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@rje
rje / 1_sign_and_submit.sh
Last active July 3, 2021 10:49
This is a set of scripts that I'm using to sign and notarize a unity app that has native plugins included as .bundle files. It's a lot of steps! Hopefully this makes it a bit easier...
#!/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
@rje
rje / scores.txt
Created June 19, 2019 16:16
cfl scrabble scores
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
{
"data": {
"gamesConnection": {
"nodes": [
{
"awayTeam": {
"name": "Memphis Express"
},
"homeTeam": {
"name": "Salt Lake Stallions"
{
"data": {
"playersConnection": {
"nodes": [
{
"name": {
"familyName": "Matovu",
"givenName": "Jason"
},
"position": "DEFENSIVE_BACK",
// 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;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
public class SelectPrefabsOfType : EditorWindow {
[MenuItem("Window/Prefab Finder")]
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++)
public override bool Equals(object other)
{
bool result;
if (!(other is Vector3))
{
result = false;
}
else
{
Vector3 vector = (Vector3)other;
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);
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 -