I manage to make it work by checking if the display was already activated before activate it. You see I have this script that active display like on the example in the manual:
(Display.displays.Length > 1)Display.displays[1].Activate();
everything works fine the first time i launch the application, but as soon as i try to reload a scene, the secondary display just shows a frozen frame from moment just before I reloaded the scene and it stays that way.
Annoyingly, this is not an issue in the current stable release - BUT the current stable release only supports multi-monitors of equal dimensions. On the other hand, the latest beta release supports monitors of different dimensions, but has this bug referenced above!
and a simple multydisplay script porvided by Unity works aparently
Fine (no errors , no strange debug data , all looks fine) during runtime but
Error at build (both screens looks strangely mixed)
The best way to measure the performance of the Editor is to use one or multiple profiling tools. My weapons of choice are Superluminal (Windows only, the gold standard for sampling profilers) and the Unity profiler. Superluminal is a fantastic tool to have in your toolbelt in any case and I have made a video about using it with Unity some time ago. The Unity profiler on the other hand is an instrumentation-based profiler and is useful because it surfaces a lot of Unity specific information, e.g. it can show you which GameObject specifically has the MonoBehaviour whose Awake() is taking 600ms.
We just talked about domain reloads, and domain reloads are one of the cases where serialization performance really matters. In this context, serialization turns C# objects into some format that can be persistent. Deserialization is the inverse process. There are three ways in which serialization becomes problematic:
To a lesser degree, (ab)use of certain serialization features such as SerializeReference at scale can also slow down serialization. As with everything else, there is a trade-off here but you should be aware that using this a thousand times is not free. Also, C# constructors and OnValidate() callbacks are executed during deserialization of data (because Unity needs to create C# objects), so be careful what you put in there.
In contrast to the Mono runtime, the compiler Unity is using is usually close to the latest and greatest officially sanctioned Roslyn compiler. There are a few other factors that can affect compilation time:
This might also be a good opportunity to point out that the amount of code you need to compile varies with which packages and asset store items you install in your projects. Packages that are embedded in the project (via file:\\) will often contain their tests by default, for example: If the package was just referenced, the tests are mostly skipped (even if they are physically present - the assembly is excluded from the project).
The screen will flicker and things will start to look normal again in a few seconds. This is due to the entire desktop reloading. The end result is that the configuration files will have reloaded. The only side effects are that your windows may be reordered in the alt-tab listing and some windows may switch their desktop (typically, I have at least one window from my second desktop switch over to my first desktop).
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HUDSONVILLE, Mich. -- Unity Christian is coming off of a boys basketball state championship last season but the Crusaders will have to reload this winter. Head coach Scott Soodsma is entering his 28th season of coaching at Unity Christian and is hoping some new faces can step up after losing four starters to graduation.
"It'll be interesting to see, we lost a lot," Soodsma said, "we're hoping that some of these kids, especially the seniors can step into those roles. We feel kids have made progress from last season and we're excited to see what they can do."
The Crusaders will play a tough non-conference schedule once against this season with the likes of OK Red foes Hudsonville and West Ottawa while also adding Forest Hills Central at the end of the regular season.
"We've been a favorite in the conference I think but this year maybe not, maybe we have an underdog role this year which is nice to see. I'm hoping we can surprise some teams, we lost a lot but we have some nice kids here and they'll come along as the season progresses," added Soodsma.
"It's our work ethic," senior Evan Nieuwenhuis mentioned, "how hard we go out there, we stick to fundamentals, we box out, move the ball, hit open shots, we free throws and we listen to coaches. The coaches expect a lot out of us, when we buy in when we're really good."
"We only have five kids," he laughed, "it's unfortunate for our basketball team but great for our school and community. They're fired up, a big game against Catholic Central coming up and I wouldn't bet against the Unity kids, I'll tell you that. I think it'll be a great football game, we have to put the pieces together when they all get back, we're doing the best we can, we'll see how it goes."
