p.netshowcorrections 1
shows you server-client corrections in position
p.netshowcorrections 1
shows you server-client corrections in position
So you want to make a game in Unity with more than one person (meaning, not you!). Here's a quick list of things that you'll want to look out for. You can read the description below them for any relevant steps or information.
As Unity introduces new features and API changes, the stability of your codebase
| import requests | |
| import time | |
| import json | |
| token = '' | |
| #Delete files older than this: | |
| ts_to = int(time.time()) - 30 * 24 * 60 * 60 | |
| def list_files(): |
| /* Material Design Adaptive Breakpoints */ | |
| /* | |
| Below you'll find CSS media queries based on the breakpoint guidance | |
| published by the Material Design team. You can choose to use, customise | |
| or remove these breakpoints based on your needs. | |
| http://www.google.com/design/spec/layout/adaptive-ui.html#adaptive-ui-breakpoints | |
| */ | |
| /* mobile-small */ |
| ## Unity ## | |
| *.cs diff=csharp text | |
| *.cginc text | |
| *.shader text | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
There is a nice GIF illustrating a technique called "frustum culling" in this Kotaku article: http://kotaku.com/horizon-zero-dawn-uses-all-sorts-of-clever-tricks-to-lo-1794385026
The interwebs being what they are, this has also led to some controversy.
Some people have interpreted the opening sentence "Every time you move the camera in Horizon Zero Dawn, the game is doing all sorts of under-the-hood calculations, loading and unloading chunks of world to ensure that it all runs properly," as being about the GIF; that's not what frustum culling does, but that's probably not what the article's author meant anyway.
Exhaustive list of SPDX (Software Package Data Exchange) licenses: https://spdx.org/licenses/
Basically throughout 2017 June, Unity trunk had a problem where all C++ source files would be recompiled if you just did an Editor build followed by Standalone build, and were doing an Editor build again. Most of the build team was away (vacations/conferences), so it wasn't fixed ASAP :(
This is the fix: <url_removed>
I have spent close to three days tracking in down; in retrospect should have found it way sooner. Not quite sure why I didn’t :(
| using UnityEngine; | |
| using UnityEngine.UI; | |
| namespace QuantumCalzone | |
| { | |
| [AddComponentMenu("Layout/Extended/Layout Element Extended")] | |
| [RequireComponent(typeof(RectTransform))] | |
| public class LayoutElementExtended : LayoutElement | |
| { | |
| public LayoutElementExtendedValue MinWidthExtended = new LayoutElementExtendedValue(); |
| #version 330 core | |
| in vec2 frag_uv; | |
| uniform sampler2D virtual_screen; | |
| uniform float sharpness = 2.0; | |
| out vec4 frag_color; | |
| float sharpen(float pix_coord) { |