Prefab | code generation tool | Generator Utils library

 by   neighborhoods PHP Version: 7.1.0 License: MIT

kandi X-RAY | Prefab Summary

kandi X-RAY | Prefab Summary

Prefab is a PHP library typically used in Generator, Generator Utils, Nodejs applications. Prefab has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A code generation tool. Takes the busywork out of building strongly-typed, patterned HTTP applications.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Prefab has a low active ecosystem.
              It has 8 star(s) with 1 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 8 have been closed. On average issues are closed in 377 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Prefab is 7.1.0

            kandi-Quality Quality

              Prefab has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Prefab is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Prefab releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Prefab and discovered the below as its top functions. This is intended to give you an instant insight into Prefab implemented functionality, and help decide if they suit your requirements.
            • Adds a filter .
            • Respond to the application .
            • Validate filter query .
            • Get the buildable directory map .
            • Writes the configuration .
            • Generates the project .
            • Returns the full path to the discoverable directories .
            • Generate supporting actors .
            • Convert filters to query string .
            • Returns the setter for a complex object .
            Get all kandi verified functions for this library.

            Prefab Key Features

            No Key Features are available at this moment for Prefab.

            Prefab Examples and Code Snippets

            copy iconCopy
            table_name: mv1_user
            identity_field: id
            supporting_actor_group: complete
            http_route: /mv1/users/{searchCriteria:}
            http_verbs:
            - get
            - post
            - put
            - patch
            - delete
            constants:
              SOME_CONSTANT: some value
              NUMERIC_CONSTANT: 2.123
              ARRAY_CONSTANT_WITH_K  
            Prefab,Subset Container Buildable Directories
            PHPdot img2Lines of Code : 39dot img2License : Permissive (MIT)
            copy iconCopy
            # Place this file at the root of your application.
            mv1/property: # The URI to the component Handler.
              buildable_directories:
                - MV1/Property # The relative path to the directory of the component.
              welcome_baskets:
                - Doctrine\DBAL
                - PDO
               
            Prerequisites
            PHPdot img3Lines of Code : 8dot img3License : Permissive (MIT)
            copy iconCopy
            "autoload": {
                "psr-4": {
                  "Neighborhoods\\MyPrefabbedProject\\": [
                    "src",
                    "fab"
                  ]
                }
            }
              

            Community Discussions

            QUESTION

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            I'm trying to add a force to the Rigidbody component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.

            Here's my code so far:

            ...

            ANSWER

            Answered 2021-Jun-14 at 00:37
            private void ProjectileShoot()
            {
                if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
                {
                    GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position, 
                        projectilePrefab.transform.rotation);
            
                    Rigidbody projectileRb = projectileGO.GetComponent();
                    projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

            QUESTION

            Astar Pathfinding Project setting z position of AI agent to incorrect values in 2D project
            Asked 2021-Jun-14 at 02:09

            I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.

            Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.

            The position.z of the AI Agent is incorrect.

            The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.

            I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.

            Any ideas what could be causing this?

            NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).

            The A-star pathfinder object:

            The AI Agent object (note that the Z pos is not 0):

            The spawn point object that sets the spawn for the AI agent:

            The destination target object that the AI Agent is heading to:

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:09

            In case anyone else runs into this problem.

            The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.

            Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.

            I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...

            If you have more info, leave a comment and I'll add it to the answer.

            Source https://stackoverflow.com/questions/67955043

            QUESTION

            Why the component automatically was removed on collision event of the Unity?
            Asked 2021-Jun-14 at 00:27

            My English skill is poor I'm not a native English speaker. Please understand.

            I want to make the logic that detecting collision

            For that, I make a character class. The Character class inherits the MonoBehaviour of the Unity system and has a feature as below.

            1. The class has the container to put the skill was collided with own.
            2. The class has the coroutine to show the status of the container. This coroutine starts when the Character class starts.
            3. The class overrides OnTriggerEnter2D function of the Unity system. In this function, the skill that collides with own is added to the container.

            I made the above feature as below code.

            ...

            ANSWER

            Answered 2021-Jun-12 at 19:27

            Most likely everything you are doing is working as intended. The one mistake would be unexpected behavior with TryAdd, where the value added can be null.

            Inside of your OnTriggerEnter2D function, add a check to determine what you collided with to only check for spells. The easiest way to do this is check the tag of the object. For all of your spells, add a tag that you can check against, then change your collision code to look something like

            Source https://stackoverflow.com/questions/67950634

            QUESTION

            How to Instantiate GameObject from Interface list
            Asked 2021-Jun-04 at 12:31

            So, i have List.

