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[링크]

http://ronniej.sfuh.tk/%EC%95%A0%EC%85%8B-%EB%B2%88%EB%93%A4-%EA%B8%B0%EC%B4%88-assetbundle-fundamentals-2-%EB%B2%88%EC%97%AD/

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  1. var fileStream : FileStream;
  2. //creating a folder for the Files
  3. var pathToAudioData : String = "ThePathWithFolderName";
  4. if (!Directory.Exists (pathToAudioData)){
  5. Directory.CreateDirectory (pathToAudioData);
  6. }
  7. var url: String = "http://www.TheURL.ch";
  8. var request : WWW = new WWW (url);
  9. yield request;
  10. File.WriteAllBytes(pathToAudioData+"/"+"xy.ogg", request.bytes);




[출처] http://answers.unity3d.com/questions/703879/download-and-save-ogg-files.html

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Welcome to Part One. 

Integrating Steam into my Unity Project, ARENA 3D, has been a big challenge and I would to share some of the knowledge I have acquired since being Greenlit on Steam back in February.

This is Part One and I demonstrate a handful of Steam API features within ARENA 3D and go on to show the basics of installing the Steamworks .NET wrapper into your Unity Project and then recreating the Top Left Header which is found in the ARENA 3D Main Menu.

https://steamworks.github.io/ -- Steamworks .NET C# Wrapper
http://store.steampowered.com/app/438... -- ARENA 3D on Steam


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구글 플레이 스토어와 안드로이드에서는 종종 설치가 불가능할 시 "패키지 파일이 올바르지 않습니다." 라는 오류 페세지를 표시합니다. 해당 문제 해결을 위한 몇 가지 해결 방법을 알려드립니다.

 

1) 인터넷 연결 설정을 바꾸어 봅니다.

3G, LTE 등의 데이터를 이용하고 계셨다면 Wi-Fi 로, Wi-Fi 를 이용하고 계셨다면 데이터를 사용하는 인터넷 연결 설정으로 바꾸어 보세요. 그리고 카닥 앱 다운로드나 업데이트를 다시 진행해 보시기 바랍니다.

 

2) 앱 삭제 이후 재설치를 해봅니다.

카닥 앱 삭제, 혹은 업데이트를 삭제했다 재설치해 보시기 바랍니다.

 

3) 구글 플레이스토어 데이터와 캐시를 지웁니다.

1. 설정 > 어플리케이션 관리 > 전체 어플리케이션 > Google Play Store > 데이터 지우기와 캐시 지우기

 

4) 구글 플레이 스토어 업데이트를 삭제해 봅니다.

1. 설정 > 어플리케이션 관리 > 전체 어플리케이션 : Google Play Store> 업데이트 삭제

2. Google Play Store 계정 로그아웃, 로그인 이후 기계 재부팅

3. 설정 > 어플리케이션 관리 > 전체 어플리케이션 > Google Service Framework > 데이터 지우기.



[출처]

https://cardocowner.zendesk.com/hc/ko/articles/204014055--%ED%8C%A8%ED%82%A4%EC%A7%80-%ED%8C%8C%EC%9D%BC%EC%9D%B4-%EC%98%AC%EB%B0%94%EB%A5%B4%EC%A7%80-%EC%95%8A%EC%8A%B5%EB%8B%88%EB%8B%A4-%EB%9D%BC%EB%8A%94-%EC%98%A4%EB%A5%98-%EB%A9%94%EC%8B%9C%EC%A7%80%EC%99%80-%ED%95%A8%EA%BB%98-%EC%84%A4%EC%B9%98%EA%B0%80-%EB%90%98%EC%A7%80-%EC%95%8A%EC%95%84%EC%9A%94-

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Your Android setup is not correct. See Settings in Facebook menu. UnityEditor.HostView:OnGUI() Problem with sharing image to facebook..Facebook SDK - OpenSSL & Keytool

 Unity’s latest Facebook build target finally available as a Developer Beta Mode
 Publish your Unity 5.4 game onto a new Facebook Games platform for Windows
 Your android debug keystore file is missing [FIX]

Your Android setup is not correct. See Settings in Facebook  menu.UnityEditor.HostView:OnGUI()


The simple way to solve this error is installing OpenSSL.

1 - Download the OpenSSL installer (the x64 full package) here :http://slproweb.com/products/Win32OpenSSL.html (link to the file :http://slproweb.com/download/Win64OpenSSL-1_0_1f.exe)

If you are on older version of JavaSDK please update it. 
2 - Download the lastest x64 JavaSDK here (http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html).

 And are you using latest facebook SDK for desired unity version?
3 - Take a look here :https://developers.facebook.com/docs/unity/downloads/?campaign_id=282184128580929&placement=SDK_list


Must See:Optimizing Mobile Games in Unity


Now you have everything ready to solve this error!

Install OpenSSL on C:/ and open it  

Your Android setup is not correct.

And add its Environment Variables in windows Path.

