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#!/bin/bash -x | |
# This script takes .app file generated by unity for OSX, signs any plugin bundles and the main app, | |
# zips the project, and submits it for notarization | |
# Required data -- You need to fill these out with useful values! | |
USERNAME=# username of your apple account, usually your email | |
PASSWORD=# a generated password from appleid.apple.com | |
ROOT_FOLDER=# path to where your build lives | |
APP_NAME=# name of the app file unity created for you | |
PLUGIN_DIR=Contents/Plugins # you should be able to leave this be |
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41 : Jean-Christophe Beaulieu FB | |
37 : McLeod Bethel-Thompson QB | |
37 : Max Zimmermann WR | |
36 : Andres Salgado Gómez WR | |
35 : Dominique Rhymes WR | |
34 : Jonathon Jennings QB | |
34 : Felix Faubert-Lussier WR | |
33 : James Wilder Jr. RB | |
33 : Kurleigh Gittens, Jr. WR | |
33 : Matthew Shiltz QB |
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{ | |
"data": { | |
"gamesConnection": { | |
"nodes": [ | |
{ | |
"awayTeam": { | |
"name": "Memphis Express" | |
}, | |
"homeTeam": { | |
"name": "Salt Lake Stallions" |
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{ | |
"data": { | |
"playersConnection": { | |
"nodes": [ | |
{ | |
"name": { | |
"familyName": "Matovu", | |
"givenName": "Jason" | |
}, | |
"position": "DEFENSIVE_BACK", |
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// The returned Vector2 is the updated scroll position of the scroll area | |
// scrollPos is the current scroll position | |
// objects is the list of prefabs to draw in the palette | |
// selectionCheck is a lambda to check if a given object is the currently selected one, e.g. (go) => go == _currentSelection | |
// setSelection is a lambda to set the current selection, e.g. (go) => _currentSelection = go | |
Vector2 DrawScrollingPalette(Vector2 scrollPos, List<GameObject> objects, Func<GameObject, bool> selectionCheck, Action<GameObject> setSelection) | |
{ | |
var scope = new EditorGUILayout.ScrollViewScope(scrollPos, false, true, GUILayout.Height(300)); | |
var needsEnd = false; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using System.Reflection; | |
public class SelectPrefabsOfType : EditorWindow { | |
[MenuItem("Window/Prefab Finder")] |
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using UnityEditor; | |
using UnityEngine.SceneManagement; | |
public class PropTools { | |
[MenuItem("Edit/Custom/Save All Prefabs")] | |
public static void SaveAllRootPrefabs() | |
{ | |
var roots = SceneManager.GetActiveScene().GetRootGameObjects(); | |
for (var i = 0; i < roots.Length; i++) |
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public override bool Equals(object other) | |
{ | |
bool result; | |
if (!(other is Vector3)) | |
{ | |
result = false; | |
} | |
else | |
{ | |
Vector3 vector = (Vector3)other; |
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function factorial(n) { | |
if(n === 0) { | |
return 1; | |
} | |
return n * factorial(n - 1); | |
} | |
function combination_formula(n, r) { | |
var nfact = factorial(n); | |
var rfact = factorial(r); |
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So, a rough outline of the problem (NB- I'm using 'Launch' as a scenario here, but a similar set | |
of issues occur when trying to package): | |
The Issue | |
* I create a blank UE4 project | |
* I add a single C++ class (an AActor subclass, but any C++ game code would work) | |
* I use the Launch menu to launch to my attached android phone | |
* I sit around for a while as it does a bunch of building and eventually deploys, success! | |
- PROBLEMS START HERE - |
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