Distributed server for social and realtime games and apps.
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Updated
Nov 24, 2020 - Go
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Distributed server for social and realtime games and apps.
Asynchronous operations (promises) for Unity3d.
lightweight IRC client component for use with the Unity Engine.
UIWidget is a Unity Package which helps developers to create, debug and deploy efficient, cross-platform Apps.
A Unity Engine Project in which a controllable wall-walking spider uses inverse kinematics (IK) to position its legs to its surroundings, such that it moves realistically.
PoC of an ESP in Escape from Tarkov via External
Project Planeverb is a CPU based real-time wave-based acoustics engine for games. It comes with an integration with the Unity Engine.
its is a 3D obstacle avoiding game. It is created using UNITY ENGINE. Its a class project game, inspired by Subway Surfers.
A school project by the German inf21-Kurs ;-)
Gif decoding utility for Unity engine
An attempt to bring Quake II movement physics to Unity engine.
Simple Unity3D mobile game for Windows Phone and Android.
Simple ASP.NET-like dependency injection for Unity.
An implementation of the contextual cueing paradigm in the Unity Engine. New features will be added step by step.
Duke it out in a battle of somewhat epic proportions!
Unity Browser Game.
Evaluating the impact of curriculum learning on the training process for an intelligent agent in a video game
portable unity engine reverse shell (or unity engine game backdoor)
A generic saving system for games made in the Unity Engine. I initially wrote this for one of my games but decided to go with a system more specific to my game.
I built this puzzle game using the Unity engine. There are several scripts used to control the logic of the game as well as the play performance. These scripts are all written in C#.
Repositório de projeto utilizado para manter os projetos práticos desenvolvidos para o meu blog sologamedevblog.wordpress.com
Unity Engine Ready Playable Desktop (Windows OS) Game Created With C#
Generating grid based cave like structures using cellular automata.
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個人測試中使用了兩個scene做場景的切換,scene1跟scene2,
scene1跟scene2各擺放一個按鈕做場景切換,
並在scene1最下方,另外擺放了uiwidgets的TextField widget做獲取虛擬鍵盤高度測試,
另外我想要在場景切換時TextField不被destroy,
所以使用了DontDestroyOnLoad讓TextField一直保持存在,
當我啟動程式時,預設為scene1,
這時點擊TextField時可獲取虛擬鍵盤高度,並把TextField往上推,
關閉虛擬鍵盤時,TextField會回到原位,
這時再點擊切換場景按鈕,切換到scene2,
此時點擊TextField並獲取虛擬鍵盤高度值為零(有印log),
我是使用MediaQuery.of(this.context).viewInsets.bottom來獲取虛擬鍵盤高度。