unity | 저자 서적 링크 : http : //www | iOS library

 by   totuworld C# Version: Current License: No License

kandi X-RAY | unity Summary

kandi X-RAY | unity Summary

unity is a C# library typically used in Mobile, iOS, Deep Learning, Tensorflow, Xcode applications. unity has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

저자 서적 링크 : 강좌 1 - NGUI로 커버플로우 간단 구현 * NGUI 3.3 버전 이상을 유니티 프로젝트에 추가한 후 나머지 소스를 추가하여사용합니다. * 소스 : * 강좌 링크 : 강좌 2 - NGUI로 TabUI 만들기 * 소스 : * 강좌 링크 : 강좌 3 - NGUI로 드래그앤드롭 구현 * 소스 : * 강좌 링크 : 강좌 4 - NGUI로 디펜스게임UI제작 * 소스 : * 강좌 링크 :
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            kandi-support Support

              unity has a low active ecosystem.
              It has 14 star(s) with 52 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              unity has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of unity is current.

            kandi-Quality Quality

              unity has no bugs reported.

            kandi-Security Security

              unity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              unity does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              unity releases are not available. You will need to build from source code and install.

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            unity Key Features

            No Key Features are available at this moment for unity.

            unity Examples and Code Snippets

            No Code Snippets are available at this moment for unity.

            Community Discussions

            QUESTION

            Unity Package Manager Error: zlib: incorrect data check. No packages loaded
            Asked 2021-Jun-15 at 14:32

            Error when loading Image

            I have now gotten this error multiple times after accessing my project on a different computer then coming back to my laptop.

            I tried finding a solution online to this error but could not find anything about this specific error. I cleared the unity cache and other project settings to try and fix this issue based on similar issues.

            Edit
            Moved answer from the question to the posted answer.

            ...

            ANSWER

            Answered 2021-Jun-15 at 14:32

            After doing some tests I found that this problem can be solved fairly easily. To fix/go around this issue,

            • Go to the location of the bundled package that is listed in the error. There will be a bunch of .tgz files.
            • Copy the .tgz file that is showing in the error message (in this instance it is com.unity.adaptiveperformance-2.1.1.tgz).
            • Navigate then to: C:\Users\\AppData\Local\Unity\cache\npm\packages.unity.com
            • Make a folder in this directory named without the version number and extension (folder name in this instance would be com.unity.adaptiveperformance).
            • Enter this folder and create a sub-folder with the given version number (this instance 2.1.1).
            • Paste the .tgz file that you copied before into this folder and rename it package.tgz.
            • Open the .tgz file or extract the file to the version number folder you created. Image of final directory path and files

            My understanding of this problem is that after syncing data between my main computer and my laptop made it to where the package data would be regenerated on my laptop. When this occurred, my laptop would not be able to extract a given package from unity's compressed packages for the editor. This caused me to have to manually extract that given package into the unity cache. (Note: syncing was done through onedrive)

            After you have added the file, close and relaunch the unity project and it should pass this error without issue. I thought I should post this issue and the solution I found for others that may find themselves with this same issue.

            Source https://stackoverflow.com/questions/67862834

            QUESTION

            Is there a way to restart an Unity app on Android?
            Asked 2021-Jun-15 at 11:09

            I know it is not a good practice to do so but in my particular case it is exactly what I need : I to be able to restart my Unity application (from a native plugin or C#, doesn't matter).

            I have tried the code from this link (and even from pure C# here) without success.

            ...

            ANSWER

            Answered 2021-Jun-15 at 11:09

            What do you exactly mean with the restart app? If you want to restart the game or a specific scene you can just Load that scene in Unity with:

            Source https://stackoverflow.com/questions/67984329

            QUESTION

            Drawing to a texture in Unity is very slow
            Asked 2021-Jun-15 at 08:58

            I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?

            Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs attached to the camera with a texture under a Canvas where everything is being written to.

            AntScript.cs

            ...

            ANSWER

            Answered 2021-Jun-15 at 08:58

            In general instead of using Texture2D.SetPixel on individual pixels rather use Texture2D.GetPixels and Texture2D.SetPixels on the entire image (or the section you changed).

            This is already way more efficient!

            Then using Texture2D.GetPixels32 and Texture2D.SetPixels32 which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!

            Source https://stackoverflow.com/questions/67981287

            QUESTION

            How do I change the pitch of audio when slowing down time?
            Asked 2021-Jun-15 at 06:15

            I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity

            Here is my audio manager:

            ...

