Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.Collections.Generic; | |
using UnityEditor.AnimatedValues; | |
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)] | |
[CanEditMultipleObjects] | |
public class CustomEditorBase : Editor | |
{ |
echo "| Loading eai04191's Custom Config for Left 4 Dead 2" | |
// INITIALIZE | |
// Lerp settings | |
rate 30000 | |
cl_updaterate 101 | |
cl_cmdrate 60 | |
cl_lagcompensation 1 | |
cl_predictweapons "1" |
Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.
It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.
Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!
using System; | |
using UnityEngine.Internal; | |
using UnityEngine; | |
using System.Runtime.Serialization; | |
using System.Xml.Serialization; | |
/// <summary> | |
/// Quaternions are used to represent rotations. | |
/// A custom completely managed implementation of UnityEngine.Quaternion | |
/// Base is decompiled UnityEngine.Quaternion |
Let's start by getting it out on the table: Sublime Text is great, and version 3 should no longer be considered "abandonware" as of build 3065. Sublime Text served me very, very well over the years. That said, trying out new things is a major part of leveling-up, and in that vein Vim deserves a go. (And have you seen some of those thoughtbot guys flying around in Vim? It's awesome!)
Getting Vim up-and-running on your Windows machine doesn't have to be an all-day project. In this post, we'll walk through:
- Installing gVim, which gives us both the "classic" command line version as well as the graphical version
- Installing Vundle, the best way to handle Vim-enhancing packages
- Installing ConEmu, a supercharged command line emulator for Windows
using System; | |
using UnityEngine; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; | |
[InitializeOnLoad] | |
public class ReferenceRemovalProjectHook | |
{ |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.