Go to "Control Panel > System > Advanced system settings > Environment Variables" and select the Variable "Path" in the "System variables" window and click Edit. And finally, add the path to your OpenSSL bin folder to the end of the "Variable value" after a ";". For example, using "C:/OpenSSL" install folder, you'll type ";C:\OpenSSL-win64\bin".

 Your Android setup is not correct.


Now do the same for JavaSDK Install it and then add the environment variable. Using Java8, I have putted ";C:\Program Files\Java\jdk1.8.0\bin" just after openssl.

Now prompt commands working (like "keytool" or "openssl")  after adding these Variables.

 Your Android setup is not correct.


To let it work in unity please restart windows. Some times we never restart windows and stuck in errors again.
After restart you will probably not get into the warning like ''UnityEditor.HostView:OnGUI()" or "Keytool" etc.

Thanks! Good Luck
LIKE, SUBSCRIBE and SHARE :)




[출처] http://unity3diy.blogspot.kr/2016/06/solved-your-android-setup-is-not.html

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[에러메시지] SQLiteException: (near “Table”: syntax error)


Excel 파일을 .db(SQLite)로 컨버팅 할 때, 위와 같은 에러가 자주나는데


찾아보니 아래와 같은 설명이 있다.




down voteaccepted

1) Change ::

private static final String DATABASE_TABLE="Table";

to another name that is not a SQLite reserved word

for example :: private static final String DATABASE_TABLE="myTable";

2) Inside onUpgrade method add an space in your query:

@Override 
 public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { 
         //db.execSQL("DROP TABLE IF EXISTS" + DATABASE_TABLE);
          db.execSQL("DROP TABLE IF EXISTS " + DATABASE_TABLE);
          onCreate(db);     
 } 


링크를 따라가보니 SQLite에서 지정한 키워드는 Tab에 사용하면 에러가 나는 것 같다.



[참조] http://stackoverflow.com/questions/18614108/sqliteexception-near-table-syntax-error

[참조] http://www.sqlite.org/lang_keywords.html

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[파일]

Super-Blur-master.zip




[링크] https://github.com/PavelDoGreat/Super-Blur



Super Blur

Blur effect that you can apply on Camera and UI. Gaussian weights was taken from this project.

view

Usage

Just add SuperBlur.cs or SuperBlurFast.cs script to Camera and attach Blur Material and UI Material to it.

  • SuperBlur - (recommended way) It's using OnRenderImage to grab screen texture.

  • SuperBlurFast - Render scene directly to render texture. Much better perfomance on mobile devices, but doesn't work with other post effects.

Properties

editor

  • Render Mode - Chooses to render as Post Effect or just apply blurred texture to UI material.

  • Kernel Size - Bigger kernels produces bigger blur, but are more expensive.

  • Interpolation - Use if you want to create smooth blurring transition.

  • Downsample - Controls buffer resolution (0 = no downsampling, 1 = half resolution... etc.).

  • Iterations - More iterations = bigger blur, but comes at perfomance cost.

  • Gamma Correction - Enables gamma correction to produce correct blur in Gamma Colorspace. Disable this option if you use Linear Colorspace.

License

If you'd try to sell it on Asset Store, then I'm gonna find you.

See LICENSE for details.



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SHADDERRRRS! Well that is it, I’m caught in shader land. The thing is, I don’t know jack **** about them. What I am missing mostly from Flash in Unity are filters like blur, drop shadow and glow. How you would go about doing that in Unity would be with shaders (I guess), so I stuck my nose in them. Here is my first version of a Blur filter/shader.

 

Shader "Unlit/Transparent Colored Blurred"
{
  Properties
  {
    _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
    _Distance ("Distance", Float) = 0.015
  }
 
  SubShader
  {
    LOD 100
 
    Tags
    {
      "Queue" = "Transparent"
      "IgnoreProjector" = "True"
      "RenderType" = "Transparent"
    }
 
    Cull Off
    Lighting Off
    ZWrite Off
    Fog { Mode Off }
    Offset -1, -1
    Blend SrcAlpha OneMinusSrcAlpha
 
    Pass
    {
      CGPROGRAM
      #pragma vertex vertexProgram
      #pragma fragment fragmentProgram
 
      #include "UnityCG.cginc"
 
      struct appdata_t
      {
        float4 vertex : POSITION;
        float2 textureCoordinate : TEXCOORD0;
        fixed4 color : COLOR;
      };
 
      struct vertexToFragment
      {
        float4 vertex : SV_POSITION;
        half2 textureCoordinate : TEXCOORD0;
        fixed4 color : COLOR;
      };
 
      sampler2D _MainTex;
      float4 _MainTex_ST;
      float _Distance;
 
      vertexToFragment vertexProgram (appdata_t vertexData)
      {
        vertexToFragment output;
        output.vertex = mul(UNITY_MATRIX_MVP, vertexData.vertex);
        output.textureCoordinate = TRANSFORM_TEX(vertexData.textureCoordinate, _MainTex);
        output.color = vertexData.color;
        return output;
      }
 
