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unity's Introduction

NOTICE OF DEPRECATION

This project is dead y'all! Remove GitHub for Unity from your project, then go to https://github.com/spoiledcat/git-for-unity and install Git for Unity from the instructions there.

What is it

The GitHub for Unity extension brings Git and GitHub into Unity, integrating source control into your work with friendly and accessible tools and workflows.

You can reach the team right here by opening a new issue. You can also tweet at @GitHubUnity

Build Status

Notices

Please refer to the list of known issues, and make sure you have backups of your work before trying it out.

From version 0.19 onwards, the location of the plugin has moved to Assets/Plugins/GitHub. If you have version 0.18 or lower, you need to delete the Assets/Editor/GitHub folder before you install newer versions. You should exit Unity and delete the folder from Explorer/Finder, as Unity will not unload native libraries while it's running. Also, remember to update your .gitignore file.

Building and Contributing

Please read the How to Build document for information on how to build GitHub for Unity.

The CONTRIBUTING.md document will help you get setup and familiar with the source. The documentation folder also contains more resources relevant to the project.

If you're looking for something to work on, check out the up-for-grabs label.

How to use

The quick guide to GitHub for Unity

More in-depth information

License

MIT

The MIT license grant is not for GitHub's trademarks, which include the logo designs. GitHub reserves all trademark and copyright rights in and to all GitHub trademarks. GitHub's logos include, for instance, the stylized Invertocat designs that include "logo" in the file title in the following folder: IconsAndLogos.

Copyright 2015 - 2018 GitHub, Inc.

unity's People

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unity's Issues

Fatal Error "CheckDisalowAllocation" [sic] when opening GitHub Window

Imported v0.12 alpha into a project in Unity 5.6.1p4 on Mac OS X 10.12.5, then selected GitHub/Window from the main menu. This popped up:

image

Then the entire editor became unresponsive and had to be force closed.

Correction: The ~/.local/share/GitHubUnity/github-unity.log was not generated at all - there's still an old one on my system from earlier versions of this plugin.

Add fields to set git name/email on Initialize Repository view

If the user does not have a name and email, we need a way to let them set those values as they initialize.

I'm picturing the name and email fields above the "Initialize Repository" button. As soon as they provide a valid name and email the button becomes enabled.

Check for existing .git* files when initializing a repository

We currently blindly write .gitignore and .gitattributes files when initializing the repository, but there might be a scenario where these files already exist. We should consider being nicer and warning the user that files are going to be overwritten, in case they want to keep the existing versions.

ReadOnlyCollection type conflicts with VRTK

Looks like our inclusion of the ReadOnlyCollectionInterfaces nuget (to get System.Collections.Generic.ReadOnlyCollection<T> with the correct inheritance tree that satisfies Octokit's needs) is clashing with other plugins' use of the old System.Collections.ObjectModel.ReadOnlyCollection<T> type.

The easy fix is for VRTK to disambiguate the type by specifying the namespace to it. However, we are adding new types to the .net namespace that scripts aren't expecting, so this breakage is likely to happen to other scripts as well. We should probably be nice citizens and not add types to the System namespaces to avoid random clashes like this.

We might have to remove or change ReadOnlyCollection<T> usage from Octokit so we don't have to depend on the new type, or we can rename the namespace so it's not sitting in the System.* namespace.

image

Need loading screen while unzipping git resources

The unzip and copy of git executable and resources can take >1 minute.
During that time the window is partially drawn and the user is left with no feedback and may very well think the plugin does not work or is hung.

Distributing git + git lfs - strategies and alternatives

Right now we're bundling git + git lfs on Windows and and unpacking it to a known placed tagged with the md5 of the package. We check md5 sums for git and git lfs to determine whether we need to update it - git lfs gets updated in place, while git gets updated by unpacking it to a new directory (since the folder has the md5 in its name)

We're doing this so we know that we have a git and git lfs version we can trust in a know location, but it adds a lot of bloat to the extension package. We need to figure out our git and git lfs distribution mechanism and how to best handle updates and version checks.

