https://medium.com/@walkert/fun-building-shared-libraries-in-go-639500a6a669
https://www.darkcoding.net/software/building-shared-libraries-in-go-part-2/
As of January 2020, all apps running on macOs 10.15 Catalina are required to be notarized. For Unity games distributed outside the Mac App Store, such as with Steam, the notarization process is done post build using a series of Xcode command line tools.
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
For a 2D Unity Project, I needed a really efficient way to get the intersection points between a line segment (as defined by two Vector2
) and an axis-aligned Rect
in 2D space, where the intersection points are returned as a parametric fraction of the length of the original line segment:
Note how when the line intersects the rect, the green line represents the portion inside the rect, and the parametric representation of the point of intersection along the line is displayed
In my use case the vast majority of lines are either completely inside or completely outside the rect, and so I needed an approach that was very efficient in cases where there is guaranteed no intersection and avoids unecessary raycasts when possible.
/** | |
* UISafeArea.cs | |
* Author: Luke Holland (http://lukeholland.me/) | |
*/ | |
namespace UnityEngine.UI | |
{ | |
[RequireComponent(typeof(RectTransform))] | |
public class UISafeArea : MonoBehaviour |
When speaking of the Icecast protocol here, actually it's just the HTTP protocol, and this document will explain further how source clients need to send data to Icecast.
Since Icecast version 2.4.0 there is support for the standard HTTP PUT
method.
The mountpoint to which to send the data is specified by the URL path.