            ANSWER

            Answered 2021-Jun-15 at 06:15

            I wanted to change the pitch of all audio

            If you want to change the pitch of any song at runtime you can simply use the source of type AudioSource that is saved in the sound class and edit it's values directly.

            If you then do this as a foreach loop, in your soundManager class, with each song in your array, you can pitch down all of them.

            Change All Pitch Values:

            Source https://stackoverflow.com/questions/67978413

            QUESTION

            Unity3D is giving me unexpected output: Instantiating objects at too high of a rate
            Asked 2021-Jun-15 at 04:36

            Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown variable. Then, there was an if {} statement which controlled the rate of spawning. The original code is below:

            ...

            ANSWER

            Answered 2021-Jun-14 at 04:40

            You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;

            You also need to set spawnCooldown to be a float, which stores numbers. Currently you have stored it as a bool, which only stores true or false values, and therefore cannot be compared to Time.time further in the code.

            Lastly you are missing the closing } character in the if block

            What is happening currently is you are doing the following:

            1. Setting spawn Cooldown to be the current Time
            2. For every frame after that, checking if the new current time is greater than the old time you set as spawnCooldown. Since it always is, the code will then run through the spawn script.

            If you change it to

            Source https://stackoverflow.com/questions/67964519

            QUESTION

            Random.Range always returns same value
            Asked 2021-Jun-15 at 00:53

            I'm trying to make a small simulation of traveling salesman in Unity C# and I can't get through this, my code looks right but start and nxtCity vectors always result in the same position, I really can't understand why, could any of you help?

            cities is the number of total cities

            positions is the array of cities taken from cities generator these two values are right in unity editor

            Here the code:

            ...

            ANSWER

            Answered 2021-Jun-11 at 00:22

            Unity's Random.Range with (int, int) overload (NOT float, float) generates random number in range [min; max), max is exclusive, so if you call var randomInt = Random.Range(0, 1) result will be always 0. var randomInt = Random.Range(0, 2) would be 0 or 1, e.t.c

            Source https://stackoverflow.com/questions/67929836

            QUESTION

            Try catch code block not executing in Unity
            Asked 2021-Jun-14 at 16:36

            I just have an try-catch sentence in a multiplayer project in Unity. It basically tries to connect to the server in the try, and the catch is for getting the exception in case it can't connect. My problem is that im trying to pop a message error via the UI when the exception throws, but the code I used in the catch block is not working. In the code below im trying to show the UI with the LogError. Thanks in advance.

            ...

            ANSWER

            Answered 2021-Jun-07 at 20:38

            Pretty sure the issue is that this call comes in async so on a different Thread/Task.

            Most of Unity API can only be used on the Unity main thread. (Only exception are basically all pure mathematical structs that do not directly influence or rely on the scene.)

            Most of the time this is solved via a so called "Main Thread Dispatcher". It looks somewhat like e.g.

            Source https://stackoverflow.com/questions/67875732

            QUESTION

            Unity returns error when using GameJolt Unity API
            Asked 2021-Jun-14 at 08:04

            I'm making game in Unity and i want to publish it on GameJolt. I'm using Gamejolt Unity APIUnity API beacuse now i can use Gamjolt's Trophies etc. I don't know why but when i'm using GameJolt.API.GameJoltAPI.HasSignedInUser it returns error:

            Assets\Scripts\MainMenuScripts_Play_Button\PlayButtonScript.cs(10,30): error CS0120: An object reference is required for the non-static field, method, or property 'GameJoltAPI.HasSignedInUser'

            PlayButtonScript.cs:

            ...

            ANSWER

            Answered 2021-Jun-12 at 12:27

            Try GameJoltAPI.Instance.HasSignedInUser.

            Source https://stackoverflow.com/questions/67927709

            QUESTION

            Unity Rigidbody
            Asked 2021-Jun-14 at 07:49

            I am new to unity and trying to make the player jump on start. I have the following code

            ...

            ANSWER

            Answered 2021-Jun-14 at 06:34

            You need an instance of class Rigidbody

            Source https://stackoverflow.com/questions/67965706

            QUESTION

            What is the different between unity engine code and unity script code?
            Asked 2021-Jun-14 at 07:32

            I can't understand the exact meaning of the different between unity engine and the unity code. Can anyone please clear this?

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:17

            Unity Engine use to support 3 Languages, C#, Python (Boo) and Java Script (Unity Script). So Unity Script is actually a part of the Unity Code suit (.NET Framework 2).

            But these days Unity only uses C# when it switched to .NET Framework 4.8. When looking for solutions ensure to not look at any Unity Script code as it is outdated.

            Hope this clears things up.

            Source https://stackoverflow.com/questions/67964011

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