When building Mono DLLs for use in Unity we want to reference the UnityEngine.dll. Several tutorials talk through how to do this. For example here are the instructions from the Unity manual
Next, you should add references to the Unity DLLs. In MonoDevelop, you
should open the contextual menu For References in the Solution Browser and
choose Edit References. Then, choose the option .Net Assembly tab > File
System > select file. [...]
At this stage, you will have the option to select the required DLL file. >On Mac OSX, the file can be found at
Applications/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll
But the Mac finder will not step into Unity.app so I cannot navigate into that folder to choose UnityEngine.dll. I can navigate there in the terminal, but not in the 'select file' finder. How do I add UnityEngine.dll as a reference in a Mono project on a Mac?
Seems like MonoDevelop does not set the file browser to include .app and thus does not present Show Package Contents in the right-click context menu.
Use CMD-Shift-G to popup the Go to the folder: entry, enter /Applications/Unity.app/Contents/Frameworks/Managed and select Go
Related
I want to try netbeans for web development. I created a new local project. I have my remote server files (javascript, php etc) accessible locally on my computer using sftp in linux, now I just want to add these files to the project but there is no 'add files' possibility. Have Oracle forgotten something so obvious as add existing files? I can't believe it.
To add an external file to your NetBeans project:
Select the file in the file system that you want to add to your NetBeans project using a file manager (such as File Explorer on Windows).
Right-click and select Copy from the popup menu.
Within NetBeans go to your project and position the mouse over the target directory to which you want to copy the file. You can do this in the Projects panel or the Files panel as appropriate.
Right-click and select Paste.
That's all there is to it. This works on Linux and Windows. You can also do drag and drop, though on Linux the file is copied whereas on Windows the file is moved.
There is no menu option in NetBeans such as File -> Import existing file to do this. Just use an external file manager.
Update/clarification:
The instructions above only specify how to copy an existing file into an existing project.
There is no way to include an individual file that is external to the structure of a NetBeans project.
However, it is possible to create a symbolic link (junction) from a NetBeans project directory to an external directory. To do that open a Command Prompt window as an administrator and enter a command similar to this:
mklink /J D:\NetBeansProjects\HTML5DemoCss\nbProject\MyLink2 C:\sftp
That will create a new directory in your NetBeans project named MyLink2 which maps to an external directory named c:\sftp. You can then process files in that external directory C:\sftp as though they were within your project directory MyLink.
is there a way to create installer to make google chrome shortcut of a site?
I made a web app and instead of trying to get multiple computers to type the url, I created a shortcut of chrome with this command.
--app=example.com/blah/blah
Is there a way that i can create an shortcut with the command and compile it, with an icon?
You don't need to point to Chrome if that is already the default web browser from the machine. All you need to create is an URL shortcut. All MSI authoring tools should be able to do that.
With the free edition of Advanced Installer you can do like this:
if you don't have AI, download and install it
launch the application and create a "Simple" project, like in the first step from this tutorial
then just create a shortcut to URL in the Files and Folders page, using the option "New Shortcut To -> URL... " and set the URL desired in the configuration dialog of the new shortcut.
save and build the project, the MSI will be generated and you can now install it on the desired machines
Download this sample project file to see how it looks if you have problems following the steps above.
I want to launch my Libgdx project on HTML 5 platform but there is Error like
The type com.google.gwt.core.client.EntryPoint cannot be resolved. It is indirectly referenced from required .class files GwtLauncher.java /Digestive-System-html/src/com/me/mygdxgame/client
The project was not built since its build path is incomplete. Cannot find the class file for com.google.gwt.core.client.EntryPoint. Fix the build path then try building this project Digestive-System-html
I googled but unable to resolve this problem. Any help wiil appreciated
thanks...
Hello vishal to my knowledge if you go through this you can setup libgdx project on HTML 5 based browser platform.As of version 0.9.3, libgdx comes with an easy to use application called "Libgdx Setup".The following steps will create everything needed to develop for the desktop, android, html 5.
Download the gdx-setup-ui.jar from http://libgdx.badlogicgames.com/nightlies/dist/gdx-setup-ui.jar. The jar is also contained in all stable and nightly releases.
Execute the jar by double clicking it or from the command line via java -jar gdx-setup-ui.jar
Specify your project's configuration (Configuration Panel).Specify the libgdx stable/nightly release zip file or press one of the buttons to download the latest stable/nightly release (Library Selection Panel).
Hit the "Generate projects" button (Generation Panel)
Open Eclipse and import the generated projects into your workspace.
File -> Import -> Existing Projects into Workspace
Click "Browse", select the folder containing the generated projects.
Make sure all the projects are checked, then click "Finish"
To fix the error of the HTML5 platform, go to the "Problems" view, right click the error message "The GWT SDK JAR gwt-servlet.jar is missing in the WEB-INF/lib directory" and select "Quick Fix".
