Setup SSH keys on Mac

July 26th, 2016

Generate SSH keys, defaults at ~/.ssh/id_rsa and id_rsa.pub

ssh-keygen -t rsa -b 4096 -C "your_email@example.com"

Run Mac’s ssh-add command (not ssh-agent), adds default keys if no key is specifed, -K adds passphrases to keychain.

ssh-add -K

Installing Android SDK & NDK on OSX

May 26th, 2016

First, get Homebrew if you haven’t already: http://brew.sh/

Run these commands in the terminal

brew install android-sdk
brew install android-ndk

Update Android tools by running in the terminal:

android update sdk --no-ui

Homebrew installs your Android SDK and NDK into /usr/local/Cellar/ subfolders based on which versions it installed, but luckily it also creates two symlinks that always point to the newest versions of each; /usr/local/opt/android-sdk and /usr/local/opt/android-ndk.

Lastly add those to your .bash_profile:

export ANDROID_HOME=/usr/local/opt/android-sdk
export ANDROID_NDK=/usr/local/opt/android-ndk

Git diff branch only

May 17th, 2016

To see only the differences between master and branch from when they diverged (pull request style) do

git diff master...branch #note: three dots

To see all differences between master and branch do

git diff master..branch #note: two dots

Note that master or branch can be replaced with any ref like head depending on which branch you have checked out.

CSS Flexbox not wrapping on iOS

April 24th, 2016

I had a problem where flexbox didn’t wrap on iOS but worked fine on all other browsers.
Thankfully it turned out to be a simple fix, on my flexbox child item I had to change

flex: 1

to

flex: 1 0 $minWidth; // Just 'flex: 1' will break wrapping on iOS.

where $minWidth is the minimum desired width of the flexbox child item.

Unity: Get UI element under mouse

March 30th, 2016

To check if the mouse is over any UI element you can use

EventSystem.current.IsPointerOverGameObject()

In case that function isn’t acting to your liking and you need to debug, or if you just want to know what object is under the mouse, you can use

PointerEventData pointerData = new PointerEventData(EventSystem.current) {
	position = Input.mousePosition
};

List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerData, results);

results.ForEach((result) => {
	Debug.Log(result);
});

Some Cygwin tips

October 8th, 2015

I’ve included here some first things I do after every fresh Cygwin installation.

Install Cygwin with Mintty, Zch, git, openssh, wget, curl.

Set Cygwin to use windows user home directory.
Open CygwinDir/etc/nsswitch.conf and add this line to it:

db_home: windows

Make Cygwin windows drive shortcuts shorter.
Type this into the Cygwin command line:

ln -s /cygdrive/c /c

Browse to C by typing “cd /c”. Do this for every drive you want.

Make Cygwin not fuck up file permissions
Add/modify this line to [Cygwin folder]/etc/fstab

none /cygdrive cygdrive binary,noacl,posix=0,user 0 0

Use Mintty as terminal and Zch as shell.
Edit your cygwin shortcut to look like this:

C:\cygwin\bin\mintty.exe -i /Cygwin-Terminal.ico /bin/zsh --login

Install Oh My Zsh in Cygwin
Just follow the normal instructions at this point:

sh -c "$(curl -fsSL https://raw.github.com/robbyrussell/oh-my-zsh/master/tools/install.sh)"

Remove Boo and UnityScript references from Unity projects.

October 6th, 2015

To stop Resharper in Visual Studio suggesting Boo.Lang when declaring List<>’s and other types common to both libraries, simply put this script in your editor folder.

Original source: https://gist.github.com/jbevain/a982cc580fb796c93e4e

using UnityEditor;
using SyntaxTree.VisualStudio.Unity.Bridge;
 
[InitializeOnLoad]
public class ReferenceRemovalProjectHook
{
	static ReferenceRemovalProjectHook()
	{
		const string references = "\r\n    <Reference Include=\"Boo.Lang\" />\r\n    <Reference Include=\"UnityScript.Lang\" />";

		ProjectFilesGenerator.ProjectFileGeneration += (string name, string content) =>
			content.Replace(references, "");
	}
}

Unity: Is mouse (or any coordinates) within UI element’s rect

March 30th, 2015

Here’s a quick way to check if the mouse or any other coordinates are within any UI object’s boundaries.

This method doesn’t use raycast so it ignores all overlapping objects, it works just like ActionScript’s object.HitTest(coords) function.

public bool AreCoordsWithinUiObject(Vector2 coords, GameObject gameObj)
{
	Vector2 localPos = gameObj.transform.InverseTransformPoint(coords);
	return ((RectTransform) gameObj.transform).rect.Contains(localPos);
}

// Example usage
bool isMouseOverIcon = AreCoordsWithinGameObject(Input.mousePosition, _myUiIcon);

Unity: Getting screen size in units (2D)

January 14th, 2015

When doing 2D games in Unity it is often handy to know where the borders of the screen are in units so one can for example spawn units on the edge of the screen or detect when something leaves it.

Fortunately it’s easy to figure out when using orthographic camera.

Camera.main.orthographicSize is always half of the total screen height, with the width changing with the aspect ratio. You can get the top or bottom coordinates by adding/subtracting it to/from the camera’s y position.

For the width you can then multiply the aspect ratio with the orthographic size,
camera.orthographicSize * Screen.width/Screen.height , to get half of the total screen width.

You can then get the x position of the screen’s left border like this:

float leftSideOfScreen = Camera.main.transform.position.x - Camera.main.orthographicSize * Screen.width / Screen.height;

Unity: Networking errors when changing scenes.

November 18th, 2014

I had a really simple project set up that had two scenes, “Init” which I use to connect to server, and “Main”, where all my synced objects using networkViews are.
When the player had connected to the server I’d change to “Main” where I wanted all the objects already on the server to automatically show up.
However every time I ran the project I got these three errors:

ms_IDToPointer->find (obj->GetInstanceID ()) == ms_IDToPointer->end ()
View ID AllocatedID: 1 not found during lookup. Strange behaviour may occur
Received state update for view id' AllocatedID: 1' but the NetworkView doesn't exist

What was happening was that the server was sending us the objects before we had a chance to load “Main”, which was weird because I was using “Network.isMessageQueueRunning = false;” before connecting to the server and turning it back on when “Main” was loaded.

Fortunately this has a simple fix, apparently you have to set isMessageQueueRunning AFTER calling Network.Connect(..). I moved it to “void OnConnectedToServer()” and everything worked fine.

Init.unity

void Start()
{
	// Don't set isMessageQueueRunning here
	Network.Connect(hostData);
}

void OnConnectedToServer()
{
	Network.isMessageQueueRunning = false;
	Application.LoadLevel("Main");
}

Main.unity

void Start()
{
	Network.isMessageQueueRunning = true;
}