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You can view the license agreements in Xcode's About Box, or at /Applications/Xcode.app/Contents/Resources/English.lproj/License.rtf
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c ../Common/Common.cxx -o ../Common/Common.o
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c DrawScene.cxx -o DrawScene.o
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c DrawText.cxx -o DrawText.o
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c GetPosition.cxx -o GetPosition.o
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c SceneCache.cxx -o SceneCache.o
SceneCache.cxx:618:9: warning: 'GLUquadricObj' is deprecated: first deprecated in OS X 10.9
[-Wdeprecated-declarations]
GLUquadricObj * lQuadObj = gluNewQuadric();
^
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Animation/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Layers/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Transformations/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/UVSample/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Normals/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/UserProperties/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ConvertScene/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Pivot/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ViewScene/ && sudo make &&
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ExportDocument/ && sudo make &&
using UnityEngine;
using System.Collections;
//http://baba-s.hatenablog.com/entry/2014/06/30/092319
public class RemoveComponent : MonoBehaviour {
/// <summary>
/// Component 型の拡張メソッドを管理するクラス
/// var gameObject = new GameObject();
///gameObject.AddComponent<BoxCollider>();
# $OpenBSD: sshd_config,v 1.89 2013/02/06 00:20:42 dtucker Exp $
# This is the sshd server system-wide configuration file. See
# sshd_config(5) for more information.
# This sshd was compiled with PATH=/usr/bin:/bin:/usr/sbin:/sbin
# The strategy used for options in the default sshd_config shipped with
# OpenSSH is to specify options with their default value where
# possible, but leave them commented. Uncommented options override the
#!/bin/sh
auto_ssh() {
host=$1
id=$2
pass=$3
command001=$4
command002=$5
command003=$6
expect -c "
public List<string> HDfilePassNameList;
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
Debug.Log ("////////////////////////再帰呼び出し はじめ///////////////////////////////////");
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
HDfilePassNameList = new List<string> ();
Directory_Have_Re_call(HDpath);
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
Debug.Log ("////////////////////////再帰呼び出し おわり///////////////////////////////////");
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
@whaison
whaison / Directory_Have_Re_caller.cs
Last active September 2, 2015 09:35
recursive Directory 再帰的な ディレクトリ 
using UnityEngine;
using System;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
public class Directory_Have_Re_caller {
public static List<string> OutOfContentsFolderList;
public static List<string> OutOfContentsExtentionList;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class NamedFolderToAssetBundleNameRenamer:EditorWindow
{
const string kAssetBundlesOutputPath = "AssetBundles";
@whaison
whaison / DeleteFolder.cs
Last active September 2, 2015 07:06
Unityで ディレクトリ folder Delete 削除 には メタ .meta も削除しなきゃ消えなかった。例。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System;
using System.IO;
using System.Text;
using System.Reflection;
using MB.Data;
using System.IO;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
public class DeleteDirectoryAsset : MonoBehaviour {
public static void DeleteDirectoryAssetPath (string Localpath )
{
//Debug.Log (".Net Version:"+Environment.Version.ToString());