your desktop is beautiful. what operating system is this?
@OfficialOrangeio3 күн бұрын
MacOS Sonoma
@redrealruby4 күн бұрын
hi
@OfficialOrangeio11 күн бұрын
<!-- Servlet API --> <dependency> <groupId>javax.servlet</groupId> <artifactId>javax.servlet-api</artifactId> <version>4.0.1</version> </dependency> <!-- Jetty Server --> <dependency> <groupId>org.eclipse.jetty</groupId> <artifactId>jetty-server</artifactId> <version>9.4.43.v20210629</version> </dependency> <!-- Jetty Servlet --> <dependency> <groupId>org.eclipse.jetty</groupId> <artifactId>jetty-servlet</artifactId> <version>9.4.43.v20210629</version> </dependency> import spark.Request; import javax.servlet.MultipartConfigElement; import javax.servlet.ServletException; import javax.servlet.http.Part; import java.io.File; import java.io.IOException; import java.io.InputStream; import java.nio.file.Files; import java.nio.file.Paths; import java.nio.file.StandardCopyOption; private static void HTTPx() { File storageDIR = new File("tempStorage"); if (!storageDIR.isDirectory()) storageDIR.mkdir(); post("/upload", (req, res) -> uploadFile(req)); } private static String uploadFile(Request r) { // allow for multipart file uploads r.attribute("org.eclipse.jetty.multipartConfig", new MultipartConfigElement("")); try { // make sure input type = “file" has name = "jFIle" Part filePart = r.raw().getPart("jFile"); // Name of the file user uploaded String uploadedFileName = filePart.getSubmittedFileName(); //reading the contents of the uploaded file InputStream stream = filePart.getInputStream(); // Write stream/File to server storage folder Files.copy(stream, Paths.get("tempStorage").resolve(uploadedFileName), StandardCopyOption.REPLACE_EXISTING); } catch (IOException | ServletException e) { return "Exception occurred while uploading file" + e.getMessage(); } return "File successfully uploaded"; }
@fyer136515 күн бұрын
bro thank you so much, you make it look easy bro
@OfficialOrangeio18 күн бұрын
#!/bin/bash # Function to read input with prompt read_input() { read -p "$1: " $2 } # Read inputs read_input "Enter the path to the folder containing executable and dependencies" folder_path read_input "Enter the name for the output executable script (without extension)" script_name read_input "Enter the path to the executable to run within the bundled script (e.g., ./executable)" executable_path # Validate if the executable exists if [ ! -f "$executable_path" ]; then echo "Error: Executable '$executable_path' not found. Please provide a valid path." exit 1 fi # Get the absolute path of the folder containing the executable folder_path=$(dirname "$executable_path") # Create temporary directory and prepare for bundling temp_dir=$(mktemp -d) cp -r "$folder_path" "$temp_dir/" # Create tar archive, base64 encode it, and embed in the script base64_encoded=$(tar -czf - -C "$temp_dir" "$(basename "$folder_path")" | base64) cat <<EOF > "$script_name.sh" #!/bin/bash base64_encoded="$base64_encoded" temp_dir=\$(mktemp -d) echo "\$base64_encoded" | base64 -d | tar -xz -C "\$temp_dir" chmod +x "\$temp_dir/$(basename "$folder_path")/$(basename "$executable_path")" "\$temp_dir/$(basename "$folder_path")/$(basename "$executable_path")" "\$@" rm -rf "\$temp_dir" EOF # Make the script executable and clean up chmod +x "$script_name.sh" rm -rf "$temp_dir" echo "Executable script '$script_name.sh' created successfully!"
