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using UnityEditor; | |
using System.Text.RegularExpressions; | |
public class SolutionExplorer : AssetPostprocessor | |
{ | |
public static string OnGeneratedSlnSolution(string path, string content) | |
{ | |
return Regex.Replace(content, @"Project.*?=\s""(?<name>.*?)"".*?EndProject", match => | |
{ | |
var name = match.Groups["name"].Value; |
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https://download.typora.io/windows/typora-setup-x64-0.11.18.exe | |
1、注册表查找 Typora 项 | |
HKEY_USERS\S-1-5-21-1825356615-3202356483-1748601478-1001\Software\Typora | |
2、修改 IDate 值为当前时间即可,不能修改为 超过当前时间,会被重置 |
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bm.cs -> b(ref bool A_0) : Activation界面的GUI绘制方法 | |
修改1: | |
ILSpy导出的是 a.cs -> r() :激活状态,强制改成 return true 即可(IDA修改) | |
dnSpy导出的是 a.2.cs -> r() : 激活状态,强制改成 return true 即可(IDA修改) | |
IDA中搜索函数:ConsoleE.a__r | |
二进制修改: | |
源版本: "02 7B" 5F 00 00 04 2D 0F 02 28 90 00 00 06 28 69 00 00 0A | |
修改版本: "17 2A" 5F 00 00 04 2D 0F 02 28 90 00 00 06 28 69 00 00 0A |
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/** | |
* bindPoses 详细说明 | |
* 转自 https://forum.unity.com/threads/some-explanations-on-bindposes.86185/ | |
* | |
* 翻译如下: | |
* bindPose 矩阵是允许将网格的原始顶点(在局部空间下)转换到世界空间 | |
* 然后到每个骨骼的局部空间,之后每隔骨骼的动画可以应用到有问题的顶点(受权重值影响)。 | |
* | |
* 网格的 bindPose 将顶点从局部空间转换到世界空间, | |
* 然后每个骨骼的 bindPose的逆变换矩阵 将网格顶点从世界空间转换到骨骼的局部空间, |
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例子:[email protected],下面1和3可以搭配,2和3可以搭配,下面邮箱等同于 [email protected] | |
1、可以在前面的username中加点号,如 [email protected] | |
2、可以在username后面添加+号xxx,如[email protected] | |
3、可以将@gmail.com换成@googlemail.com |
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UnityEditor内部代码有对一系列的指定程序集开放,比如下面的这一行代码 | |
[assembly: InternalsVisibleTo("Unity.InternalAPIEditorBridge.001")] | |
所以只要搞一个上面名字的程序集即可访问内部代码了。 | |
上面代码是在UnityCS源码中Editor的AssemblyInfo.cs中找到的 |
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@echo off | |
REM 将下面的 PackageName 设置为 当前要调试的包名,不要加双引号 | |
set PackageName="com.test.apk" | |
adb shell setprop "debug.checkjni" "1" | |
adb forward --remove-all | |
adb reverse --remove-all | |
REM adb forward "tcp:34999" "localabstract:Unity-%PackageName%" | |
adb reverse "tcp:34998" "tcp:34999" | |
adb shell am start -a android.intent.action.MAIN -c android.intent.category.LAUNCHER -f 0x10200000 -S -n "%PackageName%/com.unity3d.player.UnityPlayerActivity" |
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#if UNITY_EDITOR | |
using UnityEditor; | |
public class SceneRenderModeForURP | |
{ | |
const string MenuName = "SceneRenderMode/Overdraw"; | |
static DrawCameraMode s_RenderMode; | |
[MenuItem(MenuName, true)] | |
static bool EnableOverdrawConditional() |
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1、安装 Docker | |
2、进入 linux 创建对应的目录,比如:agent_xxx | |
3、创建 accelerator 程序,端口为 10086(自定义), 绑定端口为 10080(不可改) | |
cmd 运行: docker run -p 10086:10080 -e "UNITY_ACCELERATOR_PERSIST=/agent_xxx" -e "UNITY_ACCELERATOR_DEBUG=true" unitytechnologies/accelerator:latest | |
4、创建账号/修改密码,创建账号为 dev | |
在 docker 中打开该程序的 cli:unity-accelerator dashboard password dev | |
如果需要多个 accelerator,则重复 2~4 步骤 | |
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using System; | |
using System.IO; | |
using System.Linq; | |
namespace ExtractGradleJar | |
{ | |
class Program | |
{ | |
static string[] AllowedExtensions = new[] { ".jar", ".pom" }; |
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