      fixed4 fragmentProgram (vertexToFragment input) : COLOR
      {
        float distance = _Distance;
        fixed4 computedColor = tex2D(_MainTex, input.textureCoordinate) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x + distance , input.textureCoordinate.y + distance )) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x + distance , input.textureCoordinate.y)) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x , input.textureCoordinate.y + distance )) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x - distance , input.textureCoordinate.y - distance )) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x + distance , input.textureCoordinate.y - distance )) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x - distance , input.textureCoordinate.y + distance )) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x - distance , input.textureCoordinate.y)) * input.color;
        computedColor += tex2D(_MainTex, half2(input.textureCoordinate.x , input.textureCoordinate.y - distance )) * input.color;
        computedColor = computedColor / 9;
 
        return computedColor;
      }
      ENDCG
    }
  }
}

It works ok, with a lot of restrictions. First, you can only use it for NGUI UITextures. I would love it to work with UISPrites, but they all share the same atlas, so if you blur one sprite you blur them all! Also, for now, you should leave a padding of 10 transparent pixels around your texture for a better effect.
 

ShaderBlurred

The Distance parameter is relative to the size of your texture so correct values will change from one texture to the other. Anyway you have it, I will keep working on it, but if you see anything that can be improved, don’t be afraid to tell me, I would really like to make it better.



[출처] http://www.zedia.net/2013/blur-filter-for-uitexture-in-ngui/

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3번째? 4번째 등록인 것 같다. 할 때마다 복잡하고 어렵다.

APK를 배포하는 PC에 이 작업이 되어 있어야 한다.


1. 개발자 페이스북에 앱 추가하기

https://developers.facebook.com/apps/ URL에 접속해서 새 앱을 추가한다.

이 부분은 내가 안해서 모른다.


무튼 앱 추가하면 아래 이미지처럼 목록에 보여진다.





2. 자바 설치

개발자니까 당연히 설치 되어있겠지.


3. openssl 설치

https://code.google.com/archive/p/openssl-for-windows/downloads URL에 접속해서 윈도우에 맞게 다운로드한다.

최신 버전을 설치해야한다고 하던데 2009년 버전밖에 없다. 그래도 잘 동작하던데?

다운받은거 압축풀고 폴더 그대로 C드라이브 아래에 넣는다.

얘는 따로 인스톨 과정이 없다.


4. Hash Key 생성

ctrl + r 을 눌러 cmd를 입력하고 창을 띄운다.

명령어를 실행할 위치로 이동한다. 그 위치는 바로 자바의 bin 폴더이다.



이 경로에서 아래 명령을 실행하고 "키 저장소 비밀번호"인 android를 입력하면 Hash Key가 생성된다.


keytool -exportcert -alias androiddebugkey -keystore ~/.android/debug.keystore | openssl sha1 -binary | openssl base64


4-1. ~/.android/debug.keystore

위 debug.keystore라는 파일은 뭘 하는 놈인지 모르겠다만, 기본으로 존재하는 파일인 것 같다.

윈도우에서 보통 C:\Users\사용자\.android 경로에 있다.



4-2. openssl

openssl의 경로를 넣어주면 된다.

주의할 점은 bin 폴더의 openssl까지 입력을 해야 한다. 이 부분때문에 항상 고난을 겪는다.




명령을 실행하면 키 저장소 비밀번호 입력하라고 뜬다. android를 입력하면 해시키를 리턴해준다.



5. 개발자 페이스북 > 앱 > Settings > Key Hashes에 입력

리턴받은 해시키를 오타없이 위 경로에 입력하고 저장하면 된다.




출처: http://stickyny.tistory.com/62 [Mindware 깍두기]

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소스트리 최신 버전(1.10.x)을 받고 위와 같은 에러가 나서 확인하다 답을 찾고 올려 놓음.



[해결방법]

1. C:\Users\myName\AppData\Local\Atlassian\SourceTree\git_local\mingw32\bin 위치의 dll파일들을 모두 Copy 한다.

2. C:\Users\myName\AppData\Local\Atlassian\SourceTree\git_local\mingw32\libexec\git-core 위치에 1.에서 Copy 한 File들을 Paste 한다.

3. 끝..


해당 위치에서 dll 파일을 참조 못해서 생기는 에러 같다.

다른 dll missing 문제도 같은 문제 인 듯..

(설명엔 37개라고 돼있는데 내가 할 땐 43개였음.)



[참조]

I've been struggling with similar issue where a fresh install of SourceTree on a different PC failed to clone with an error saying it couldn't find a DLL (specifaclly LIBEAY32.dll). It is all installed and working correctly on another PC. Eventually I found that 37 DLL's are in: C:\Users\myName\AppData\Local\Atlassian\SourceTree\git_local\mingw32\bin

But they should also be found at:

C:\Users\myName\AppData\Local\Atlassian\SourceTree\git_local\mingw32\libexec\git-core

After a Copy 'n' paste of all 37 DLL's into the git-core folder and it is now working. Hope this helps someone.



[출처]

https://answers.atlassian.com/questions/32972886/git-remote-https.exe-libcurl-4.dll-the-procedure-entry-point-sslctxsetalpnprotos-could-not-be-located-in-the-dll

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