My dev team is having an issue when trying to add certain files to the ignore.conf file for PlasticSCM. When we try to add the FMODStudioCache.asset and fmod_editor.log, among other FMOD related files, to this config file, they just continue to appear in Unity when receiving pushes and readying a push locally.
It has become very annoying to deal with because it doesn't seem to work as it is intended to. See below the lines we have tried to prevent it from showing up.
**/Assets/Plugins/FMOD/Cache/Editor/FMODStudioCache.asset
**/Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset
fmod_editor.log
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
[Aa]ssets/Plugins/FMOD/Cache/*
Assets/Plugins/FMOD/Cache/*
Image link of Unity PlasticSCM with
Sorry, I don't have enough posts yet so it makes me use a link above!
Has anyone found a solution to this? We have tried to even add the files to the hidden config file too and that doesn't work either... Thanks in advance !
Edit: Spelling error in question.
Related
I am at a complete loss, there seems to be a stark lack of up-to-date documentation about how to load a spritesheet from SpriteFactory with the Extended Content.Load<>() extension. I have tried following all of the other posts on here about how to do it but whenever I do:
var spriteSheet = Content.Load(“sheet.sf”, new JsonContentLoader());
MonoGame constantly tells me it could not find the file, yet I have added it to the /Content directory and I can see it get converted to an .xnb in the build folder, so I am totally confused how it could be not finding the file.
I have added the necessary headers for Content, Sprites, and Serialization so this line should work yet for some reason Content can’t find the file. I have also already made sure I added a reference to the MonoGame.Extended.Content.Pipeline.dll in the Content.mgcb file so everthing is already setup it’s just getting Content to actually find the file.
Does anyone have any idea why it may not be able to find the file? I am on day 3 and my wife is already packing her bags I’ve complained so much about this.
Thank you!
I am needing some help. Not very strong into coding but I need to understand why something isn't running for me.
I need to be able to connect an IP based camera to Windows. This is a new feature for windows when 1903 was released. If you look at the link below you will see what I'm referring to.
https://www.howtogeek.com/443847/windows-10-is-getting-built-in-support-for-network-cameras/
The issue is - the cameras I'm using require a password. This is not as simple as going in and adding the device manually. If you see the document below, the "Custom device" pairing is what I'm needing done.
https://learn.microsoft.com/en-us/windows/uwp/devices-sensors/pair-devices
As you can see this has to be coded to accomplish what I need. So this source code was referred to in the link below as something that should be able to do it.
https://github.com/microsoft/Windows-universal-samples/tree/master/Samples/DeviceEnumerationAndPairing/cs
Doing this in C#. Edit: I made sure to put all the shared files in the CS folder.
I'm using Visual studio and i pulled up the entire project but when I run it i'm getting an error that "The parent file, 'Scenario1_DevicePicker.xaml', for the file 'Scenario1_DevicePicker.xaml.cs' cannot be found in the project file.
I get that error for each .cs and .xaml.cs file there is. (Scenarios 1-9)
Can anyone help me out? Perhaps nudge me in the right direction?
I have a PDF document in the downloads folder of my solution that needs updating. I have the new file to replace it, but I am not sure how to accomplish this.
This seems like it should be straight forward, however I am not seeing an obvious solution.
Any help will be appreciated.
First off remember to not be running the application...silly me.
Check the file out. Then click on the folder and select Add-->Existing Item.
Like I said, it should be fairly straight forward. Between running the application and not checking out the file first I stumbled around.
First question on here and I am feeling pretty stumped, I've searched around but couldn't find something that I could apply to my situations, any help or direction to a prior question would be appreciated.
I'm receiving an error when trying to create some new files from my form. I'm following a guide at XNA Game Programming Academy (xnagpa_net/xna4rpg_php), I'm up to step 14 but I believe this started happening earlier and I hadn't noticed it yet.
Screenshot of Error
Please have a look at the above error and give me any tips.
My code for RpgEditor.FormMain.cs is here, it says something about line 128 which relates to;
if (Directory.Exists(gamePath))
throw new Exception("Selected directory already exists.");
I'm not sure why though, because I'm creating a brand new folder/directory when I am attempting to save the data.
If it helps, the subdirectories are being created by the process but I recieve that error and no files inside.
edit: I've downloaded the example project on his site and it's working fine with that, so I don't believe it's an issue with my system configuration.. must be a project setting or line of code somewhere..
To fix this I had to change the configuration settings.
It was set to AnyCPU but I had to change to x86.
The setting wasn't there originally, I had to create new and copy settings from AnyCPU.
Why this works I don't know, but it does :)
I've searched through the internet for how to move or copy'n'paste files on an Android device programmatically, but i found nothing up to now. what i wish to do is, that my application copies or moves a SQLite Database from the internal sdcard to the app folder in /data/data/example. i would be pleased if someone could explain my how to do that or give me a link to somewhere it gets explained.
A quick search on Stackoverflow turns out two questions with helpful answers:
How to make a copy of a file in android?
Android file copy
Basically, they suggest to read the contents of one file and write those to another file. You can do the same with monodroid.