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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
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#!/usr/bin/env bash | |
set -euo pipefail | |
serviceName="home-assistant.service" | |
startTime=$(systemctl show -p ActiveEnterTimestamp "$serviceName") | |
startTime=$(echo $startTime | awk '{print $2 $3}') | |
echo "Missing modules reported since $serviceName start at $startTime:" |
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using UnityEngine; | |
using System.Reflection; | |
public class TerriblyHackyLog : MonoBehaviour | |
{ | |
void Start () | |
{ | |
Log ("Aaaaarrrrgh!"); | |
} |
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mcs -target:library -out:MyAssembly.dll -r:/Applications/Unity/Unity.app/Contents/Frameworks/UnityEngine.dll MyAssembly.cs |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine.Events; | |
using System.Reflection; | |
namespace Test | |
{ | |
[CustomPropertyDrawer (typeof (UnityEventBase), true)] |
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using UnityEngine; | |
using System.Collections; | |
public class Multiply : MonoBehaviour | |
{ | |
public Camera source, destination; | |
private RenderTexture renderTexture; |
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private Bounds bounds; | |
void Start () | |
{ | |
bounds = new Bounds (transform.position, Vector3.one); | |
Renderer[] renderers = GetComponentsInChildren<Renderer> (); | |
foreach (Renderer renderer in renderers) | |
{ | |
bounds.Encapsulate (renderer.bounds); |
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#!/bin/bash | |
# Copyright (c) 2012-2015 Germar Reitze | |
# Mount/unmount implementation 2019 Emil "AngryAnt" Johansen | |
# | |
# This program is free software; you can redistribute it and/or modify | |
# it under the terms of the GNU General Public License as published by | |
# the Free Software Foundation; either version 2 of the License, or | |
# (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class EditorWindowExample : EditorWindow | |
{ | |
List<Node> nodes = new List<Node> (); |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public class MultiScene | |
{ | |
[MenuItem ("File/Combine Scenes")] | |
static void Combine () | |
{ |
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