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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
using System.IO; | |
/// <summary> | |
/// Workaround for bug: https://issuetracker.unity3d.com/issues/scene-asset-label-disappears-when-the-scene-is-saved | |
/// Saves the scene's label before and re-applies them after saving. | |
/// Will log if the labels are preserved and this workaround is no longer necessary. |
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using UnityEngine; | |
using UnityEngine.UI; | |
public static class UIExtensions { | |
// Shared array used to receive result of RectTransform.GetWorldCorners | |
static Vector3[] corners = new Vector3[4]; | |
/// <summary> | |
/// Transform the bounds of the current rect transform to the space of another transform. | |
/// </summary> |
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#pragma once | |
#include "UnityAppController.h" | |
#include "UnityView.h" | |
/* | |
This is a workaround for touches delayed by about 1s near the left | |
screen edge on iOS devices with 3D Touch | |
The issue is due to the global app switcher, which is invoked with |
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using System; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEngine; | |
#if UNITY_EDITOR_OSX | |
/// <summary> | |
/// Unity clears Android Keystore and Key Alias passwords when it exits, |
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
# The MIT License (MIT) | |
# | |
# Copyright (c) 2017 Adrian Stutz | |
# | |
# 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 |
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Shader "Sprites/DefaultWithDepth" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
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using System; | |
using System.Collections; | |
using UnityEngine; | |
/// <summary> | |
/// Wrapper around coroutines that allows to start them without using | |
/// their lexical name while still being able to stop them. | |
/// </summary> | |
public class StoppableCoroutine : IEnumerator | |
{ |
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#gbx3 { | |
background-color: transparent !important; | |
border: none !important; | |
} | |
#gbzw { | |
height: 0 !important; | |
overflow: hidden !important; | |
} |