Options

  1. Bundle git and git lfs in the package for windows and mac as we do now

    • Pros: We always know what we're running and the user doesn't have to do anything or wait for anything once the extension has been downloaded
    • Cons: Large initial download size
  2. Don't bundle anything; on first install, download git and git lfs from our own hosting server and put them in a known place. On every first run of the extension, check for updates of git and git lfs and download them as needed.
    known to not happen)

    • Pros: Small extension package size. Automatic updates
    • Cons: We don't have downloader code yet.
  3. Don't bundle anything and do a version check on the system git and git lfs. If they don't exist on the path, or if they're not recent enough, disable the UI and provide an instructional message on how to install git and git lfs on the user system

    • Pros: Small extension package size. Existing update mechanisms (at least for OSX, Windows is way more annoying).
    • Cons: User has to set up things and keep them up to date (something that traditionally has been known to be a failure point). User has to update two things - git and git lfs (different release schedules)

Other options? Ideas? Thoughts? Opinions? Missing pros and cons above?

Add functionality to verify custom git installations

If the chosen git installation is not the "pre-packaged" git, we should should be able to verify the git installation and present a warning and possibly disable certain functions based on the result.

We should check for things like:

  1. Git Version
  2. Git LFS Present
  3. Git LFS Version

Keychain should proactively check for changes to credentials

When performing a remote operation, we should proactively check that the credentials being returned by the system are the credentials we expect to use in the application. Otherwise scenarios exist where we may accidentally perform an operation with incorrect credentials.

No build instructions for osx.

What tool are we supposed to be using for OSX builds?

build.sh references OSX as well as windows, then invokes xbuild, which is... a mono based wrapper for visual studio? visual code? on windows, but not osx?

InvalidCastException at UnityEngine.UnitySynchronizationContext.ExecuteTasks

Description

After installing the Github plugin v0.12-alpha (b9289f4) on Unity 2017.1.0f1 it requests an update

screenshot 2017-07-02 12 43 53

(accepting or denying it have the same effect)
and the editor log finishes like that

Initializing GitHub for Unity version 0.12.0.0
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GitHub.Unity.EntryPoint:Initialize() (at /Users/shana/code/work/github/Unity/src/UnityExtension/Assets/Editor/GitHub.Unity/EntryPoint.cs:86)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:\buildslave\unity\build\Editor\Mono\EditorApplication.cs:109)
 
(Filename: /Users/shana/code/work/github/Unity/src/UnityExtension/Assets/Editor/GitHub.Unity/EntryPoint.cs Line: 86)

Initializing GitHub for Unity log file: C:\Users\zed\AppData\Local\GitHubUnity\github-unity.log
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GitHub.Unity.EntryPoint:Initialize() (at /Users/shana/code/work/github/Unity/src/UnityExtension/Assets/Editor/GitHub.Unity/EntryPoint.cs:86)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:\buildslave\unity\build\Editor\Mono\EditorApplication.cs:109)
 
(Filename: /Users/shana/code/work/github/Unity/src/UnityExtension/Assets/Editor/GitHub.Unity/EntryPoint.cs Line: 86)

with this message repeated multiple times

InvalidCastException: Cannot cast from source type to destination type.
  at UnityEngine.UnitySynchronizationContext.ExecuteTasks () [0x0000b] in C:\buildslave\unity\build\Runtime\Export\UnitySynchronizationContext.cs:56 
 
(Filename: C:/buildslave/unity/build/Runtime/Export/UnitySynchronizationContext.cs Line: 56)

this message also repeats a lot on every play.

Steps to Reproduce

  1. Install Unity 2017.1.0f1
  2. Install the Github plugin v0.12-alpha (b9289f4)
  3. Look at the console or the Editor.log

Expected behavior: No errors to be printed

Actual behavior: Lots of (compilation?) errors

Reproduces how often: every time

Additional Information

Not sure if it's a Unity's problem, but it is clearly triggered by the Github plugin.

Delete / rename branches

Add support for deleting and renaming branches.

