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Today
Yesterday
05-03 00:02

 

[iOS] https://www.eyes.co.kr/mohae/mohae_view/547

 

아이즈모바일

아이폰 쓰는 사람 중에 인앱 광고 특히 게임 같은 거 할 때 저처럼 인앱 광고 많이 나와서 하기 싫은 사람들 있을 거예요 저는 아이가 좋아하는 무한의 계단이나 애니팡하는데 두세 판마다 인앱

www.eyes.co.kr

 

[Android] https://m.enuri.com/knowcom/detail.jsp?kbno=1335653&bbsname=nuri 

 

안드로이드폰 광고차단 꿀팁(옆동네발) - 에누리 쇼핑지식 자유게시판

에누리 자유게시판 - [안드로이드9버전 부터 가능] '설정 - 연결 - 기타연결설정' 들어가시면 프라이빗 DNS (혹은 비공개 DNS)가 있습니다. 여기에 'dns.adguard.com' 추가하시면

m.enuri.com

 

 
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I used the post in the 'EDIT 2' to come up with a decent solution. I don't know if it will work 100% of the time and I would love for someone to correct me if I have chosen a poor solution. This should allow me to run code before the build starts, and if the build fails or succeeds without changing the unity build pipeline.
class CustomBuildPipeline : MonoBehaviour, IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
    public int callbackOrder => 0;

    // CALLED BEFORE THE BUILD
    public void OnPreprocessBuild(BuildReport report)
    {
        // Start listening for errors when build starts
        Application.logMessageReceived += OnBuildError;
    }

    // CALLED DURING BUILD TO CHECK FOR ERRORS
    private void OnBuildError(string condition, string stacktrace, LogType type)
    {
        if (type == LogType.Error)
        {
            // FAILED TO BUILD, STOP LISTENING FOR ERRORS
            Application.logMessageReceived -= OnBuildError;
        }
    }

    // CALLED AFTER THE BUILD
    public void OnPostprocessBuild(BuildReport report)
    {
        // IF BUILD FINISHED AND SUCCEEDED, STOP LOOKING FOR ERRORS
        Application.logMessageReceived -= OnBuildError;
    }
}

 

[출처] https://stackoverflow.com/questions/58840114/unity-editor-detect-when-build-fails

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String Format for Int [C#]

Integer numbers can be formatted in .NET in many ways. You can use static method String.Format or instance method int.ToString. Following examples shows how to align numbers (with spaces or zeroes), how to format negative numbers or how to do custom formatting like phone numbers.

Add zeroes before number

To add zeroes before a number, use colon separator „:“and write as many zeroes as you want.

[C#]

String.Format("{0:00000}", 15);          // "00015"
String.Format("{0:00000}", -15);         // "-00015"

Align number to the right or left

To align number to the right, use comma „,“ followed by a number of characters. This alignment option must be before the colon separator.

[C#]

String.Format("{0,5}", 15);              // "   15"
String.Format("{0,-5}", 15);             // "15   "
String.Format("{0,5:000}", 15);          // "  015"
String.Format("{0,-5:000}", 15);         // "015  "

Different formatting for negative numbers and zero

You can have special format for negative numbers and zero. Usesemicolon separator „;“ to separate formatting to two or three sections. The second section is format for negative numbers, the third section is for zero.

[C#]

String.Format("{0:#;minus #}", 15);      // "15"
String.Format("{0:#;minus #}", -15);     // "minus 15"
String.Format("{0:#;minus #;zero}", 0);  // "zero"

Custom number formatting (e.g. phone number)

Numbers can be formatted also to any custom format, e.g. like phone numbers or serial numbers.

[C#]

String.Format("{0:+### ### ### ###}", 447900123456); // "+447 900 123 456"
String.Format("{0:##-####-####}", 8958712551);       // "89-5871-2551"

출처 http://www.csharp-examples.net/examples/
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With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity.

From the Readme:

  • Android builds takes forever to complete Unity 2022.1.*, remove these lines from unityLibrary/build.gradle filecommandLineArgs.add("--enable-debugger")
    commandLineArgs.add("--profiler-report")
    commandLineArgs.add("--profiler-output-file=" + workingDir + "/build/il2cpp_"+ abi + "_" + configuration + "/il2cpp_conv.traceevents")

Here is some testing to check how to speed things up.

Unity settings

IL2CPP Code Generation

  • Build Settings -> IL2CPP Code Generation: select Faster (smaller) builds instead of Faster runtime.
  • Or C# EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;

C++ compiler configuration

  • In Player settings -> Other settings -> configuration, select Debug.
  • Or C# PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, Il2CppCompilerConfiguration.Debug);

Disable script debugging

Don't bother setting this in the Unity settings, it will be overridden by the build script.
Assets/FlutterUnityIntegration/Editor/build.cs
In the function DoBuildAndroid() remove the line enabling script debugging.
playerOptions.options = BuildOptions.AllowDebugging;
This is the same as removing commandLineArgs.add("--enable-debugger") from the build.gradle file after an export.

