Unity 3D Creating a New Project - project

I am trying to create a Unity 3D new Project. But i am not able to import the Standard Assets.unityPackage as it is not available in my installation. Looks like i just have the Mobile version of the same.
How can i use the Desktop version as i will need to test the project on desktop and not on mobile device ?
Is there any way i can download it from some where and import it into the program.

The pro only packages come under the standardAssets. Instead of giving it under a single file the Unity 3D people have segregated it into different files. So, while creating the project create using all those pro only assets and for character control prefabs tick the character controller package at the beginning.

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Android studio Pdf

I am new to Android Studio. I was able to make an application, but I would like to add a function but I don't know how.
I would like to add buttons that will download PDFs included in the application on the device where the application is installed. All this to allow them to be printed later by those who want a paper version.
Is it possible please?
several searches and test but it does not fit

lose weight for MobileFirst Platform exported apps

While developing with IBM MobileFirst studio I've found that after building iOS/Android environment and generated native projects, even a blank app (e.g a quite simple Hello World Android app which do not use any native functionality), will take size more than 4Mb which is much larger than a real native exported Android apk file.
So are there any unused resources that can be deleted or other things we can do so that we can lose weight in the final exported apps?
Another detail, the classes.dex file inside the 'blank HelloWorld'apk file seems larger than a common apk file (4Mb size).
Starting MFP 7.0 you can now minify and concatenate mobile environments. This means that in addition to added security, by reducing the amount of files and contents of files, it can help - to some degree - with the filesize of the application.
Read more about application build settings
MFPF 7 supports by default many more hardware architectures. This support is required if you intend on using features such as JSONStore and others. The files adding this support are located at your-app\android\native\libs (arm64-v8a, armabi, armabi-v7a, mips, mips64, x86, x86-64). So if you know you're not using JSONStore for example, see if removing some or all of these files helps you. But also do a regression test in general to make sure that the app continues to work as required. I could be wrong about the scope of these files - which add 3.4MB on disk.

Preserve an external legacy apps file resource fork when including in an Xcode archive

I have created a cocoa application primarily to run on OS 10.6.8. to convert certain types of proprietary legacy files. The app looks at the legacy files creator code and processes it accordingly if it is a known type. Once the file is identified, I call an external legacy app (which I have added to the project) using [NSWorkspace openFile: withApplication: ]to open the droplet and process the file conversion.
The application works just like it is supposed to until I archive it and try to run it from the application bundle. Actually, it will continue to work but it is using the converter app from the project. If I delete the converter in the project area, then the app in the app bundle can not open the external app in that location. One work around is to delete the external app from the bundle after its archived and replace it with a copy of the one in the project area.
I would appreciate any suggestions on resolving this. I'm not sure if the problem is in some Xcode build setting I can change to include an external apps resource fork when archiving, or if this is a launch services issue with apps hidden in packages, or , something I'm not even considering.
Thanks
Mike
Try setting the "Preserves HFS Data" (COPYING_PRESERVES_HFS_DATA) build setting.

Add status icons over file icons in Explorer, like Dropbox or SVN in Air

I am new to Adobe AIR. Please help
I want to Add status icons over file icons in Explorer, like Dropbox or SVN. I am developing anappliation like dropbox in Adobe AIR for MAC and Windows.
I think it is common for both OS Mac and Windows both OS support AIR so i have choice this tool.
I have two queries.
Add status icons over file icons in Explorer, like Dropbox or SVN.
Folder watcher you have and idea about that and any class and utility for that.
Personally, I don't think AIR is the correct solution for this. Although it would be possible to poll a directory and compare its last known structure to its current one, I imagine this would be very inefficient in both Actionscript 3 and Javascript.
Languages such a Java in their latest major release have utilities for directory monitoring 'out of the box' and have the benefit of being able to delegate these tasks to different threads.
To give another example something like TortoiseSVN which monitors directories and dynamically changes the icons is written in C++.

Is there any tool to generate Object Graph on iOS app runtime?

I know there are Class Model tools (OmniGraffle, Doxygen) to generate Class model diagrams from the existing Xcode projects. But i'm looking for a tool which generates Object Graph on running iOS app in Simulator or Device.
You may be interested in
ObjectGraph-Xcode
objc_dep
I would recommend to use KSHObjcUML here.
It creates a nice interactive dependency graph to analyze in your browser.
Easiest to install with Alcatrazhere, a plugin package manager for Xcode 7. It is as easy to install plugins as it is to click a green button. And it does even support ObjectGraph-Xcode too.