TLDR: Use for...of
instead of forEach()
in asynchronous code.
For legacy browsers, use for...i
or [].reduce()
To execute the promises in parallel, use Promise.all([].map(...))
using System.Diagnostics.CodeAnalysis; | |
using UnityEngine; | |
// Dont forget to add "using RDG;" to the top of your script! | |
namespace RDG | |
{ | |
/// <summary> | |
/// Class for controlling Vibration. Automatically initializes before scene is loaded. | |
/// </summary> | |
public static class Vibration |
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