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CandyCoded

Custom Unity Components that are delightful

Join the chat at https://discord.gg/nNtFsfd npm License

Introduction

CandyCoded is a collection of useful components and extensions for building in Unity. Whether you are building a quick prototype or a production-ready experience, CandyCoded will help you get there.

Features

  • ObservableList object
  • Vector2, Vector3 and Vector4 AnimationCurves objects
  • Transform animation methods
  • Raycast reflect method
  • Custom ScriptableObjects with event handlers
  • Event Profiler editor window
  • EnumMask enum attribute
  • InputManager methods
  • SaveManager methods - Tutorial
  • Screenshot methods and editor tools

Installation

Direct Install

Download latest CandyCoded.unitypackage or CandyCoded.dll

Unity Package Manager

https://docs.unity3d.com/Packages/[email protected]/manual/index.html

Git

{
  "dependencies": {
    "xyz.candycoded.candycoded": "https://github.com/CandyCoded/CandyCoded.git#v4.4.0",
    ...
  }
}

Scoped UPM Registry

{
  "dependencies": {
    "xyz.candycoded.candycoded": "4.4.0",
    ...
  },
  "scopedRegistries": [
    {
      "name": "candycoded",
      "url": "https://registry.npmjs.com",
      "scopes": ["xyz.candycoded"]
    }
  ]
}

Include tests

{
  "dependencies": {
    ...
  },
  "testables": ["xyz.candycoded.candycoded"]
}

Contents

Credits

Fonts used in logo are Escafina and Klinic Slab, both from Lost Type.

env's People

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env's Issues

Variables not placed into real environment variables

Heya,

thanks for this nifty package, has been pretty helpful so far for easy machine-specific configurations.

One issue I encountered was that this package does not actually place the .env variables into the real environment variable container. This can be problematic in a context where I have some variables I want to set with real env vars on remote machines (through something like docker compose) and locally using .env file, but then I'd have to read the real storage as well as this package's custom storage.

This is the workaround I currently use, but maybe something similar could be in the ParseEnvironmentFile function?

var envDict = env.variables;
foreach (var envVar in envDict)
{
      Environment.SetEnvironmentVariable(envVar.Key, envVar.Value);
}

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