using System.Collections; using System.Collections.Generic; using UnityEngine; public class fx : MonoBehaviour { void Start() { GameObject instance = Instantiate(Resources.Load("blood", typeof(GameObject))) as GameObject; } }
#!/bin/bash # Prompt for the path to the SQLite database file read -p "Enter the path to your SQLite database file: " DB_FILE # Check if the file exists if [[ ! -f "$DB_FILE" ]]; then echo "File not found!" exit 1 fi # Get the list of tables in the database TABLES=$(sqlite3 "$DB_FILE" ".tables") # Loop through each table and export it to a CSV file for TABLE in $TABLES; do # Define the output CSV file name CSV_FILE="${TABLE}.csv" # Export the table to the CSV file sqlite3 "$DB_FILE" <<EOF .headers on .mode csv .output $CSV_FILE SELECT * FROM $TABLE; EOF echo "Exported $TABLE to $CSV_FILE" done
using System.Collections; using System.Collections.Generic; using UnityEngine; public class weapon : MonoBehaviour { public Animator animator; [Header("rifle")] public GameObject rifle; private bool isRifleOut = false; // Track if the rifle is currently out or not // Update is called once per frame void Update() { Rifle(); } void Rifle() { if (Input.GetKeyDown(KeyCode.Alpha2) && !isRifleOut) { animator.SetBool("rifle", true); animator.Play("Rifle Pull Out"); rifle.SetActive(true); isRifleOut = true; // Set the state to true since rifle is now out } else if (Input.GetKeyDown(KeyCode.Alpha1) && isRifleOut) { animator.SetBool("rifle", false); animator.Play("Put Back Rifle"); rifle.SetActive(false); isRifleOut = false; // Set the state to false since rifle is put back } } }
@OfficialOrangeioАй бұрын
using System.Collections; using System.Collections.Generic; using UnityEngine; public class pickObject : MonoBehaviour { public GameObject objectOnPlayer; public GameObject pickPrompt; void Start() { objectOnPlayer.SetActive(false); pickPrompt.SetActive(false); } private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { pickPrompt.SetActive(true); if (Input.GetKey(KeyCode.E)) { this.gameObject.SetActive(false); objectOnPlayer.SetActive(true); pickPrompt.SetActive(false); } } } private void OnTriggerExit(Collider other) { pickPrompt.SetActive(false); } }
@OfficialOrangeioАй бұрын
// Patched Code using System.Collections; using System.Collections.Generic; using UnityEngine; public class pickObject : MonoBehaviour { public GameObject objectOnPlayer; public GameObject pickPrompt; void Start() { objectOnPlayer.SetActive(false); pickPrompt.SetActive(false); } private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { pickPrompt.SetActive(true); if (Input.GetKey(KeyCode.E)) { Destroy(this.gameObject); objectOnPlayer.SetActive(true); pickPrompt.SetActive(false); } } } private void OnTriggerExit(Collider other) { pickPrompt.SetActive(false); } }
@OfficialOrangeioАй бұрын
using System.Collections; using System.Collections.Generic; using UnityEngine; public class weapon : MonoBehaviour { public Animator animator; [Header("rifle")] public GameObject rifle; // Update is called once per frame void Update() { Rifle(); } void Rifle() { if (Input.GetKeyDown(KeyCode.Alpha2)) { animator.SetBool("rifle", true); rifle.SetActive(true); } if (Input.GetKeyDown(KeyCode.Alpha1)) { animator.SetBool("rifle", false); rifle.SetActive(false); } } }
@OfficialOrangeioАй бұрын
using UnityEngine; public class pickupObject : MonoBehaviour { public Transform PickupPosition; public float distance = 10f; GameObject currentObject; GameObject wp; bool canPick; private void Update() { CheckObject(); if (!canPick || !Input.GetKeyDown(KeyCode.E)) return; if (currentObject == null) { Pickup(); return; } Drop(); } public void CheckObject() { canPick = Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit hit, distance) && hit.transform.CompareTag("pickable"); if (!canPick) return; Debug.Log("Pickable"); wp = hit.transform.gameObject; } private void Pickup() { currentObject = wp; currentObject.transform.position = PickupPosition.position; currentObject.transform.parent = PickupPosition; currentObject.transform.localEulerAngles = new Vector3(0f, 180f, 0f); currentObject.GetComponent<Rigidbody>().isKinematic = true; } private void Drop() { currentObject.transform.parent = null; currentObject.GetComponent<Rigidbody>().isKinematic = false; currentObject = null; } }
@OfficialOrangeioАй бұрын
using System.Collections; using System.Collections.Generic; using UnityEngine; public class playerMove : MonoBehaviour { public float speed = 5f; // Speed at which the character moves private Animator animator; void Start() { // Get the Animator component attached to the character animator = GetComponent<Animator>(); } void Update() { // Call the move method for "W" key and "run" animation move(KeyCode.W, "run"); move(KeyCode.Space, "jump"); } void move(KeyCode key, string animName) { // Check if the specified key is being pressed bool isMoving = Input.GetKey(key); // Move the character forward immediately transform.Translate(Vector3.forward * (isMoving ? speed : 0f) * Time.deltaTime); // Play or stop the specified animation animator.SetBool(animName, isMoving); } }
Thanks a lot mate ❤ it was such a pain to figure out
@NATIVODOHERMENA2 ай бұрын
me ajudou bastante, obrigado
@icefireobsidian74902 ай бұрын
Thank you
@JBJblaze2 ай бұрын
This serves as a reminder of what Xbox Support once helped me fix this problem by doing. Too bad this time, your video helped me quicker than resorting to their support via Microsoft again!
