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#define DEBUG_CONSOLE | |
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
#if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
#define DEBUG | |
#endif | |
#if (UNITY_IOS || UNITY_ANDROID) |
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// | |
// locationsMenu.js | |
// examples | |
// | |
// Created by Ryan Huffman on 5/28/14 | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This is an example script showing how to load JSON data using XMLHttpRequest. | |
// | |
// URL Macro created by Thijs Wenker. |
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// | |
// editVoxels.js | |
// examples | |
// | |
// Created by Philip Rosedale on February 8, 2014 | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// Captures mouse clicks and edits voxels accordingly. | |
// | |
// click = create a new voxel on this face, same color as old (default color picker state) |
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// | |
// locationsMenu.js | |
// examples | |
// | |
// Created by Ryan Huffman on 5/28/14 | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This is an example script showing how to load JSON data using XMLHttpRequest. | |
// | |
// URL Macro created by Thijs Wenker. |
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// | |
// cameraExample.js | |
// examples | |
// | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This sample script watches your hydra hands and makes clapping sound when they come close together fast | |
// | |
// Distributed under the Apache License, Version 2.0. | |
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html |
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// | |
// frisbee.js | |
// examples | |
// | |
// Created by Thijs Wenker on 7/5/14. | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This description is still work in progress | |
// | |
// Distributed under the Apache License, Version 2.0. |
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var i = 0; | |
var text = "My name is very long.... And the story goes on and on.. Are you AFK? I might be...."; | |
var forwards = true; | |
var delay = 1500; // setting this lower might cause other people not to see it update quick enough | |
var message_length = 16; //set this to make your name ticker wider or narrower | |
function loopTimer() { | |
var tickertext = ""; | |
for (var ib = 0; ib < text.length && ib < message_length; ib++) { | |
tickertext += text[(i + ib) % text.length]; |
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// | |
// EntityRain.js | |
// | |
// Created by Richard Gunther on 15-09-2014. | |
// Distributed under the Apache License, Version 2.0. | |
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | |
// | |
var startpos = {x: 115, y: 180, z: 130}; |
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// | |
// playSoundOnEnterOrLeave.js | |
// examples/entityScripts | |
// | |
// Created by Brad Hefta-Gaub on 11/3/14. | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This is an example of an entity script which when assigned to an entity, that entity will play a sound in world when | |
// your avatar enters or leaves the bounds of the entity. | |
// |
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// | |
// playSoundOnEnterOrLeave.js | |
// examples/entityScripts | |
// | |
// Created by Brad Hefta-Gaub on 11/3/14. | |
// Copyright 2014 High Fidelity, Inc. | |
// | |
// This is an example of an entity script which when assigned to an entity, that entity will play a sound in world when | |
// your avatar enters or leaves the bounds of the entity. | |
// |
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