Basic:

  • Delete local branches
  • Rename local branches

Advanced:

  • Delete remote branches. This is fairly simple to implement but needs heavy warnings and we need to make sure people don't shoot themselves in the foot with it.

Project window lock icons are too big on retina

Icons are kinda enormous on retina displays:

image

Unity peeps tell me we can give Unity a sprite sheet texture instead of a single image and Unity will figure out which is the correct one to use based on the display dip. I'll try to get more information on this and update this issue.

Release codename for 0.12

Need a codename for the 0.12 release!

Ideas:

  • Run With It
  • Big Bang
  • Tag, You're It
  • Nested Prefabs, Community Edition
  • Look At All That Code
  • Community Edition

Add Support for Unity 5.3

Copied from: github-beta/unity-preview#2

MethodAccessException Unity 5.3.6p3 OS X 10.11.6

Trying to open the GitHub window after import I receive the following two errors:

MethodAccessException: Method `UnityEditor.EditorGUIUtility:get_pixelsPerPoint ()' is inaccessible from method `GitHub.Unity.Utility:GetIcon (string,string)'

GitHub.Unity.Styles.get_SmallLogo () (at /Users/stanleygoldman/Documents/UnityInternal/src/UnityExtension/Assets/Editor/GitHub.Unity/Misc/Styles.cs:653)
GitHub.Unity.Window.OnEnable () (at /Users/stanleygoldman/Documents/UnityInternal/src/UnityExtension/Assets/Editor/GitHub.Unity/UI/Window.cs:80)
UnityEditorInternal.InternalEditorUtility:LoadSerializedFileAndForget(String)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()
MethodAccessException: Method `UnityEditor.EditorGUIUtility:get_pixelsPerPoint ()' is inaccessible from method `GitHub.Unity.Utility:GetIcon (string,string)'

GitHub.Unity.Styles.get_RepoIcon () (at /Users/stanleygoldman/Documents/UnityInternal/src/UnityExtension/Assets/Editor/GitHub.Unity/Misc/Styles.cs:746)
GitHub.Unity.Window.DoNotInitializedGUI () (at /Users/stanleygoldman/Documents/UnityInternal/src/UnityExtension/Assets/Editor/GitHub.Unity/UI/Window.cs:219)
GitHub.Unity.Window.OnGUI () (at /Users/stanleygoldman/Documents/UnityInternal/src/UnityExtension/Assets/Editor/GitHub.Unity/UI/Window.cs:131)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Simplify development by removing submodules

We can improve the development experience for external developers by removing our submodules and including them as compiled DLLs. We should provide an additional solution that assumes the projects (that were previously included as submodules) will be siblings to the checkout directory of github-for-unity\Unity.

Publish project to GitHub

When a project is on a local git repository but has no remote set up, we need to have a Publish UI to allow publishing repositories to a GitHub server without having to leave Unity.

  • Detect if user is authenticated to control presenting "Publish" button
  • Detect whether repository has been published (does it have a remote?)
  • Hide Push/Pull buttons and show a Publish button (history view? branches view? everywhere?)
  • Have a publish window that gathers the basic information for publishing a repo
    • Owner (either org or user), Name, Description (optional)
    • Make the repo public or private?

Validations:

  • Is the user logged in? If not, we'll need to fire up the authentication flow before being able to publish
  • Repository name
    • Name duplication - we can check whether the wanted name already exists with octokit
    • Spaces should be turned into dashes
  • Private repository
    • If the user can't create private repositories, we need to show a useful error message

Advanced:

  • Add support for selecting a license

UI Questions:

  • The header should reflect whether the repo is published or not. Should we show the url there if it is?

Proactively check if git repo supports Git LFS Locking

Is there a way to check this client side?

