This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
- download the jar file from here: https://mega.co.nz/#!pd81gYBA!ui33ktU2xDqmcsYOv5oSZ6v-niPp1ofwh02naT7Vqbs Note that anytime you import any other plugins make sure that file doesn't get overwritten! | |
- overwrite the file with the same name in the Plugins/Android folder with the downloaded jar | |
- generate an AndroidManifest.xml file | |
- add the required permissions for Vuforia to the generated AndroidManifest.xml (see their docs for the details) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System; | |
using System.Runtime.InteropServices; | |
using System.Text; | |
public class SpecificInstanceOfGameExample : MonoBehaviour | |
{ | |
#region DLL Imports | |
private const string UnityWindowClassName = "UnityWndClass"; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/yar" { | |
Properties { | |
_ColorLow ("Color Low", COLOR) = (1,1,1,1) | |
_ColorHigh ("Color High", COLOR) = (1,1,1,1) | |
_yPosLow ("Y Pos Low", Float) = 0 | |
_yPosHigh ("Y Pos High", Float) = 10 | |
_GradientStrength ("Graident Strength", Float) = 1 | |
_EmissiveStrengh ("Emissive Strengh ", Float) = 1 | |
_ColorX ("Color X", COLOR) = (1,1,1,1) | |
_ColorY ("Color Y", COLOR) = (1,1,1,1) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
/* | |
* Most functions taken from Tween.js - Licensed under the MIT license | |
* at https://github.com/sole/tween.js | |
* Quadratic.Bezier by @fonserbc - Licensed under WTFPL license | |
*/ | |
public delegate float EasingFunction(float k); | |
public class Easing |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* Input Module to use the new unity ui with multitouch from https://github.com/TouchScript | |
* Install TouchScript in your unity project, then add an EventSystem and replace the InputModules by this one. | |
* | |
* | |
* Basically modified TouchInputModule from | |
* https://bitbucket.org/Unity-Technologies/ui/src/5fc21bb4ecf4b40ff6630057edaa070252909b2e/UnityEngine.UI/EventSystem/InputModules/TouchInputModule.cs?at=4.6 | |
* and changing ProcessTouchEvent to take events from TouchScript | |
* | |
* Got the TouchScript stuff from |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//in setup define client and progress reporter | |
var httpProgressHandler = new ProgressMessageHandler(); | |
httpProgressHandler.InnerHandler = new HttpClientHandler(); | |
var client = new HttpClient(httpProgressHandler) { BaseAddress = new Uri(Settings.Default.ServerUrl) }; | |
//register to use elsewhere in the application, note it is better to resuse for lifetime of application than create for every call | |
Mvx.RegisterSingleton(client); | |
Mvx.RegisterSingleton(httpProgressHandler); | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
.treeview .list-group-item { | |
cursor: pointer; | |
} | |
.treeview span.indent { | |
margin-left: 10px; | |
margin-right: 10px; | |
} | |
.treeview span.icon { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
## 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
namespace Entitas { | |
/** Used in the *AnyChangeObservable methods to observe multiple change types */ | |
[Flags] | |
public enum ChangeType : short{ | |
Addition = 1 << 0, | |
Replacement = 1 << 1, | |
Removal = 1 << 2, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Blend Add Shader (as used in Diablo 3) | |
// Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency. | |
// Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features. | |
// Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX | |
Shader "Custom/Blend Add Particle Test" | |
{ | |
Properties | |
{ | |
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
_BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5 |
OlderNewer