"It's tough," Nieuwenhuis said, "we had the same thing last year with football, we couldn't make cuts until two or three weeks into the season. Some guys only got a week of practice before our first game, it's tough for us, we take some blows in our first games and it may be the case this year but it all works out."
C# Dev Kit is an extension created to enhance your C# development experience in Visual Studio Code. It aims to bring a more expansive, productive, and reliable C# experience to VS Code. C# Dev Kit does not replace the existing C# extension but adds on top of the great language service features it provides. Developers can choose to continue using the updated version of the existing C# extension or enhance their experience by adding C# Dev Kit.
C# Dev Kit supports building web apps, console apps, class library projects, and test projects for .NET Core, often also called .NET. The .NET MAUI extension and the Unity extension are built on top of C# Dev Kit and provide additional support for building .NET Multi-platform App UI (MAUI) apps and Unity apps. These extensions support the modern .NET project format, also known as "sdk-style" projects. If you are building non-SDK-format projects such as .NET Framework apps and Xamarin apps, see the Project System section.
C# Dev Kit is available via a Community License for those who qualify and is also included as another addition to existing Visual Studio Subscriptions. This means that C# Dev Kit is available to use today for developers with active Visual Studio subscriptions.
For personal, academic, and open-source projects, C# Dev Kit can be used at no cost. For commercial purposes, teams of up to 5 can also use the C# Dev Kit at no cost. For 6+ developers, those users will need a Visual Studio Professional (or higher) subscription. C# Dev Kit is also included in GitHub Codespaces and Microsoft Dev Box, so users of those products have access to C# Dev Kit at no additional charge.
No. C# Dev Kit is closed source but depends upon the C# for VS Code extension, which is open source, and both communicate with open-source components such as Roslyn and Razor. One of our goals with C# Dev Kit is to provide an improved productivity experience for C# developers who use VS Code. To achieve this, C# Dev Kit includes some proprietary, closed-source features that are shared with our other tools. To make these experiences available to VS Code users, we needed to introduce C# Dev Kit as a closed source extension.
The C# extension, which is a part of the C# Dev Kit, is fully open source and is subject to these license terms. The source code to this extension is available on -csharp and licensed under the MIT license.
This project has adopted the code of conduct defined by the Contributor Covenant to clarify expected behavior in our community. For more information, see the .NET Foundation Code of Conduct. By signing the CLA, the community is free to use your contribution to .NET Foundation projects.
Note that, depending on your network speed, installing the .NET Core runtime might take some time. By default, the installation terminates unsuccessfully if it takes longer than 4.5 minutes to finish. If you believe this is too little (or too much) time to allow for the download, you can change the timeout value by setting dotnetAcquisitionExtension.installTimeoutValue to a custom value.
If .NET installation is failing or you want to reuse an existing installation of .NET, you can use the dotnetAcquisitionExtension.existingDotnetPath setting. .NET can be manually installed from the C# Dev Kit Walkthrough or the .NET website. To direct the extension to that installation, update your settings with the extension ID and the path as illustrated below:
If your system uses a proxy and has registry access disabled, you need to explicitly set the proxy URL in the extension settings. Proxies are automatically detected when set via environment variables and the registry, but if your proxy is only managed via registry keys and registry access is disabled, the extension cannot find it. To set the proxy URL, add the extension setting below:
Alternatively, you can delegate project and solution load to the C# extension, using the Prefer CSharp Extension workspace setting in the Settings editor. Keep in mind that some C# Dev Kit features will not be available with this setting. To access this setting, go to the Settings editor and select the Workspace tab. Then, search for "Prefer CSharp" in the search bar and check the box next to the Prefer CSharp Extension setting. If you're trying to load a .NET Framework project, C# Dev Kit will automatically display a notification asking you to either update your project to an SDK-style project or have the C# extension load your project or solution by selecting Use C# Extension from the notification. This option will automatically select the Prefer CSharp Extension setting. Note that you'll need to reload VS Code for this setting to take effect.
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