Measuring results

When you run a Flutter build, there are multiple IL2CPP stages that report their duration, with 2 sections taking far longer than all others.
We can compare these build durations when using different settings in Unity.

Log of the slow armv7 and arm64 sections

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure --dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:04s
Build succeeded with 553 successful nodes and 0 failed ones

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure 
--dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:03s
Build succeeded with 553 successful nodes and 0 failed ones
 

Results

The exact durations here aren't important, as this will be different of every computer and project setup.
This is after flutter clean and a fresh Unity export. Any subsequent runs will be faster because of caching.

Flutter build apk, with an export from Unity 2021.3.5f1 in android/unityLibrary on Windows 10.

Settingarmv7 durationarm64 duration

example project 2m:04s 2m:03s
1 - Code generation (faster builds) 1m:41s 1m:38s
2 - Compiler configuration (debug) 45s 43s
3 - No script debugging 30s 30s
1 + 2 35s 34s
1 + 2 + 3 23s 25s

Conclusion

My advice is to add this to the build script in DoBuildAndroid() for any test or debug builds, remove it for final release builds.

//Assets/FlutterUnityIntegration/Editor/build.cs
bool isReleaseBuild = false;

#if UNITY_2022_1_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
#elif UNITY_2021_2_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;
#endif
 

If it doesn't affect your workflow, disable script debugging.

// playerOptions.options = BuildOptions.AllowDebugging;

And if you are developing on an arm64 device anyway, temporarily remove the armv7 build target from the Unity player settings.

 

 

[출처] https://github.com/juicycleff/flutter-unity-view-widget/issues/643

 

[Android] Tips to reduce android build times. · Issue #643 · juicycleff/flutter-unity-view-widget

With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity. From the Readme: Android builds takes fore...

github.com

 

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[링크] https://magnuxx.tistory.com/entry/jenkins-job-%EB%B3%B5%EC%82%AC%EC%83%88%EB%A1%9C%EC%9A%B4-item-%EB%B3%B5%EC%82%AC

 

jenkins job 복사(새로운 item 복사)

jenkins에서 새로운 Item을 만들때 기존에 만들어진 job 또는 템플릿이 필요하다고 느꼈다. github연동이라던지 각종 설정을 그대로 복사한 상태에서 새로만들어진 job만의 내용을 살짝 수정하길 원했

magnuxx.tistory.com

 

 

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[링크] https://recordsoflife.tistory.com/1002

 

Jenkins 작업을 복제하는 방법

1. 개요 이 사용방법(예제)에서는 Jenkins 작업을 복제하는 방법을 배웁니다. 작업 복제는 해당 구성을 부분적으로 또는 전체적으로 재사용하려는 경우에 유용합니다. 소스 트리가 다른 다양한 예

recordsoflife.tistory.com

 

 

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Unity 2021.3.23f1 이후

Unity 2022 이후

 

----

Unity 2021.3.23f1 부터 유니티 에디터가 (Unity 2021.3.23f1 버전부터) *.androidlib를 폴더가 아닌 파일로 보게 변경된 후,

(관련 이슈 : https://issuetracker.unity3d.com/issues/macos-meta-files-are-created-inside-a-bundle-when-its-imported-into-the-project)

*.androidlib나 *.dll 등의 파일을 Import 하거나 git 등에서 pull 받고 유니티를 재실행하면 제목과 같이 Rever Factory Settings 설정 팝업등이 뜨면서 무한 루프에 빠진다.

 

이를 해결하기 위해서는 Library 폴더를 삭제 후 유니티를 켜서 Library를 새로 생성하게 하면 되는데

전체를 다시 생성하려면 시간이 너무 오래걸린다.

 

확인해보니 아래 파일 2개만 삭제하면 된다고 한다.

에디터 종료 후, 아래 파일 2개를 삭제하고 에디터를 다시 실행해보자.

 

[Library에서 삭제할 파일]

- ./Library/SourceAssetDB

- ./Library/SourceAssetDB-lock

 

 

 

 

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[요약]

1) Tags { "Queue"="Transparent" "RenderType" = "Opaque" }

2) #pragma surface surf Lambert alpha

 

----------------------------------------------------------------------------

Three steps:

Add objects rendered with this shader to the Transparent queue by adding “Queue”=“Transparent” to the subshader’s Tags list.
Add “alpha” to the surface function declaration, after the lighting function declaration, so the line becomes “#pragma surface surf Lambert alpha”
Actually set the alpha to something in the surface function, i.e. set o.Alpha = whatever you want.
I have done these modifications and used the _ColorTint’s alpha channel in the example. Then the shader becomes this:

 

Shader "-smn-/GlowingBorder" {
    Properties {
       _ColorTint("ColorTint", Color) = (1,1,1,1)
       _MainTex("Main Texture", 2D) = "white" {}
       _BumpMap("Normal Map", 2D) = "bump" {}
       _RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
       _RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
       _RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
       _RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
    }
    SubShader {
       Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
 
