote in Bitbucket called "sync" | |
git remote add sync [email protected]:def/originalrepo.git | |
Verify what are the remotes currently being setup for "myforkedrepo". This following command should show "fetch" and "push" for two remotes i.e. "origin" and "sync" | |
git remote -v |
There are a number of additional dependencies required for getting things installed on OS X. Starting with a blank slate OS X machine, this is the process it takes:
# Install Xcode Command Line Tools
# Install Homebrew
ruby -e "$(curl -fsSkL raw.github.com/mxcl/homebrew/go)"