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<?php | |
// API access key from Google API's Console | |
define( 'API_ACCESS_KEY', 'YOUR-API-ACCESS-KEY-GOES-HERE' ); | |
$registrationIds = array( $_GET['id'] ); | |
// prep the bundle | |
$msg = array |
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using ImGuiNET; | |
using Microsoft.Xna.Framework; | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using Num = System.Numerics; | |
namespace Nez.ImGuiTools | |
{ | |
public class FilePicker |
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using System; | |
namespace SimpleECS | |
{ | |
struct Position | |
{ | |
public float X, Y; | |
} | |
struct Velocity |
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pub const Ld = struct { | |
description: []const u8, | |
title: []const u8, | |
// renamed from: "$schema | |
schema: []const u8, | |
// renamed from: "$ref | |
ref: []const u8, | |
version: []const u8, | |
// renamed from: "LdtkJsonRoot | |
ldtk_json_root: LdtkJsonRoot, |
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public static void onCreate( Bundle savedInstanceState ) | |
public static void onActivityResult( int request, int response, Intent data ) | |
public static void onRequestPermissionsResult( int requestCode, String[] permissions, int[] grantResults ) | |
public static void onNewIntent( Intent intent ) | |
public static void onStart() |
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#import bevy_pbr::mesh_view_bindings | |
#import bevy_pbr::mesh_bindings | |
#import bevy_pbr::pbr_types | |
#import bevy_pbr::utils | |
#import bevy_pbr::clustered_forward | |
#import bevy_pbr::lighting | |
#import bevy_pbr::shadows | |
#import bevy_pbr::pbr_functions |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class ExampleUsage : MonoBehaviour | |
{ | |
// this attribute will add handles for your Vector3s so that you can drag them around in the scene view |
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using System; | |
using System.Diagnostics; | |
using System.Runtime.CompilerServices; | |
using System.Runtime.InteropServices; | |
namespace Nez.Unmanaged | |
{ | |
unsafe public struct BlobAllocator : IDisposable | |
{ | |
byte* m_RootPtr; |
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In order to take part in the Unity Activity sharing system, there are a few steps you will need to take outlined below. First, some background. You can signify which class you would like to receive all the Activity lifecycle methods. When you implement the methods they should have the exact same signature but they should be *public static void*. That is important! They will not be called if they are not public static void. You can implement 1 or all of the methods. That is entirely up to your needs. | |
1. Download the Prime31UnityActivity.jar file from here: https://app.box.com/s/xw6hq1ltjaniycc14j21 You are free to distribute the file but *do not change it's name*! That would defeat the purpose of the sharing mechanism! | |
2. Implement any of the methods that are available in this Gist (https://gist.github.com/prime31/10747997) | |
3. Perform the AndroidManifest changes below | |
If successful, on app launch you will see a log that looks like the following: |
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/* | |
v2: Matt Rix pointed out there's an undocumented ONGeneratedCSProjectFiles() callback | |
https://gist.github.com/MattRix/0bf8de88e16e8b494dbb | |
v1: Still available in the gist history if you want a FileSystemWatcher solution! | |
THE PROBLEM: | |
- Unity constantly rewrites its .sln files whenever you rename/add/remove scripts |
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