go.hid | Provides communication with USB Human Interface Devices | Change Data Capture library
kandi X-RAY | go.hid Summary
kandi X-RAY | go.hid Summary
This go package wraps the signal11/hidapi and provides communication with USB Human Interface Devices.
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QUESTION
I have a couple of asks to update some text throughout a project. Doing a find and replace in code is easy, but I would like to implement a tool to look through all game objects. Unfortunately, I can grab all of the game objects in the scene, but I have not found a solution to grab all of the game objects in the project. Does anyone have any suggestions?
This is my current approach:
...ANSWER
Answered 2021-May-27 at 22:43@hijinxbassist pointed me in the right direction. Here is my current solution:
QUESTION
I'm a beginner to Unity.
I'm currently implementing Singleton.
I have questions while studying.
What is the best way to implement Singleton in Unity like the title?
I understand why use a singleton. that is.. " To create an object once and use it whenever need it. "
Do I understand it properly?
There are many ways to implement singletons. It's right? Then, Which part of the many methods are used in common?
My singleton code is:
...ANSWER
Answered 2017-Sep-27 at 13:29Here's some remarks about your code:
Inside getter of the
Instance
property you have a line of code:instance = go.AddComponent();
The point about this line is thatAddComponent<>
will cause creation of the script's instance and then callingAwake()
method. So you will create an instance of your sript by this line and it doesn't matter what's written in theAwake()
method. So you can get rid ofAwake()
as it does nothing. The only case it will do some helpful work is when you'll try to create the first instance of your script (it'll just set the value of instance to the 1st instance). In other cases it's useless. So if you will create your singleton only by usingInstance
property - you do not need that awake.Awake
itself is a "kinda constructor" for MonoBehaviour scripts, but it performs differently. The point is that in pure c# you can easily implement singleton with the help of static constructor but you can't do it this way in MonoBehaviour. That means if you already have an instance of your singleton and you'll try to create your singleton instance with the lineT myNewInstance = new T();
the second instance will be actually created. So your code won't protect you from direct creating of the instance.Also, if you'll use
gameObject.AddComponent()
method, your singletone code won't prevent Unity from creating new script instance.
So, there's no 100% method to create a MonoBehaviour singletone in Unity, but there are some possible workarounds.
For example, take a look here. This solution has much similar to yours but it also uses public T GetOrAddComponent (this Component child) where T: Component
helper extension method, which you can borrow to your solution.
Another possible solution is that you can create a non-MonoBehaviour derived c# singleton class like a wrapper for getting a MonoBehaviour class, which you want to have only a single instance. But you'll have to use only this wrapper to manage this MonoBehaviour class, otherwise you will be able to create as much instances of the MonoBehaviour as you wish.
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