for-editor | for-editor - A markdown editor based on React | Editor library
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kandi X-RAY | for-editor Summary
for-editor - A markdown editor based on React
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of for-editor
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for-editor Examples and Code Snippets
var editor = new EditorJS(); /** Zero-configuration */
// equals
var editor = new EditorJS('editorjs');
var editor = new EditorJS({
/**
* Create a holder for the Editor and pass its ID
*/
holder : 'editorjs',
/**
* Ava
Community Discussions
Trending Discussions on for-editor
QUESTION
I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)
I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)
I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg
and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox
Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...
...ANSWER
Answered 2017-Jun-20 at 11:56I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.
QUESTION
I am trying to use Unity to create an iOS app. I used Unity Hub to install Unity. I then opened Unity, went to File-Build Settings. I click on iOS, and it says "No iOS module loaded", so I clicked on the "Open Download page". I downloaded UnitySetup-iOS-Support-for-Editor-2018.4.7f1 and ran it. It looks like everything is going smoothly, and right at the end I get the message in the attached screen shot.
I have tried closing Xcode and Unity. I have tried restarting my computer. I have done several Google searches, but I haven't found anything that helps. Does anyone have any ideas?
...ANSWER
Answered 2019-Aug-28 at 09:17I suspect the installation path got messed up.
You have to use the Unity Hub to install additional packages.
Go to Installs
, click the 3 vertical dots and select Add Modules
.
QUESTION
I used Unity Hub downloaded latest Unity Editor, it works fine for editor,document and language packs, but can not download android build support. Just told me download failed many many times in the past two days.
So I downloaded UnitySetup-Android-Support-for-Editor-2018.2.16f1.pkg
from webpage. This package install reported failed at the end of every try.This package size(348.9M) is not same as the one showed(365.8M) in UnityHub download list.
There is a 2017 version Unity Editor installed by download **.pkg, but the support installer never ask me about Editor's location.
Is there some way to install android build support manually?
Thanks for any tips.
ANSWER
Answered 2018-Nov-17 at 16:16According to this:
Possible causes could be:
A corrupt package (download again manually from the list of individual packages)
Filesystem corruption (repair disk from single-user mode, reboot and try again)
The user account somehow not being in the sudoers group (deeper technical problem - check Apple's forums)
Package file stored on a drive formatted weirdly, so execute permissions aren't set correctly (pre-/post-installation script won't run; move to boot drive)
QUESTION
Although it's only remotely related to programming, here it goes:
Since last week, I've been playing with Unity (5.6.0f3 Community x64) on Win 10 (x64) - using Visual Studio (2017 Community) as attached editor, as Unity "requires" -, and started with the [Unity]: Tutorials (first of them). For a few days everything went just fine, but then, building for PC Standalone target, stopped working. Googleing and checking the forums, didn't help finding information about this exact behavior:
As seen on the Build Settings dialog (moved to the right), there are no (Target Platform or Architecture) combo-boxes allowing to specify build parameters. Errors are on the left side.
Notes (about the current behavior):
- First guess was that the tutorial project became somehow messed up, so I created a new one from scratch (a dummy / simple one containing one Sphere having attached a Rigidbody and a C# script that applies forces based on user input), but it behaves the same (this is the project build output in the above image)
- WebGL build runs just fine (loads in browser); this is the workaround currently used, but it takes ages to complete
- Playing (obviously) also works (needless to say that things are OK in VStudio, no complains from csc), !!!but!!! after trying (and failing) to build, Playing no longer works (reloading the project is the only way to fix it)
To rule out any possible doubts, here's a DownloadAssistant screenshot:
Everything is checked, there are 2 items (not very relevant to this case) that are not showing (because the window is not sizeable), but they are checked (and installed).
Background info:
- When first installing Unity, there was no VStudio 2017 version present on the computer, so it (Community Edition) was installed as part of Unity install process (I remember (at least) one VStudio related combo-box in the Assistant)
- Then, a VStudio patch was available; when preparing to install it, I realized that VStudio was installed on the default path (on %SYSTEMDRIVE%), which doesn't work for me, since it's a large product, so:
- Uninstalled it
- Reinstalled it (directly from [VisualStudio]: Visual Studio Downloads) on a different drive (and yes, I am aware that changing the install path, still installs a pretty big part like Windows SDK on %SYSTEMDRIVE%)
- Since I thought that the above 2 steps would break the link between Unity and the new VStudio, I also reinstalled Unity. This time, there were no VStudio related check-boxes in the Assistant (seems normal to check if any piece of software that it needs to install, isn't already installed 1). Later on, I also found a persistent (meaning that it's not wiped out at Unity uninstall time) RegValue (HKEY_CURRENT_USER\SOFTWARE\Unity Technologies\Installer\Select_VisualStudio) with a value of 0 (as opposed to a bunch of other values under the same key with values of 1)
- After that, I reinstalled Unity several times, including reboots (not required) between uninstall / install, but no result (I also took a long shot of enabling the RegVaue above before starting Assistant)
A little debugging revealed that when trying to build (PC Standalone), Unity does something like this (don't mind the paths, it's how they're on my machine), that can be reproduced from cmdline:
build_win.bat:
...
ANSWER
Answered 2018-Dec-19 at 17:12Apparently, there wasn't an easy fix (or at least I couldn't find any), so I started the "extremely challenging" process of uninstalling / reinstalling Unity and VStudio (with restarts after uninstall - to make sure that there are no "hidden" operations left hanging).
I started by looking at what the Assistant does under the hood, by specifying a custom download path, as in the image below:
Note: The installation paths are a little bit different from the ones in the question because I changed them (since I had to reinstall the products why not make some use of it?), but those changes are not relevant.
In the specified folder there were a bunch(~3GB+) of downloaded files (executables), and a batch script that is the command line equivalent of the Assistant.
install.bat:
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