09:05:07 AM TRACE [ 8] RunTaskAsync Label:"git lfs locks" Type:start
09:05:07 AM TRACE [ 8] Configuring process - "C:\Users\Spade\AppData\Local\GitHubUnityDebug\PortableGit_f02737a78695063deace08e96d5042710d3e32db\cmd\git.exe lfs locks" cwd:C:\Projects\GitHub\Copied TestProject
09:05:07 AM TRACE [14] ErrorData "Error while retrieving locks: locking: http: Get /locks: unsupported protocol scheme """ exited:False
09:05:07 AM DEBUG [ 8] RunGitListLocks Success: 0

RepositoryWatcher memory leak

The RepositoryWatcher creates a new instance of NativeInterface during construction each time.
That implies that during an AppDomain reload there should be lost memory.

Reduce commit command output noise

Consider setting git config core.safecrlf to reduce output noise during commit

09:05:05 AM TRACE [13] ErrorData "warning: LF will be replaced by CRLF in Assets/Editor/AsyncBridge.Net35.dll.meta." exited:False
09:05:05 AM TRACE [13] ErrorData "The file will have its original line endings in your working directory." exited:False
09:05:05 AM TRACE [ 7] ErrorData "warning: LF will be replaced by CRLF in Assets/Editor/AsyncBridge.Net35.xml.meta." exited:False
09:05:05 AM TRACE [ 7] ErrorData "The file will have its original line endings in your working directory." exited:False

Error saving GitHub window to layout

Initially indicated here: github-beta/unity-preview#46

Steps to Reproduce

  1. Open GitHub Window
  2. Initialize Repository
  3. Save Layout
  4. Change Layout
  5. Return to saved Layout

Expected: Layout with GitHub window. Showing initialized repository with one commit.
Result: Layout with GitHub window. Showing project without initialized repository.

Add functionality to cache Texture2D icons

We should be caching the Texture2D objects loaded from resources.
A bug fix removed the previous caching attempt as Texture2D objects became null after a domain reload.

AuthenticationWindow retains text when using Login/Back buttons

A comment by a user here: github-beta/unity-preview#41 (comment)

Also, there are problems with the back button: When clicking back, the authentication code is in the username field, and after correcting that and clicking verify again, the username is in the authentication code field.

Which lead me to realize the issue. If you use the Login/Back buttons with the first text box focused. The selected text state gets corrupted.

Clearly document that GitHub for Unity requires Git be Installed

As I have tried the plugin on the machine which didn't have any kind of Git client installed ever, I've got the issue when I was pressing "Initialize repository" button, but nothing happened (which is abviously confusing for the user).

Then I looked into the log file and found these lines:

*** Please tell me who you are.
Run
git config --global user.email "[email protected]"
git config --global user.name "Your Name"

So, I've opened the command line and setup my e-mail and username. After that, "Initialize" button made its work and also these settings appeared in the "Settings" tab of the plugin window.

My suggestion is that the plugin should treat this situation automatically and ask a user for his email and username. That's a not big problem - just to ask for user data and run these 2 commands. Otherwise it is very confusing for the non-technical user (for example, an artist) to start using git-for-unity.

PS: Maybe if you're testing the plugin on your machines, you have never run into this issue because you have your git client set already ;)

Updating the extension fails because native DLLs are loaded

If you import the new extension into a project that's already running it, the native DLLs are locked and the whole thing fails miserably.

We need to have a way of disabling the extension so that DLLs aren't loaded and the importing works, or having a separate installer that puts the DLLs in their right place after installation, so that on the next Unity restart we can run that before DLLs are loaded.

I'm not sure how this workflow will play out. Ideas?

Creating branch can fail silently on name conflict

The following actions fail silently from the user's perspective.

