Note: This setup is not using
virtualenvsince I didn't get that to work for building.
- install Xcode from App Store
- alternative: only install the Xcode Command Line Utilities
- install official CMake
- at time of writing: Direct download link
| 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 |
Note: This setup is not using
virtualenvsince I didn't get that to work for building.
| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| Shader "Custom/UI-Default-AfterPP (Images)"// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
| _Color("Tint", Color) = (1,1,1,1) | |
| _StencilComp("Stencil Comparison", Float) = 8 |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.Playables; | |
| namespace Needle.AnimationUtils | |
| { | |
| public class VisualizeMotionTrajectories : MonoBehaviour |
| /** | |
| * @license | |
| * webxr-ios-js | |
| * Copyright (c) 2019 Mozilla Inc. All Rights Reserved. | |
| * | |
| * This Source Code Form is subject to the terms of the Mozilla Public | |
| * License, v. 2.0. If a copy of the MPL was not distributed with this | |
| * file, You can obtain one at https://mozilla.org/MPL/2.0/. | |
| */ |
| def "_materials" | |
| { | |
| def Material "Suzanne" | |
| { | |
| token outputs:surface.connect = </_materials/Suzanne/preview/Principled_BSDF.outputs:surface> | |
| def Scope "preview" | |
| { | |
| def Shader "Principled_BSDF" | |
| { |
| Probably most complete version: | |
| ₧₪№↨בּשּׂ؟⇶♚❂☈☃ ҉ↂ✂❧☠℥ | |
| Copied with Windows Clipboard from Discord Status to Gist | |
| ₧₪№↨בּשּׂ؟⇶♚❂☈ ҉ↂ❧℥ | |
| Copied with Android Clipboard from Hangouts Status to Gist | |
| ₧₪№↨בּשּׂ؟⇶♚❂☈☃ ҉ↂ✂❧☠℥ |
| <!-- Original URL: https://prefrontalcortex.de/labs/model-viewer/upload/Tyrlefing/ --> | |
| <!-- Twitter Card, also unfurls in Slack/Discord etc. --> | |
| <meta name="twitter:card" content="player" /> | |
| <meta name="twitter:site" content="hybridherbst" /> | |
| <meta name="twitter:player" content="https://prefrontalcortex.de/labs/model-viewer/upload/Tyrlefing/index.html" /> | |
| <meta name="twitter:player:width" content="480" /> | |
| <meta name="twitter:player:height" content="480" /> | |
| <meta property="og:image" content="https://prefrontalcortex.de/labs/model-viewer/upload/Tyrlefing/20211100-231259-poster.webp" /> | |
| <meta property="og:title" content="Tyrlefing" /> |
| // Unity hashes PlayerPref names to make them case-sensitive | |
| // (Windows Registry isn't case sensitive otherwise) | |
| private static string ToKey(string prefName) | |
| { | |
| return prefName + "_h" + Hash(prefName); | |
| } | |
| // djb2-xor hash method | |
| private static uint Hash(string str) |