@sanjeev25252 ай бұрын
You are a lifesaver
@OfficialOrangeio2 ай бұрын
Use this command to export as CSV ⤵ sqlite3 History -header -csv "select * from urls" > shrome.csv
@OfficialOrangeio2 ай бұрын
Use this command to export as CSV ⤵️ sqlite3 History.db -header -csv "select * from history_items" > safari_history.csv
@djsash94022 ай бұрын
Hi and good evening. It is working and extracting all my history links, but inside the Terminal itself. It is not generating a CSV file on the desktop. Can you help me? It is rather generating 2 other files on the desktop: History.db-shm and History.db-wal << Well both are blank
@OfficialOrangeio2 ай бұрын
Use this command to export as CSV ⤵️ sqlite3 History.db -header -csv "select * from history_items" > safari_history.csv
@AaronDisi2 ай бұрын
This worked for me, love you bro
@rcmartins3 ай бұрын
TY.... and fuck Gitlab for being so shady...
@mikayfishlol7243 ай бұрын
Hello
@Fayne.Porosyatko3 ай бұрын
Thank you for your help!
@jatinbhalla34614 ай бұрын
Quite curious about what tool you are using?
@abcdefghjiklnmopqrstuvwxyz4 ай бұрын
Browser's Web Inspector
@YourFavColorBlu5 ай бұрын
THANK YOU I NEEDED THIS FOR SO LONG
@koncode-yt5 ай бұрын
Thank you, I was going crazy trying to add labels to my Gmail on mobile 🙏
@mickc29845 ай бұрын
😄 Promo_SM
@iloli10965 ай бұрын
It worked perfecftly, many thanks for the explanation!
You need to restart the app after changing the Language
@OfficialOrangeio7 ай бұрын
Wait until all files are uploaded or else blank page shows up. If the drag doesn't show refresh the page first.
@nightcoredragun34198 ай бұрын
That shoud be.. a parody ?
@abcdefghjiklnmopqrstuvwxyz7 ай бұрын
maybe yes no
@F18techhz8 ай бұрын
ty i will try it
@BUY_YOUTUBE_VIEWS_d0038 ай бұрын
I bet even NASA scientists would be impressed by the genius in this video
@official8KB10 ай бұрын
📝
@younesalgerian4179 Жыл бұрын
You cannot view the video from within the page
@OfficialOrangeio Жыл бұрын
Nope. It's in zip format.
@Neha-nb5zr2 жыл бұрын
Thank you so much 👍
@karannagrale11092 жыл бұрын
Thank you very much this was very helpful :)
@miamilifelover2 жыл бұрын
Awesome!!!! Something I couldn’t figure out and kept going in circles with searching for an answer. Can’t reach Microsoft support for nothing. Great and on point steps! Thank you
Пікірлер
your desktop is beautiful. what operating system is this?
MacOS Sonoma
hi
<!-- Servlet API --> <dependency> <groupId>javax.servlet</groupId> <artifactId>javax.servlet-api</artifactId> <version>4.0.1</version> </dependency> <!-- Jetty Server --> <dependency> <groupId>org.eclipse.jetty</groupId> <artifactId>jetty-server</artifactId> <version>9.4.43.v20210629</version> </dependency> <!-- Jetty Servlet --> <dependency> <groupId>org.eclipse.jetty</groupId> <artifactId>jetty-servlet</artifactId> <version>9.4.43.v20210629</version> </dependency> import spark.Request; import javax.servlet.MultipartConfigElement; import javax.servlet.ServletException; import javax.servlet.http.Part; import java.io.File; import java.io.IOException; import java.io.InputStream; import java.nio.file.Files; import java.nio.file.Paths; import java.nio.file.StandardCopyOption; private static void HTTPx() { File storageDIR = new File("tempStorage"); if (!storageDIR.isDirectory()) storageDIR.mkdir(); post("/upload", (req, res) -> uploadFile(req)); } private static String uploadFile(Request r) { // allow for multipart file uploads r.attribute("org.eclipse.jetty.multipartConfig", new MultipartConfigElement("")); try { // make sure input type = “file" has name = "jFIle" Part filePart = r.raw().getPart("jFile"); // Name of the file user uploaded String uploadedFileName = filePart.getSubmittedFileName(); //reading the contents of the uploaded file InputStream stream = filePart.getInputStream(); // Write stream/File to server storage folder Files.copy(stream, Paths.get("tempStorage").resolve(uploadedFileName), StandardCopyOption.REPLACE_EXISTING); } catch (IOException | ServletException e) { return "Exception occurred while uploading file" + e.getMessage(); } return "File successfully uploaded"; }
bro thank you so much, you make it look easy bro
#!/bin/bash # Function to read input with prompt read_input() { read -p "$1: " $2 } # Read inputs read_input "Enter the path to the folder containing executable and dependencies" folder_path read_input "Enter the name for the output executable script (without extension)" script_name read_input "Enter the path to the executable to run within the bundled script (e.g., ./executable)" executable_path # Validate if the executable exists if [ ! -f "$executable_path" ]; then echo "Error: Executable '$executable_path' not found. Please provide a valid path." exit 1 fi # Get the absolute path of the folder containing the executable folder_path=$(dirname "$executable_path") # Create temporary directory and prepare for bundling temp_dir=$(mktemp -d) cp -r "$folder_path" "$temp_dir/" # Create tar archive, base64 encode it, and embed in the script base64_encoded=$(tar -czf - -C "$temp_dir" "$(basename "$folder_path")" | base64) cat <<EOF > "$script_name.sh" #!/bin/bash base64_encoded="$base64_encoded" temp_dir=\$(mktemp -d) echo "\$base64_encoded" | base64 -d | tar -xz -C "\$temp_dir" chmod +x "\$temp_dir/$(basename "$folder_path")/$(basename "$executable_path")" "\$temp_dir/$(basename "$folder_path")/$(basename "$executable_path")" "\$@" rm -rf "\$temp_dir" EOF # Make the script executable and clean up chmod +x "$script_name.sh" rm -rf "$temp_dir" echo "Executable script '$script_name.sh' created successfully!"
