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CEDEC2015è¬æ¼ ãã¼ã éçºãã¹ã ã¼ãºã«ããããã« from Takafumi Ikeda
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UnauthorizedAccessException: Access to the path "Library\UnityAssemblies\UnityEngine.xml" is denied. UnityVS ã使ç¨ãã¦ãããã㤠Visual Studio ãéãã¦ããç¶æ 㧠ãVisual Studio Tools>Generate Project Filesããé¸æããæã«éé ä¸åº¦ Visualâ¦
ã½ã¼ã¹ã³ã¼ã public static class IntExtensions { /// <summary> /// å¶æ°ãã©ãããè¿ãã¾ã /// </summary> public static bool IsEven( this int self ) { return self % 2 == 0; } } 使ãæ¹ int n1 = 1; int n2 = 2; n1.IsEven(); // False n2.IsEven(); // True
ã½ã¼ã¹ã³ã¼ã public static class IntExtensions { /// <summary> /// å¥æ°ãã©ãããè¿ãã¾ã /// </summary> public static bool IsOdd( this int self ) { return self % 2 == 1; } } 使ãæ¹ int n1 = 1; int n2 = 2; n1.IsOdd(); // True n2.IsOdd(); // False
using UnityEngine; public static class LineRendererExtensions { public static void SetPositions( this LineRenderer self, IList<Vector3> positions ) { self.SetVertexCount( positions.Count ); for ( int i = 0; i < positions.Count; i++ ) { self.SetPosi</vector3>â¦
using UnityEngine; public static class PlaneExtensions { public static float Raycast( this Plane self, Ray ray ) { float enter; self.Raycast( ray, out enter ); return enter; } }
åèãµã¤ãæ§ http://unityvs.com/news/2013/07/23/script-opening-unity-4-2/
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using UnityEngine; using System.Linq; public static class GameObjectExtensions { /// <summary> /// ç¡å¹ãªã³ã³ãã¼ãã³ããã¢ã¿ããããã¦ããå ´å true ãè¿ãã¾ã /// </summary> public static bool HasMissingScript( this GameObject self ) { return self .GetCompoâ¦
using System.Collections.Generic; using System.Diagnostics; using UnityEngine.Assertions; public static class AssertUtils { [Conditional( "UNITY_ASSERTIONS" )] public static void IsNullOrEmpty<T>( this IList<T> self ) { Assert.IsTrue( self == nu</t></t>â¦
using System.Collections.Generic; using System.Diagnostics; using UnityEngine.Assertions; public static class AssertUtils { [Conditional( "UNITY_ASSERTIONS" )] public static void IsNotNullOrEmpty<T>( this IList<T> self ) { Assert.IsTrue( self !=</t></t>â¦
æ¡å¼µå ã¢ã»ããã¿ã¤ã anim AnimationClip wav AudioClip mp3 AudioClip ogg AudioClip aif AudioClip aiff AudioClip xm AudioClip mod AudioClip it AudioClip s3m AudioClip hdr Cubemap cubemap Cubemap ttf Font otf Font dfont Font prefab GameObjecâ¦
GREE GameDevelopers' Meetup 01 http://greegdm01.peatix.com/ ã¡ã¢ä¸è¦§
http://greegdm01.peatix.com/ çºè¡¨è³æ ãã¤ãã¨ãã¼ãã¼ç´¹ä» https://itunes.apple.com/jp/app/poittohiro-4ren-xie-litawadifensu/id872812137?mt=8&uo=4&at=10l8JW&ct=hatenablog ãã¼ã Unity4ããUnity5 Unity5ã«ç§»è¡ããçç± iOSã®64bit対å¿åé¡ Unitâ¦
http://greegdm01.peatix.com/ çºè¡¨è³æ èªå·±ç´¹ä» 西ç°ç¶¾ä½ï¼ã«ãã ãããããï¼ ã°ãªã¼æ ªå¼ä¼ç¤¾ Wright Flyer Studioé¨ ã¯ã©ã¤ã¢ã³ããªã¼ãï¼ã¨ã³ã¸ãã¢ï¼ @hosi_mo å¡ã³ã¼ãï¼4M9EVCBK çµæ´ æ±äº¬å¤§å¦å¤§å¦é¢æ å ±çå·¥å¦ç³»ç ç©¶ç§ ä¿®äº ã°ãªã¼æ ªå¼ä¼ç¤¾ï¼2014â¦
ã½ã¼ã¹ã³ã¼ã using System.IO; using System.Linq; public static class DirectoryUtils { /// <summary> /// <para>æå®ãããã£ã¬ã¯ããªå ã®æå®ãã</para> /// <para>ããããã®æ¡å¼µåãæã¤ãã¡ã¤ã«å (ãã¹ãå«ã) ãè¿ãã¾ã</para> /// </summary> public static string[] GetFiles ( string pathâ¦
ã½ã¼ã¹ã³ã¼ã using System; using System.Globalization; using System.Linq; public static class StringExtensions { /// <summary> /// <para>ãã®æååã¤ã³ã¹ã¿ã³ã¹ã®æ«å°¾ãã</para> /// <para>æå®ããããããã®æååã¨ä¸è´ãããã©ãããå¤æãã¾ã</para> /// </summary> public static bool Eâ¦
æ¦è¦ åèãµã¤ãæ§ unity3d Disable Grid - Pastebin.com é¢é£è¨äº
æ¦è¦ åèãµã¤ãæ§ "Uncheck all" in Gizmos menu in Scene view? - Unity Answers é¢é£è¨äº
æ¦è¦ åèãµã¤ãæ§ "Uncheck all" in Gizmos menu in Scene view? - Unity Answers é¢é£è¨äº
æ¦è¦ private string mText ; private int mSearchMode ; private void OnGUI() { var rect = new Rect( 0, 0, 200, 20 ); var searchModes = new []{ "ããã«ã²", "ãªã¶ã¼ã", "ãªã¶ã¼ãã³" }; mText = EditorGUIUtils.ToolbarSearchField( rect , mText , â¦
æ¦è¦ private string mText; private void OnGUI() { mText = EditorGUIUtils.SearchField( new Rect( 0, 0, 100, 100 ), mText ); } é¢é£è¨äº
using System.IO; public static class PathUtils { /// <summary> /// æååã®é åã 1 ã¤ã®ãã¹ã«çµåãã¾ã /// </summary> public static string Combine( params string[] paths ) { return paths.Aggregate( ( a, b ) => Path.Combine( a, b ) ); } } PathUtils.Combine(â¦