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matsuyoro / TimeScaleEditor.cs
Last active Apr 2, 2019
Unityアプリ開発のデバッグに使える時間操作(TimeScale)のショートカット
View TimeScaleEditor.cs
using UnityEditor;
using UnityEngine;
// timescaleをデバッグ用に操作
public class TimeScaleEditor
{
// 現在の2倍速に ショートカットキー「Cmd + ↑」
[MenuItem("Tools/TimeScale/SpeedUpx2 %UP")]
static void SpeedUpx2()
@matsuyoro
matsuyoro / file0.txt
Created Oct 6, 2017
Unity2017にAdmobメディエーションでAppLovinSDKをいれたら、UnityEditor上でエラーがでる ref: http://qiita.com/matsuyoro/items/2f5a07cf23980dda0c4c
View file0.txt
Exception: JNI: Init'd AndroidJavaClass with null ptr!
UnityEngine.AndroidJavaClass..ctor (System.IntPtr jclass) (at /Users/builduser/buildslave/unity/build/Runtime/Export/AndroidJavaImpl.cs:622)
UnityEngine.AndroidJavaObject.get_JavaLangClass () (at /Users/builduser/buildslave/unity/build/Runtime/Export/AndroidJavaImpl.cs:600)
UnityEngine.AndroidJavaObject.FindClass (System.String name) (at /Users/builduser/buildslave/unity/build/Runtime/Export/AndroidJavaImpl.cs:591)
UnityEngine.AndroidJavaClass._AndroidJavaClass (System.String className) (at /Users/builduser/buildslave/unity/build/Runtime/Export/AndroidJavaImpl.cs:611)
UnityEngine.AndroidJavaClass..ctor (System.String className) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/AndroidJavaBindings.gen.cs:92)
AppLovin.getDefaultPlugin () (at Assets/Plugins/AppLovin/AppLovin.cs:106)
AppLovin.SetSdkKey (System.String sdkKey) (at Assets/Plugins/AppLovin/AppLovin.cs:560)
GameSceneSingleton.RequestRewardBasedVideo () (at Assets/Scri
@matsuyoro
matsuyoro / exp.cs
Last active Aug 3, 2017
Unity5 NGUIで、NGUITools.AddChildしたものの実体を参照する ref: http://qiita.com/matsuyoro/items/b021c716e89cb8ec4f8a
View exp.cs
GameObject prefab = (GameObject)Resources.Load("Prefabs/UI/Balloons/BtnBalloon") as GameObject;
GameObject BalloonPrefab = NGUITools.AddChild(BalloonParentObj, prefab);// NGUIに追加 帰り値で、prefabの実体を参照
Destroy(BalloonPrefab,4f); //4秒後に追加したprefabを削除
@matsuyoro
matsuyoro / GameManager.cs
Last active Apr 4, 2017
iOS/Android(Unity5.5)で Admobメディエーションで、バナー広告、インタースティシャル広告、動画リワード広告を、最適化した色んな会社の広告をシングルトンで一元化して出す方法 ref: http://qiita.com/matsuyoro/items/33d723fdef798f74d286
View GameManager.cs
// 〜〜省略
GameSceneSingleton.Instance.setVideoSdkCallbackListener(this);
// 〜〜省略
@matsuyoro
matsuyoro / FragmentActivity.java
Last active Sep 28, 2016
fragmentのタブのアイコン画像のサイズをカスタマイズする ref: http://qiita.com/matsuyoro/items/48399411cca6764e051b
View FragmentActivity.java
TabLayout tabLayout = (TabLayout) findViewById(R.id.tabs);
tabLayout.setupWithViewPager(mViewPager);
tabLayout.getTabAt(0).setCustomView(R.layout.design_fragment_icon_camera);
tabLayout.getTabAt(1).setCustomView(R.layout.design_fragment_line_weight);
@matsuyoro
matsuyoro / file0.txt
Created Aug 22, 2016
storyboardで「Must translate autoresizing mask into constraints to have _setHostsLayoutEngine:YES.」というエラーがでた場合 ref: http://qiita.com/matsuyoro/items/9219c23a70c012d6e3e5
View file0.txt
Must translate autoresizing mask into constraints to have _setHostsLayoutEngine:YES.
@matsuyoro
matsuyoro / Podfile
Last active Aug 19, 2016
AdMobメディエーションでFAN(facebook audience network)を出す方法 ref: http://qiita.com/matsuyoro/items/6f402247d2e53df48e68
View Podfile
pod 'FBAudienceNetwork'
@matsuyoro
matsuyoro / file0.cs
Created Mar 16, 2016
Unity Ads と Ad Colonyの動画SDKをUnity(C#)で一元管理したメモ(SDKだらけ〜〜w ref: http://qiita.com/matsuyoro/items/0959ba21a001d2dd7eca
View file0.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// unity ads
using UnityEngine.Advertisements;
public class GameSceneSingleton {
@matsuyoro
matsuyoro / file0.txt
Last active Nov 13, 2015
iOSアプリ等でwebviewを表示する際に、拡大はするがユーザーがピンチで拡大や、スクロールができないようにする。 ref: http://qiita.com/matsuyoro/items/2240b29e14d23bda102f
View file0.txt
_webView.scalesPageToFit = YES;
@matsuyoro
matsuyoro / file0.txt
Last active Apr 11, 2016
Unity rigidbody2Dでよく使うメソッド一覧 ref: http://qiita.com/matsuyoro/items/e32b4fd12d20e5c06614
View file0.txt
transform.localEulerAngles.z;
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