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scene.debugLayer.show({embedMode: true}); |
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// Taken from here https://www.limilabs.com/blog/source-lines-of-code-count-using-powershell | |
(dir -include *.cs -recurse | select-string "^(\s*)//" -notMatch | select-string "^(\s*)$" -notMatch).Count |
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"midi":{ // the keys below will become the shader variable names, the values are the CC numbers | |
"midiPrev":58, | |
"midiNext":59, | |
"midiCycle":46, | |
"midiForward":43, | |
"midiBackward":44, | |
"midiStop":42, | |
"midiPlay":41, |
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using UnityEngine; | |
// This code is generated | |
// The goal is to provide shortcuts for accessing vector components like in shader languages (feature called swizzle). | |
// This makes possible to use a vector this way : | |
// Vector3 v; v.xzxz(); | |
// Vector2 v; v.yyyy(); | |
// Vector4 v; v.ww(); | |
// ... |
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REM Assuming your oculus app is installed in default folder | |
echo server:asw.Off | "C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugToolCLI.exe" |
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@echo off | |
set quiltColumns=8 | |
set quiltRows=6 | |
set magickPath="magick.exe" | |
setlocal | |
set "psCommand="(new-object -COM 'Shell.Application')^ | |
.BrowseForFolder(0,'Please choose a folder.',0,0).self.path"" |