UniTaskLoopRunnerYieldInitialization
UniTaskLoopRunnerInitialization
PlayerUpdateTime
DirectorSampleTime
AsyncUploadTimeSlicedUpdate
SynchronizeInputs
SynchronizeState
XREarlyUpdate
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| { | |
| "version": "0.2.0", | |
| "configurations": [ | |
| { | |
| "name": "Client (Debug)", | |
| "type": "coreclr", | |
| "request": "launch", | |
| "preLaunchTask": "build-client-debug", | |
| "program": "${workspaceFolder}/Build/Debug/HardClient.exe", | |
| "args": [], |
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| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
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| float2 WorldToScreenPos(float3 pos){ | |
| pos = normalize(pos - _WorldSpaceCameraPos)*(_ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y))+_WorldSpaceCameraPos; | |
| float2 uv =0; | |
| float3 toCam = mul(unity_WorldToCamera, pos); | |
| float camPosZ = toCam.z; | |
| float height = 2 * camPosZ / unity_CameraProjection._m11; | |
| float width = _ScreenParams.x / _ScreenParams.y * height; | |
| uv.x = (toCam.x + width / 2)/width; | |
| uv.y = (toCam.y + height / 2)/width; | |
| return uv; |
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| /* MIT License | |
| Copyright (c) 2022 David Tattersall | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is | |
| furnished to do so, subject to the following conditions: |
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| <?xml version="1.0" encoding="utf-8"?> | |
| <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.agrawalsuneet.unitysharingclient" xmlns:tools="http://schemas.android.com/tools" android:installLocation="preferExternal"> | |
| <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" /> | |
| <application android:theme="@style/UnityThemeSelector" android:icon="@mipmap/app_icon" android:label="@string/app_name" android:isGame="true" android:banner="@drawable/app_banner"> | |
| <activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screenOrientation="fullSensor" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false"> | |
| <intent-filter> | |
| <action andro |
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| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
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| Shader "Hidden/Bloom" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| HLSLINCLUDE | |
| #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" | |
| struct appdata |
** 由于此文年事已久,可能某些 URL Schemes 已失效,可在评论区留言指出!(最后更新于 2024.10.28)
由于苹果的各应用都是在沙盒中,不能够互相之间访问或共享数据。但是苹果还是给出了一个可以在 APP 之间跳转的方法:URL Scheme。简单的说,URL Scheme 就是一个可以让 APP 相互之间可以跳转的协议。每个 APP 的 URL Scheme 都是不一样的,如果存在一样的 URL Scheme,那么系统就会响应先安装那个 APP 的 URL Scheme,因为后安装的 APP 的 URL Scheme 被覆盖掉了,是不能被调用的。
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