I was wondering how one would go about using Q# within Unity. I want to endow agents within a Unity simulation with quantum-like behavior, and I was wondering whether it was possible.
I've seen reference to adding a managed .dll in \Assets\Plugins and adding "using yourLibraryNameSpace;" at the top of scripts, but I'm not exactly sure whether/how that would work with the Microsoft Quantum Development Kit. I've attached some potentially related posts below for reference. Any information would be greatly appreciated. Thanks so much.
NuGet packages in Unity
Unity C# how to load a managed DLL properly?
Someone pinged me about this on Twitter, so I figured I'd put out the quick-and-dirty prototype I put together last year: https://github.com/amirebrahimi/qsharp-unity
Related
I recently published a game in Play Console, but it is showing a warning of 'intent redirection vulnerability' and requesting me to cure it before due date. What do I have to do in terms of unity or android manifest file or c# programming to resolve it?
Considering you're probably using Unity 2018+, try this: https://stackoverflow.com/a/56274895
Otherwise it would be very helpful if you could share your Unity version, used packages and plugins. Probably it has nothing to do with your game at all.
I'm currently developing a Platformer using Monogame in order to learn C# again because I haven't used it for 2 years. I'm using Microsoft VSTS to remotely have it in a Git repository.
My brothers are going to be my beta testers and before I give them the game I'd like to implement automatic updates.
I'd like to create an installer that they use to install the game but after that the game automatically checks for updates at launch.
Is it possible to do that using Git as version control and only download changes every time it launches instead of a complete reinstall?
How would I go about doing something like that? I've googled a lot but haven't found a good answer yet. This is something I wanted to do years ago when using C# as well but never found a solution.
Any help would be appreciated!
Thanks in advance!
Try clickonce.. it may help you.if you are trying to do automatic update on client installation whenever new version is deplayed in application server or network share
Permissions that creep in between android builds of our app is a recurring problem for us at the office.
We work with Unity and use C#. In our project we use various 3rd party packages that we purchased from the Unity Asset Store and these packages update frequently. Sometimes we'll see a new permission creep in and we'll have to pinpoint the last git push to see when it exactly started appearing.
Doing all this stuff and tracking and scanning our code whenever we have an uncalled permission appear is a bit of a downer and takes considerable time.
I was wondering, theoretically speaking, if it's possible to write a script or a piece of code that creeps through our project and libraries within to give us a list of references that require android permissions.
Any guidance about this question is appreciated. I'm not a coder by trade and my knowledge isn't too strong over this subject so I apologize in advance if this questions is out of place.
So this is alittle bit tricky, because in Android Studio 1.5.1 seems like this function disappeared from lint for some reasons I dont know. So use any Android studio below 1.5.1 and it will be OK.
Analyze -> Run Inspection by Name -> "MissingPermissions".
This extension is broken for me. I already contacted the developer and the bug will be fixed upon it's next release. In the meantime, I'd really like to start learning DirectX (but I want to keep a safe distance from C++). Could anyone be so kind as to copy and paste the template the extension creates in it's whole? And also give me a list of the references it adds to the project. Thanks a lot. Sorry if the question is not well written, but I'm very ill at the moment. Thanks for any cooperation.
So I'm making a small game for one of my last classes in university.
Basically I'm having some really awful issues trying to play a song in the title screen, then when the user clicks to start game, switching to a game play song.
The first 3 hours, I used the provided sound libraries, and then I ran into the issue many others have with massive lag to the game. So, I decided to give XACT 3 a try, the one packaged with XNA 4.0.
I made the project from scratch, in XACT 3, and XNA is telling me:
error : The .xap file was created with a version of XACT that is incompatible with the XNA Framework Content Pipeline version used by this project. Refer to the documentation for options to resolve this mismatch.
Now i'd love to refer to the non-existent documentation to find out they can't help, but can anyone out there please help me? I'm so close to being finished. My searches for the last few hours have shown me to clues..
After countless hours, it was of course something stupid.
When you load the XACT3 .XGS, .XSB, .XWB files into the solution explorer(Content in my case), you MUST also make sure to click on the properties of each one and make sure that Build Action is set to NONE.
The error was thrown because XNA didn't know how to build those files, and in true MS fashion, the errors are usually quite confusing and never really take you to the real problem.
Also, for future visitors, make sure you also set Copy to Output to ALWAYS.