Unity3d default folders
I didn’t found anywhere this information all together, and as a beginner it was helpful to me to get a better overview of Unity3D workflow.
These are the folders that Unity3D has awareness of, that are used somewhere or gets a special treatment.
Quoted are the mentions in the documentation of the corresponding folder, and a link to that documentation is provided.
- /Assets/Editor – Editor Classes
To use editor classes you have to place your script in Assets/Editor inside your project folder.
- /Assets/Gizmos – Gizmos
The icon’s path can be found in the Assets/Gizmos folder or in theUnity.app/Contents/Resources folder.
- /Assets/Plugins – Plugins
Once you have built your bundle you have to copy it to Assets/Plugins folder.
- /Assets/Pro Standard Assets – Script compilation
All scripts in this folder are compiled first. Scripts in this folders can’t directly access scripts outside.
- /Assets/Pro Standard Assets/Editor – Script compilation
All scripts in this folder are compiled in second place
- /Assets/Resources – Resources
All assets that are in a folder named Resources anywhere in the Assets folder can be accessed via the Resources.Load functions. Multiple Resources folders may exist and when loading objects each will be examined.
- /Assets/Standard Assets – Script compilation
All scripts in this folder are compiled first. Scripts in this folders can’t directly access scripts outside.
- /Assets/Standard Assets/Editor – Script compilation
All scripts in this folder are compiled in second place
I know I’m missing something, I think the Editor folder had another default folder inside, but I can’t recall exactly which one. Please feel free to make any correction.
Local Shared Objects Architecture
Excellent article!
http://computer-forensics.sans.org/blog/2010/02/17/local-shared-objects-aka-flash-cookies/
How to automatically port forward
This is called NAT Traversal.
Looking at uTorrent, it’s using uPnP and NAT-PMP
Newer router models often have the UPnP (Universal Plug ‘n Play) or NAT-PMP built in. This allows for automatic forwarding of ports, making the rest of the instructions on this page unnecessary. UPnP is turned on by default in µTorrent and in most routers, but if not, you may need to check your router’s documentation for instructions on how to enable it.
Another technique it’s called Hole Punching.
How to hide data in an image
We can use the least significant bit over the entire image, getting 128×128 bits * 4 channels, or 8KB of data total. Every single channel pixel encodes one bit… 1 if it’s odd, 0 if it’s even.
We can even add a hash or checksum in there to prevent people from editing the data.
Source: http://www.reddit.com/r/gaming/comments/6mtyr/prettiest_pony_in_spores_creature_creator/c04gplc
Visiting all nodes in a graph
I just developed a simple application to create a path that iterates on all nodes of a graph.
Download here. Note that you need the Greensock and MinimalComp libraries.
- Create nodes with Create Node button
- Link them by selecting one, pressing down SHIFT and selecting other node
- Select the one that is the starting node of the path
- Press Kruskal button.
Runners Development – Trying multiplayer
First attempt to support multiplayer in-game. Its almost laughable
Flash Player 11 comes with big changes
Among others, these are the changes that I think are the more awaited for:
Stage3D APIs (“Molehill”) for Flash Player
A new set of low-level, GPU-accelerated 3D APIs that enable advanced 3D experiences and improved 2D performance across devices through the Adobe Flash Platform runtimes.
64-bit Support
Native support for 64-bit operating systems and 64-bit web browsers on Linux, Mac OS, and Windows.
Garbage Collection Advice
Provides a simple facility with which AS3 code can advise the GC on when to schedule the disruptive end-of-GC pause.
Finally, we can make use of GPU accelerated rendering, 64-bit plugin for 64-bit browsers and we can now specify when to garbage collect the unused objects.
To see more features, follow this link: http://labs.adobe.com/technologies/flashplatformruntimes/flashplayer11/features.html