Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
Available stats: | |
Ai - Carving.ApplyResults - TimeNanoseconds | |
Ai - Carving.BuildBVTree - TimeNanoseconds | |
Ai - Carving.Clipping - TimeNanoseconds | |
Ai - Carving.ConvexHulls - TimeNanoseconds | |
Ai - Carving.Prepare - TimeNanoseconds | |
Ai - Carving.ProjectVertices - TimeNanoseconds | |
Ai - CollectSources - TimeNanoseconds | |
Ai - Colliders - TimeNanoseconds | |
Ai - Components.NavMeshAgent.SendMessage - TimeNanoseconds |
/** | |
* @name Disblock Origin | |
* @author TheSunCat and contributors | |
* @description Hide all Nitro & Boost upsells on Discord! | |
* @source https://gist.github.com/TheSunCat/58fedaa19d6154ef3e4b2b676c286906 | |
*/ | |
/* ------------------ */ | |
/* Hide Nitro upsells */ | |
/* ------------------ */ |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
//comment the next line out if you aren't using Rewired | |
using Rewired; | |
[RequireComponent(typeof(ScrollRect))] | |
public class ScrollRectAutoScroll : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler | |
{ |
static Lifecycle() => Debug.Log(Prefix + "Static Constructor"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene"); | |
private void Awake() => Debug.Log(Prefix + "Awake"); | |
private void OnEnable() => Debug.Log(Prefix + "OnEnable"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad"); | |
[RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default"); | |
void Start() => Debug |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
using System.Reflection; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution; | |
/// <summary> | |
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters. |
public static class UnityExtensions | |
{ | |
public static Transform FindDeepChild(this Transform aParent, string aName) | |
{ | |
Queue<Transform> queue = new Queue<Transform>(); | |
queue.Enqueue(aParent); | |
while (queue.Count > 0) | |
{ | |
var c = queue.Dequeue(); | |
if (c.name == aName) return c; |
using InternalRealtimeCSG; | |
using RealtimeCSG.Components; | |
using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
/// <summary> | |
/// Created: 03-19-2019 | |
/// Updated: |
/* | |
Copyright 2020 Martin Jonasson | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated | |
documentation files (the "Software"), to deal in the Software without restriction, including without limitation the | |
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit | |
persons to whom the Software is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
using UnityEngine.ResourceManagement.ResourceLocations; | |
using Object = UnityEngine.Object; | |
public class AddressableLabels |