p.netshowcorrections 1
shows you server-client corrections in position
using UnityEditor; | |
using UnityEngine; | |
public class PlayerPrefsEditor : MonoBehaviour | |
{ | |
[MenuItem ("Tools/Reset Player Prefs")] | |
static void PlayerPerfsReset() | |
{ | |
PlayerPrefs.DeleteAll(); | |
} |
p.netshowcorrections 1
shows you server-client corrections in position
So you want to make a game in Unity with more than one person (meaning, not you!). Here's a quick list of things that you'll want to look out for. You can read the description below them for any relevant steps or information.
As Unity introduces new features and API changes, the stability of your codebase
I hereby claim:
To claim this, I am signing this object:
/* Material Design Adaptive Breakpoints */ | |
/* | |
Below you'll find CSS media queries based on the breakpoint guidance | |
published by the Material Design team. You can choose to use, customise | |
or remove these breakpoints based on your needs. | |
http://www.google.com/design/spec/layout/adaptive-ui.html#adaptive-ui-breakpoints | |
*/ | |
/* mobile-small */ |
<!doctype html> | |
<!-- http://taylor.fausak.me/2015/01/27/ios-8-web-apps/ --> | |
<html> | |
<head> | |
<title>iOS 8 web app</title> | |
<!-- CONFIGURATION --> |
This completely unprofessional startup time profiling was conducted using [PassMark AppTimer][AppTimer].
The following settings were used:
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
[RequireComponent(typeof(Camera))] | |
public class CameraDump : MonoBehaviour | |
{ | |
private int imageCount; |