scriptable | A collection of my scriptable.app scripts | Script Programming library
kandi X-RAY | scriptable Summary
kandi X-RAY | scriptable Summary
A collection of my scriptable.app scripts.
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Top functions reviewed by kandi - BETA
- Create a new expanded widget
- Formats a game status .
- create a list widget
- Draws a base image .
- Create a new simple widget
- Fetches the game .
- Get a sentence of the weather code .
- Fetches data from the game
- Gets the outputs of the outs of a given player in turn
- helper function to fetch the weather data from the location
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QUESTION
I'm adding a RadarChart using ng2-charts and chartjs to a simple angular application. The graph is being rendered as it should but I need to rotate the graph and when adding startAngle I get a compilation error.
This is the error I'm receiving:
...ANSWER
Answered 2022-Mar-29 at 20:21This is a bug in chart.js, putted in a pr for fix so you will need to wait for the next release of chart.js (after 3.7.1). In the meantime the only thing you can do is put a @ts-ignore above it
QUESTION
I have a non-convex region (made from several circle arcs) and want to fill the interior region with a color. However, the fill-property will instead fill the outside, as shown in the picture. How can I achieve the interiour being filled? This is an example code:
...ANSWER
Answered 2022-Mar-25 at 05:49All those M
commands create separate subpaths which are filled independently. You need to draw the star as one continuous path:
QUESTION
I'm making a time trial race game, so when the player finishes a lap a ghost will copy the best lap the player did.
I use two scriptable object to store the data of the best lap and the actual lap.
My problem is when I delete the data of the actual lap the data of the best lap is also deleted.
In the GameManager if the player beats his own time then I do:
GhostController.sharedInstance.bestLap.carPositions = GhostController.sharedInstance.actualLap.carPositions; GhostController.sharedInstance.bestLap.carRotations = GhostController.sharedInstance.actual.carRotations;
And to clear the list of the actual data :
...ANSWER
Answered 2022-Mar-17 at 13:25QUESTION
Goal: Create nested scriptable objects from the project view.
Expected: When an instance of the container scriptable object is created from the project view, an instance of the child scriptable object is created and attached to the container asset. The container should also keep a reference of the child.
Actual: When I try to attach the child to the container asset, it fails. I use the AssetDatabase.AddObjectToAsset
but gives me the following error messages:
- UnityException: Adding asset to object failed.
- AddAssetToSameFile failed because the other asset is not persistent
Observations: The container is created successfully. No child asset is created. The inspector shows a child reference as soon as the asset is created, but says Type mismatch
when the name of the container is entered.
The child object is not persistent. I do not know what persistent means in this context. I think this might be the reason I don't understand this problem.
Following is the code of a simplified version of what I am trying to implement. The same error is reproduced.
Container class
...ANSWER
Answered 2022-Feb-24 at 14:54The issue is that until you entered the name the new created scriptableObject is not persistent yet. If you hit Escape then it is never created ;)
What you can do is delay the child creation until the asset was actually created. In order to check this you can use AssetDatabase.Contains
Note though: I would suggest to not only rely on Reset
but additionally use OnValidate
and Awake
in order to also force the child to be set when someone changes it via the Inspector. In that case I would simply check if a child already exists within this asset in order to not recreate it.
Also note: UnityEditor
is completely stripped of in a build!
=> If this is meant to be used for runtime applications outside of the Unity Editor itself, make sure to wrap anything related to UnityEditor
in pre-processor tags
QUESTION
I'm making a Swift MacOS app which interacts with an external device via serial port. I can control the device through the app, but I want to be able to control it even within other apps using AppleScript (all I need is one simple method like tell application "App" to send "string"
). I've searched numerous sources and couldn't find anything helpful.
I have zero knowledge in Obj-C.
Update:
I've read through some other tutorials and kinda got the idea. Unfortunately, I still don't understand how to make one simple method like tell application "App" to send "string"
.
E.g. Spotify Mac app has this string in its .sdef file:
ANSWER
Answered 2022-Feb-17 at 21:20So, I managed to do exactly what I wanted after 4 hours of tedious research.
Here's all the code:
Scriptable.sdef:
QUESTION
I want to assign each item I create with a GameObject of some sort and then when I create a new object (called Item) it will have the assigned GameObject as a child.
For that I have a class of a scriptable object which holds a public GameObject called "gameObj" within it:
...ANSWER
Answered 2022-Feb-10 at 15:11You would probably mean
QUESTION
I need to automate the upload of some files from client PCs to a central server. We're building central statistics for an online gaming community, processing game replay files.
- target is my own small VPS server running ubuntu
- upload file size 2-3MB
- 20-40 different clients running windows spread around the globe
- I expect ~6GB of wanted data to be uploaded over the course of 7 weeks (a season in our game) and 5-10x that amount of "unwanted" data.
The files are processed on the server, and then they're not required anymore, and ought to be deleted to not run out of disk space eventually. I also only need some of the files, but due to the files requiring very complex processing including decryption, so i can only determine that after the server processed it.
My initial idea was to use a scriptable client such as WinSCP, and use some Windows scheduler entry to automate it. WinSCP documentation looks very nice. I am a bit hesitant because I see the following problems:
- after deletion on the server, how to prevent re-upload ?
- ease of setup to technical novices
- reliability of the solution
I was thinking maybe someone has done the same before and can give some advice.
...ANSWER
Answered 2022-Jan-27 at 06:32There's article on WinSCP site that deals with all this:
How do I transfer new/modified files only?
For advanced logic, like yours, it uses PowerShell script with use of WinSCP .NET assembly.
Particularly, there is a section that you will be interested in: Remembering the last timestamp – It shows how to remember the timestamp of the last uploaded file, so that the next time you will transfer only newer files, even if the previously uploaded files are not on the server anymore.
The example is for downloads with
Session.GetFiles
, but it will with small changes work for uploads withSession.PutFiles
too.It also points to another article: Remember already downloaded files so they are not downloaded again, which shows another method – To store names of already transferrer file to a file and use it the next time to decide, which files are new.
QUESTION
So I am making a CameraScript on roblox studio that when the player touches a robot, the camera focuses on the robot. But the for loop seems to not work though.
The script in game.StarterPlayer.StarterPlayerScripts:
...ANSWER
Answered 2022-Jan-27 at 10:44It doesn't print We're here loopin ur parts...
so the loop isn't run.
The only way to not run a generic for loop like
QUESTION
Since i'm all out of ideas, i figured i'd post this here in case anyone knows why this is happening.
I have a simple class called Behaviour that saves a string and a string-array. It looks like this:
...ANSWER
Answered 2022-Jan-22 at 18:10Unity's Serializer indeed auto-initializes any fields of a serializable type such as a list or array or string
etc! -> They will never be null
, worst case they will be empty.
If you simply want defau values for your fields you can simply assign them in your class itself, no drawer needed for this:
QUESTION
I want to add to my project CardSO - a scriptable object. I want to give it a name, points and for some cards a special behavior. how can I add a function to the SO field? for most of the cards, it can be empty (or just returning 0), I hoped I can write a function the takes List and return int. Any thoughts?
My current code layout:
...ANSWER
Answered 2021-Dec-21 at 14:01Well ... just implement it. If you need most cards without it why not have a base class and make the method virtual
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