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Interaction in unity with Gradient via jobs + burst | |
var gradient = new Gradient(); | |
//Access Gradient.colorKeys and Gradient.alphaKey via NativeArray without a Garbage Collector: | |
//Single threaded mode: | |
var gradientPtr = gradient.DirectAccess(); | |
using var colorKeys = gradientPtr->GetColorKeys(Allocator.Temp); | |
using var alphaKeys = gradientPtr->GetAlphaKeys(Allocator.Temp); |
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//The code is based on the code from here: https://stackoverflow.com/a/10177020/1221983 | |
//And adapted for NET 8 and Unity. | |
//Reduced memory consumption. | |
//Added possibility to encrypt byte arrays, not only strings. | |
//You can also attach custom data that will not be encrypted. | |
var password = "nso%dhfkl$siohf"; | |
var str = "This is test string!№;%^#@^&"; |
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//camera-like projection matrix | |
var cameraData = new CameraDataForBurst(camera); | |
//or | |
//projection matrix for the rendering target of a given size | |
var cameraData = new CameraDataForBurst(camera, 320, 240); | |
var worldPoint = new float3(10, 10, 0); | |
var screenPointWithZ = cameraData.WorldToScreenPointWithZ(worldPoint); | |
var screenPoint = cameraData.WorldToScreenPoint(worldPoint); |
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Use the command line to extract the package. | |
program.exe packagePath outputPath extractMetaFiles | |
program.exe "d:\dir\package.unitypackage" "d:\outputDir" "true" |