... to my blog style space for easier contribution by third parties and to provide what I believe to be an easier reading experience. Please field all enquiries and issues to the source repository.
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public class DOTweenBehavior : PlayableBehaviour | |
{ | |
public bool tweenPosition; | |
public Vector3 targetPosition; | |
public bool tweenRotation; | |
public Vector3 targetRotation; | |
public Ease ease; | |
private bool firstFrameProcessed; | |
private Sequence sequence; |
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provider "aws" { | |
version = "~> 2.0" | |
region = "eu-west-2" | |
} | |
# Providing a reference to our default VPC | |
resource "aws_default_vpc" "default_vpc" { | |
} | |
# Providing a reference to our default subnets |
You will need the requests
and authlib
packages. Just run :
$ pip install requests authlib
Then you need to generate an API Key from the App Store Connect portal (https://developer.apple.com/documentation/appstoreconnectapi/creating_api_keys_for_app_store_connect_api).
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_EDITOR && !UNITY_CLOUD_BUILD | |
using UnityEditor; | |
#endif |
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using Entitas; | |
using Zenject; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class InjectableFeature : Feature | |
{ | |
public InjectableFeature() | |
: base() | |
{ |
UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!
Todo
- Modify the project manifest
- Make a package manifest
- Package the manifest up with some test code
- Try it out in Unity!
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/* This is taken from this blog post: | |
* http://loyc-etc.blogspot.ca/2014/05/2d-convex-hull-in-c-45-lines-of-code.html | |
* | |
* All I have done is renamed "DList" to "CircularList" and then wrote a wrapper for the generic C# list. | |
* The structure that is supposed to be used is *much* more efficient, but this works for my purposes. | |
* | |
* This can be dropped right into your Unity project and will work without any adjustments. | |
*/ | |
using System.Collections.Generic; | |
using UnityEngine; |
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using UnityEngine; | |
public class ShipCamera : MonoBehaviour | |
{ | |
public GameObject m_Ship; | |
public Vector3 m_RelativePos; | |
void LateUpdate() | |
{ | |
//float scale = 0.05f; // Framerate dependent code, bad. |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public static class CustomInspectorCreator | |
{ | |
[MenuItem("Assets/Create/Custom Inspector", priority = 81)] | |
static void CreateInsptorEditorClass() | |
{ | |
foreach (var script in Selection.objects) |
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