            If I try to do:

            ...

            ANSWER

            Answered 2021-Jun-04 at 12:31

            There is a default interface method implemetation in the newest version of C#, but I don't know if unity implemented it yet. If they did you potentially could define a method in you interface and return the prefab you want to insantiate. Something like:

            Source https://stackoverflow.com/questions/67837159

            QUESTION

            Bold text in prefab info in inspector - Unity
            Asked 2021-Jun-04 at 06:57

            While modifying a prefab, I got this

            How to change the Position, Rotation and Audioclip Text to normal?

            ...

            ANSWER

            Answered 2021-Jun-01 at 05:14

            AudioClip word is set to normal with Overrides option.
            Rotation and Scale words can be set to normal text with right click on the word and choose Apply to prefab or Revert

            Source https://stackoverflow.com/questions/67783052

            QUESTION

            FPS Projectile firing from the wrong place
            Asked 2021-Jun-02 at 15:05

            I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).

            Here's a 20 second video demonstration of what I'm talking about.

            https://youtu.be/WLVuqUtMqd0

            Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.

            I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.

            I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.

            Ray directions when looking slightly above the horizon vs. lower

            Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.

            ...

            ANSWER

            Answered 2021-Jun-02 at 15:05

            To solve one first confusion: The method Debug.DrawRay takes as paramters

            • a start position
            • a ray direction(!)

            You are passing in another position which is not what you want.

            This might only work "accidentally" as long as you stand on 0,0,0 so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.

            Rather do e.g.

            Source https://stackoverflow.com/questions/67796001

            QUESTION

            In unity 2D c# how to rotate an object like geometry dash?
            Asked 2021-May-28 at 14:42

            In my game, my main character is a cube and if press space it's jumping depending on how much you press the button but I want to rotate my cube 90 degrees when pressing the space button. I am unsure of how to achieve this.

            Here is what I am currently trying

            ...

            ANSWER

            Answered 2021-May-28 at 14:42

            As I mentioned, the example code you posted has one main issue

            Source https://stackoverflow.com/questions/67729473

            QUESTION

            Destroy clone prefab
            Asked 2021-May-27 at 09:35

            I have a problem. In a scene I have a list and when I click on it shows me with some clones prefab the contents of the database. The point is that once generated, no matter how much I select another item from the list, the prefabs do not update me and show the contents of the first selection. I've tried to destroy them. But the most I've managed to do is destroy the original prefab and don't believe me anymore. How can I fix this?

            ...

            ANSWER

            Answered 2021-May-27 at 08:30

            Before instantiating the new items you could destroy them all like e.g.

            Source https://stackoverflow.com/questions/67717792

            QUESTION

            Is there a way to have a script reference an object as a field?
            Asked 2021-May-26 at 21:50

            I've had trouble searching around and may be critically misunderstanding how Unity wants you to structure your project, but here is my situation:

            I have characters in my game and would like to configure them in the editor. I have made classes that represent different behavior types and actions that can be performed. Is there a way for me to make a field on a script typed for these classes so that I can drag and drop using the inspector to configure different prefabs?

            Here is some code demonstrating the situation:

            Unit.cs

            ...

            ANSWER

            Answered 2021-May-26 at 19:22

            I would guess and say you do not want these scripts exposed except in editor, so you can use an attribute called SerializeField. It will expose the field to the editor so you are able to drag in references, but other scripts will not be able to access the fields you drop in.

            If you want a specific script to appear in the editor, simply write

            Source https://stackoverflow.com/questions/67711223

            QUESTION

            How can I move an object bullet towards a target?
            Asked 2021-May-25 at 21:31

            I want to shoot a bullet prefab towards a target. I want it to just go towards the target current location. If the target changes position the bullets should still go to the old target position, instead of the current position the target is at.

            ...

            ANSWER

            Answered 2021-May-25 at 21:28

            Simply cache the previous position that the object was at and MoveTowards that instead of the player as that will go to the current position. Instead of continually updating the pos.x and pos.y, set them initially when the bullet is fired and not again.

            Source https://stackoverflow.com/questions/67695519

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Prefab

            Prefab can be installed using Composer:.

            Support

            Prefab supports generating different subsets of supporting actors to support various use cases. For information on how to specify a supporting actor group, see the Prefab definition file specification. The following supporting actor groups are available:.
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/neighborhoods/Prefab.git

          • CLI

            gh repo clone neighborhoods/Prefab

          • sshUrl

            git@github.com:neighborhoods/Prefab.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link