  1. If branch foobar exists, attempting to create a branch named foobar
  2. If branch foo/bar exists, attempting to create a branch named foo
170629-17:02:31 TRACE [23] <TaskManager>                       Exception on exclusive thread: 2 git branch
fatal: A branch named 'asdf' already exists.
  at GitHub.Unity.ProcessTask`1+<RunWithReturn>c__AnonStorey0[System.String].<>m__0 () [0x00116] in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ProcessTask.cs:295 
  at GitHub.Unity.ProcessWrapper.Run () [0x002fc] in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ProcessTask.cs:164 
  at GitHub.Unity.ProcessTask`1[T].RunWithReturn (Boolean success) [0x00063] in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ProcessTask.cs:305 
  at GitHub.Unity.TaskBase`1[TResult].<TaskBase>m__0 () [0x00043] in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\TaskBase.cs:406 
  at System.Threading.Tasks.Task`1[System.String].InvokeFuture (System.Object futureAsObj) [0x00000] in <filename unknown>:0 
  at System.Threading.Tasks.Task.InnerInvoke () [0x00000] in <filename unknown>:0 
  at System.Threading.Tasks.Task.Execute () [0x00000] in <filename unknown>:0 
   at GitHub.Unity.LogFacade.Trace(System.Exception ex, System.String message) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Logging\LogFacade.cs:line 91
   at GitHub.Unity.TaskManager+<ScheduleExclusive>c__AnonStorey1`1[[GitHub.Unity.TaskBase, GitHub.Api, Version=0.12.0.0, Culture=neutral, PublicKeyToken=null]].<>m__0(System.Threading.Tasks.Task tt) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\TaskManager.cs:line 130
   at System.Threading.Tasks.Task+<>c__DisplayClass6.<ContinueWith>b__5(System.Object obj)
   at System.Threading.Tasks.Task.InnerInvoke()
   at System.Threading.Tasks.Task.Execute()
   at System.Threading.Tasks.Task.ExecutionContextCallback(System.Object obj)
   at System.Security.SecurityContext.Run(System.Security.SecurityContext securityContext, System.Threading.ContextCallback callback, System.Object state) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Security/SecurityContext.cs:line 150
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Threading/ExecutionContext.cs:line 150
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef currentTaskSlot)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
   at System.Threading.Tasks.TaskScheduler.TryExecuteTask(System.Threading.Tasks.Task task)
   at GitHub.Unity.ConcurrentExclusiveInterleave+ConcurrentExclusiveTaskScheduler.ExecuteTask(System.Threading.Tasks.Task task) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ConcurrentExclusiveInterleave.cs:line 398
   at GitHub.Unity.ConcurrentExclusiveInterleave.ExecuteConcurrentTask(System.Threading.Tasks.Task task) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ConcurrentExclusiveInterleave.cs:line 214
   at System.Threading.Tasks.Parallel+<>c__DisplayClass32`2[[System.Threading.Tasks.Task, System.Threading, Version=1.0.2856.102, Culture=neutral, PublicKeyToken=31bf3856ad364e35],[System.Object, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<PartitionerForEachWorker>b__30()
   at System.Threading.Tasks.Task.InnerInvoke()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task childTask)
   at System.Threading.Tasks.Task+<>c__DisplayClass3.<ExecuteSelfReplicating>b__2(System.Object )
   at System.Threading.Tasks.Task.ExecuteSelfReplicating(System.Threading.Tasks.Task root)
   at System.Threading.Tasks.Task.ExecutionContextCallback(System.Object obj)
   at System.Security.SecurityContext.Run(System.Security.SecurityContext securityContext, System.Threading.ContextCallback callback, System.Object state) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Security/SecurityContext.cs:line 150
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Threading/ExecutionContext.cs:line 150
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef currentTaskSlot)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
   at System.Reflection.MonoMethod.InternalInvoke(System.Object , System.Object[] , System.Exception ByRef )
   at System.Reflection.MonoMethod.Invoke(System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:line 222
   at System.Reflection.MethodBase.Invoke(System.Object obj, System.Object[] parameters) in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:line 115
   at GitHub.Unity.TaskSchedulerExcludingThread.ExecuteEntry(System.Threading.Tasks.Task task, Boolean flag) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ConcurrentExclusiveInterleave.cs:line 33
   at GitHub.Unity.TaskSchedulerExcludingThread.TaskExecuteWaitCallback(System.Object obj) in C:\Users\Spade\Projects\GitHub\UnityInternal\src\GitHub.Api\NewTaskSystem\ConcurrentExclusiveInterleave.cs:line 49

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