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lordcodes / build-unity-project.sh
Created November 21, 2016 21:48
Script to build your Unity project, written for use on Travis.
#! /bin/sh
project_path=$(pwd)/src/NAME_OF_PROJECT
log_file=$(pwd)/build/unity-mac.log
error_code=0
echo "Building project for Mac OS."
/Applications/Unity/Unity.app/Contents/MacOS/Unity \
-batchmode \
@lordcodes
lordcodes / export-unity-package.sh
Created November 21, 2016 21:57
Script to export your Unity package, written for use on Travis.
#! /bin/sh
project_path=$(pwd)/src/NAME_OF_PROJECT
log_file=$(pwd)/build/unity-mac.log
export_path=$(pwd)/current-package/NAME_OF_PROJECT.unitypackage
error_code=0
echo "Creating package."
/Applications/Unity/Unity.app/Contents/MacOS/Unity \
@lordcodes
lordcodes / .travis.yml
Last active November 24, 2016 18:55
Unity Travis script
language: objective-c
osx_image: xcode8.2
rvm:
- 2.2
before_install:
- chmod a+x ./scripts/*.sh
install:
- ./scripts/install-unity.sh
@lordcodes
lordcodes / prepare-unity-release.sh
Last active November 24, 2016 19:03
Script to prepare a Unity package for release through GitHub.
#! /bin/sh
version=$1
project="YOUR_LIBRARY_NAME"
package_path=$(pwd)/current-package/$project.unitypackage
release_directory=$(pwd)/release
release_path=$release_directory/$project.$version.unitypackage
mkdir -p $release_directory
@lordcodes
lordcodes / PausableRigidBody2D.cs
Created December 13, 2016 20:56
A Unity C# script to attach to a GameObject with a Rigidbody2D so that it can be paused and resumed.
using UnityEngine;
public class PausableRigidBody2D : MonoBehaviour {
private Rigidbody2D body;
private Vector3 savedVelocity;
private float savedAngularVelocity;
void Awake() {
body = GetComponent<Rigidbody2D>();
@lordcodes
lordcodes / Dockerfile
Last active June 30, 2017 12:04
GitLab CI Android Docker image configuration
FROM openjdk:8-jdk
MAINTAINER Name <email@email.com>
ENV VERSION_SDK_TOOLS "3859397"
ENV ANDROID_HOME "/sdk"
ENV PATH "$PATH:${ANDROID_HOME}/tools"
ENV DEBIAN_FRONTEND noninteractive
RUN apt-get -qq update && \
@lordcodes
lordcodes / powerprefs-basic-usage.cs
Created November 2, 2017 11:12
PowerPrefs API basic usage
PowerPrefs.ForBool().Get("aBoolean");
PowerPrefs.ForInt().Get("anInteger", -1);
PowerPrefs.ForLong().Set("aLong", 123456);
PowerPrefs.ForString().Set("aString", "Hello");
@lordcodes
lordcodes / powerprefs-reuse-typed-accessor.cs
Created November 2, 2017 11:15
PowerPrefs API reuse typed accessor
PowerPrefsAccessor<int> intAccessor = PowerPrefs.ForInt();
int myValue = intAccessor.Get("myKey");
intAccessor.Set("meyKey", 5);
@lordcodes
lordcodes / powerprefs-typed-key-accessor.cs
Created November 2, 2017 11:19
PowerPrefs API typed key accessor
PowerPrefsKeyAccessor<string> someKeyAccessor = PowerPrefs.ForString().KeyAccessor("someKey");
string myValue = someKeyAccessor.Get();
someKeyAccessor.Set("newValue");
@lordcodes
lordcodes / sourcery-generate-app-secrets.sh
Created November 19, 2018 19:59
Read secrets into your iOS project from xcconfig files and then use Sourcery to generate a source file to use them within your code.
#!/bin/bash
# Generate list of arguments to pass to Sourcery
function sourceryArguments {
# Environment variables from BuildConfig to map into AppSecrets
local arguments=(
"CHAT_API_CLIENT_SECRET" "ANALYTICS_WRITE_KEY"
)
local combinedArgs