- "all your methods except the sprite atlas are fake solutions, and will betray you when you move the camera" https://forum.unity.com/threads/the-best-way-to-fix-tile-tearing.1542956/#post-9619289
- Create sprite atlas with padding = 2 https://forum.unity.com/threads/artifacts-in-a-2d-pixel-art-scene.1427049/#post-8959284
- disable antialias
- use pixel snap shader material
- texture importer: point filter
- use unity pixel perfect camera package
- scale grid by small amount (0.999, 1.001)
- resolution issue? float camera pos
- Please try reducing the Max Texture Size to a lesser size ( 2048) and also try to have separate atlases for transparent and non-transparent sprites (non-transparent are the ones that entirely fills the texture with no transparent pixels in it). Also please ensure to have High-Quality compression for textures https://forum.unity.com/threads/sprites-have-hairline-artifacts-when-using-spriteatlas-and-mipmapping-how-to-fix.713501/#post-4774556
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// https://forum.unity.com/threads/how-to-import-user-defined-attributes-from-fbx-files.409877/ | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
class CustomImportProcessor : AssetPostprocessor { | |
void OnPostprocessGameObjectWithUserProperties(GameObject go, string[] names, System.Object[] values) { | |
ModelImporter importer = (ModelImporter)assetImporter; | |
var asset_name = Path.GetFileName(importer.assetPath); | |
Debug.LogFormat("OnPostprocessGameObjectWithUserProperties(go = {0}) asset = {1}", go.name, asset_name); |
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<?php | |
// Replace with your own database credentials | |
$servername = "localhost"; | |
$username = "username"; | |
$password = "password"; | |
$dbname = "highscores"; | |
try { | |
// Create a new PDO connection | |
$conn = new PDO("mysql:host=$servername;dbname=$dbname", $username, $password); |
- from Ray Interactor, check raycast configuration layers (where it hits)
- on the target object, add xr simple interactable, add event targets for hover/select
- use args: HoverEnterEventArgs, HoverExitEventArgs, SelectEnterEventArgs.. to received data
- public void OnHoverEnter(HoverEnterEventArgs args)
- Debug.Log($"{args.interactorObject} hovered over {args.interactableObject}", this);
- edit XRI Default Input Actions (from xr interaction started samples)
*(not in any order, and i know few of these have been fixed, like having conference in separate window) **These are mostly from Classic version, will collect New Teams specific in the gist below
- If you typed message in some chat, then alt tab and go to another chat, that message is still in the chatbox (wrong room)
- if there is many single messages, with link on each, tooltip emoji menu popups and blocks your view to previews item (and you can accidentally click it if tried to click the previous link)
- if paste image to messagebox, messagebox stays very small 2 rows.. so cannot see anything (or wait, it expands after you alt tab away..)
- channel mention doesnt show alerts for people by default
- replies minimize automatically if leave chat open for a while (so context is lost where you left it)
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void DrawBounds(Bounds b, float delay=0) | |
{ | |
// bottom | |
var p1 = new Vector3(b.min.x, b.min.y, b.min.z); | |
var p2 = new Vector3(b.max.x, b.min.y, b.min.z); | |
var p3 = new Vector3(b.max.x, b.min.y, b.max.z); | |
var p4 = new Vector3(b.min.x, b.min.y, b.max.z); | |
Debug.DrawLine(p1, p2, Color.blue, delay); | |
Debug.DrawLine(p2, p3, Color.red, delay); |
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### "error while evaluating property namespace of task unitylibrary:googleplaygamesmanifest.androidlib:packageReleaseResources' | |
Delete "Assets\Plugins\Android\GooglePlayGamesManifest.androidlib" folder before build (every time) | |
### get your app id from google play console (for leaderboards plugin) | |
- On the left menu, Play Games Services/Setup and management/Configuration (but its only available, if you have done play services setup for this app) | |
### GRADLE ERROR : colliding-attributes | |
- https://gley.gitbook.io/easy-achievements/setup-guide#build | |
### stuck at "building scene 0" |
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// https://forum.unity.com/threads/coding-a-2d-extendable-and-retractable-fishline.1586673/#post-9801981 | |
private void ReelBack(List<Vector3> points, float reelValue) | |
{ | |
if (reelValue <= 0) | |
return; | |
Vector3 origin = points[0]; | |
float reel = reelValue; | |
// find cut point |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// @kurtdekker | |
// | |
// This is to take any continuous quantity and change it from one value | |
// to another over time. This code is for floats. It can be adapted to work for: | |
// | |
// Vector2, Vector3, Vector3 |
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