 
       CGPROGRAM
       #pragma surface surf Lambert alpha
 
       struct Input {
         float4 color : COLOR;
         float2 uv_MainTex;
         float2 uv_BumpMap;
         float3 viewDir;
       };
 
       float4 _ColorTint;
       sampler2D _MainTex;
       sampler2D _BumpMap;
       float4 _RimColorOuter;
       float4 _RimColorInner;
       float _RimPowerOuter;
       float _RimPowerInner;
 
       void surf (Input IN, inout SurfaceOutput o) {
         IN.color = _ColorTint;
         o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 		 o.Alpha = _ColorTint.a; // For example. Could also be the alpha channel on the interpolated vertex color (IN.color.a), or the one from the texture.
		
         half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
         half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
         o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
       }
       ENDCG
    } 
    FallBack "Diffuse"
}

 

 

[출처] https://discussions.unity.com/t/how-can-i-add-alpha-channel-to-this-shader/100942

 

How can I add alpha-channel to this shader?

Hello, I have this shader that does not support alpha map. How can I modify it so I can adjust the alpha channel so as to be transparent? Thanks! Shader "-smn-/GlowingBorder" { Properties { _ColorTint("ColorTint", Color) = (1,1,1,1) _MainTex("Main Texture"

discussions.unity.com

 

 

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[링크] https://liveupdate.tistory.com/308

 

[unity3d] 서피스 쉐이더 정리

ShaderLab : http://liveupdate.tistory.com/336 Unity3D 쉐이더 레퍼런스 : https://docs.unity3d.com/kr/530/Manual/SL-Reference.html 서피스 쉐이더 Shader "이름" {Properties {_프로퍼티("이름", 타입) = 값} Subshaders {Tags {// 유니티

liveupdate.tistory.com

 

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유니티 (Unity)에서 멀티 키 딕셔너리 (Multi Key Dictionary)를 사용하는 방법에 대해 검색 결과를 제공해드리겠습니다.

멀티 키 딕셔너리는 두 개 이상의 키로 값을 저장하고 검색할 수 있는 자료구조입니다. 유니티에서는 기본적으로 이러한 기능을 제공하지 않지만, 다음과 같은 방법을 사용하여 멀티 키 딕셔너리를 구현할 수 있습니다:

Tuple을 사용한 멀티 키 딕셔너리 구현: Tuple을 이용하여 여러 키를 하나의 키로 묶고, 해당 키에 대한 값을 딕셔너리에 저장하는 방식입니다. 이렇게 하면 여러 키로 값을 조회하거나 저장할 수 있습니다.

using System;
using System.Collections.Generic;

public class MultiKeyDictionary<TKeyTuple, TValue>
{
    private Dictionary<TKeyTuple, TValue> dictionary = new Dictionary<TKeyTuple, TValue>();

    public void Add(TKeyTuple keys, TValue value)
    {
        dictionary[keys] = value;
    }

    public bool TryGetValue(TKeyTuple keys, out TValue value)
    {
        return dictionary.TryGetValue(keys, out value);
    }
}

// 사용 예시
var multiKeyDict = new MultiKeyDictionary<(int, string), int>();
multiKeyDict.Add((1, "key1"), 100);
multiKeyDict.Add((2, "key2"), 200);

if (multiKeyDict.TryGetValue((1, "key1"), out int result))
{
    Debug.Log("Value found: " + result);
}


C# 9의 init-only 프로퍼티와 튜플 사용: C# 9부터 init-only 프로퍼티를 사용하여 딕셔너리의 값을 읽기 전용으로 설정하고, 튜플을 활용하여 멀티 키를 표현할 수 있습니다.

using System;
using System.Collections.Generic;

public class MultiKeyDictionary<TValue>
{
    private Dictionary<(int, string), TValue> dictionary = new Dictionary<(int, string), TValue>();

    public void Add(int key1, string key2, TValue value)
    {
        dictionary[(key1, key2)] = value;
    }

    public IReadOnlyDictionary<(int, string), TValue> Dictionary => dictionary;
}

// 사용 예시
var multiKeyDict = new MultiKeyDictionary<int>();
multiKeyDict.Add(1, "key1", 100);
multiKeyDict.Add(2, "key2", 200);

if (multiKeyDict.Dictionary.TryGetValue((1, "key1"), out int result))
{
    Debug.Log("Value found: " + result);
}

이렇게 유니티에서 멀티 키 딕셔너리를 구현할 수 있습니다. 코드는 예시일 뿐이며, 실제 프로젝트에서 적절한 방식으로 적용하셔야 합니다.

 

[출처] ChatGPT

 

[참조] https://stackoverflow.com/questions/1171812/multi-key-dictionary-in-c

 

Multi-key dictionary in c#?

I know there isn't one in the BCL but can anyone point me to a good opensource one? By Multi I mean 2 keys. ;-)

stackoverflow.com

 

 

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