Click "Finish".
I have created an installer for my application bundle(.app) and the installer successfully installed the application in Applications folder but it is not setting the icon which i set previously before installation to the bundle. In Applications my application is seen with default .app icon. I tried to set the Icon file in plist file of the bundle, but no result. Anybody who tried this successfully please help.
Thank you
Thanks for all those looked into my question. After some tiring research, I found the solution. I am not sure whether it has any problem with other version of OS X. I am using Mac OS X 10.7.3 Lion. Here is the solutions worked for me.
Create an .icns icon. Apple bundle uses icns file as Icon file. You can easily create one using an icon converter. I used an app from http://www.img2icnsapp.com/
Right click the bundle and browse the folder of the .app and copy the .icns file to the Resources folder.
ie. Contents>>Resources
Edit Info.plist file and add a key for Icon File, if there is no Icon File key. Set the value to your icns file name. (eg:- test.icns)
Now create the package from PackageMaker and install the package, you can see your application installed with custom icon in /Applications
:)
I am trying to adjust my Flash development workflow so that I am using Flash Builder for all of my coding and multiple FLA files for the user interfaces. I will be creating an ActionScript project in Flash Builder and then having each FLA export a SWC into a resources folder.
It is important that I retain the ability to export PC and Mac -- EXE and app, respectively -- projector files. Is there a way of doing this with the Flash compiler or any 3rd party tools?
I know that mProjector and similar tools can do this, but I would like a solution that can be automated into my builds.
EDIT 5/14/2010 9:30 AM: One of my options is to use AIR, however...Flash Builder does not let you build an AIR application from an ActionScript project. Another option is to use Zinc...does Zinc have any command line options such that I can include that in my build process?
There are different options available:
Use AIR
Encapsulate your completed project in a fla (setting the document's class to your custom class) and then publish it as win/mac projector
Use a third-party application to convert swf to native executables. The best known option there is probably zinc
and really, You can pack everything into exe. For example, using flajector can convert the file into exe. and you will not need to think about ... was Flash player installed or not...application will be available in any case
you should have a look at zinc. also, if the machines you want to run on have AIR installed, you may simply wanna build an AIR app.
You can build an AIR application from a pure ActionScript project. Apparently it's not as obvious as it should be, but here's one way of doing it:
http://ted.onflash.org/2010/03/air-apps-using-actionscript-only.php
Also the very latest version of AIR (currently in RC stage, so stable enough to use, final version will be released soon) can package the app into an EXE so you don't need to install the AIR framework separately.
AIR packages can also be compiled from the commandline, so should be easy to integrate into a separate build process if you don't want to do it from the Flash Builder GUI.
Turning SWF into an iOS App/OS App via Xcode and Zinc 4.0 (will help Windows users part of the way)
Step 1:Be an iOS Developer with Working XCode, Provisioning Profile, etc.
Step 1: Download Zinc and Install it
Step 2: Using Zinc select to start a new project and pick the .swf file you want to turn into an app
Step 3: Build / Compile the app - this will create a .app and a .exe file if you select to build for all platforms when compiling
If you are a windows developer then this is as far as you go. Enjoy! If you are a mac/ios dev then continue on.
Step 4: Select your new projector file (.app) and click to 'Convert Projector into an XCode project under the 'Project' tab up top
NOTE - For anyone looking for their projector (or .app file on a mac) made by Zinc 4.0+ to turn into an XCode project, you may have to look in your file directory around the .swf file you used to build the projector in the first place. At first I was frustrated for a bit since I (the Finder on my mac) can easily find the new .exe file but it could not see the .app file with search
Step 5: Locate your new XCode project folder (in the same general place and with same name as your .app) and drag it into XCode
Step 7: Make sure your scheme is correct (Mac OSX or iOS), if it is not then go to build settings and go to 'Base SDK' and switch it to the correct one
Step 8: Check your provisioning, (while still in Build Settings) and select the right code signing and provisioning profile for your app, check your bundle id to make sure it will work too, if you get a problem with code signing after this and you are sure your profile is correct then put
--deep
in the 'Other Code Signing Flags' section
Note - My app was set up to be a mac app and so it had some #import calls that I had to remove and remove the reference to the Cocoa framework on the general section, and put in calls to and instead
Step 9: Archive the app to make the .ipa file and submit it to the app store/post it for ad hoc purposes/build it on a dev device
Note - If submitting to the app store/testflight you may want to look at your .ipa file after this whole process, normally an .ipa is just a fancy zip with a 'Payload' folder that contains your app (with a big cancel symbol over the icon) if after decompresing your ipa (after renaming the .ipa to .zip) you see that your top folder is not called Payload or that your app is actually contained in several folders, then make a new folder called 'Payload' move the icon with the cancel sign on it to the new folder and compress it into a .zip then rename the .zip into a .ipa and you should be good to upload the the app store or testflight