ffmpeg -f avfoundation -list_devices true -i "" ffmpeg -f avfoundation -i "<screen device index>:<audio device index>" output.mkv
import java.awt.AWTException; import java.awt.Rectangle; import java.awt.Toolkit; import java.awt.Robot; import java.awt.image.BufferedImage; import java.io.IOException; import java.io.File; import javax.imageio.ImageIO; public class Snapshot { public static final long serialVersionUID = 1L; public static void main(String[] args) { try { Thread.sleep(30); Robot r = new Robot(); // save screenshot to this path String path = "snapshot.jpeg"; // get ScreenSize Rectangle capture = new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()); //take snapshot BufferedImage Image = r.createScreenCapture(capture); ImageIO.write(Image, "jpeg", new File(path)); System.out.println("Screenshot saved"); } catch (AWTException | IOException | InterruptedException ex) { System.out.println(ex); } } }
/* usage: make sure to change action="your_url/post" <div class="container"> <form id="upload-form" action="httpbin.org/post" method="post" enctype="multipart/form-data"> <input type="file" id="file"> <button type="button" id="upload-btn">Upload a file</button> </form> </div> <div class="container"> <progress id="progress-bar" value="0" max="100"></progress><br> <label id="progress-label" for="progress-bar">0%</label> </div> <script src="fileProgress.js"></script> */ const fileInput = document.getElementById('file'); const uploadBtn = document.getElementById('upload-btn'); const progressBar = document.getElementById('progress-bar'); const progressLabel = document.getElementById('progress-label'); const form = document.getElementById('upload-form'); uploadBtn.addEventListener('click', () => { const file = fileInput.files[0]; if (!file) return alert("Please select a file."); const payload = new FormData(); payload.append('user-image', file); fetchWithProgress(form.action, payload, percentComplete => { progressBar.value = percentComplete; progressLabel.textContent = `${Math.round(percentComplete)}%`; }).then(response => { if (response.ok) return response.json(); throw new Error(response.statusText); }).then(data => console.log(data)) .catch(error => console.error('Error:', error)); }); const fetchWithProgress = (url, body, onProgress) => new Promise((resolve, reject) => { const xhr = new XMLHttpRequest(); xhr.open('POST', url); xhr.upload.onprogress = event => { if (event.lengthComputable) onProgress((event.loaded / event.total) * 100); }; xhr.onload = () => (xhr.status >= 200 && xhr.status < 300) ? resolve({ ok: true, status: xhr.status, statusText: xhr.statusText, json: () => JSON.parse(xhr.responseText) }) : reject({ status: xhr.status, statusText: xhr.statusText }); xhr.onerror = () => reject({ status: xhr.status, statusText: xhr.statusText }); xhr.send(body); });
using System.Collections; using System.Collections.Generic; using UnityEngine; public class fx : MonoBehaviour { void Start() { GameObject instance = Instantiate(Resources.Load("blood", typeof(GameObject))) as GameObject; } }
const express = require('express'); const multer = require('multer'); const path = require('path'); const fs = require('fs'); const app = express(); const PORT = 3000; const UPLOAD_DIR = path.join(__dirname, 'uploads'); if (!fs.existsSync(UPLOAD_DIR)) fs.mkdirSync(UPLOAD_DIR); const storage = multer.diskStorage({ destination: UPLOAD_DIR, filename: (req, file, cb) => cb(null, file.originalname) }); const upload = multer({ storage }); app.use('/uploads', express.static(UPLOAD_DIR)); app.use(express.static(__dirname)); app.post('/upload', upload.single('file'), (req, res) => res.send('File uploaded successfully!')); app.get('/files', (req, res) => { fs.readdir(UPLOAD_DIR, (err, files) => { if (err) return res.status(500).send('Unable to list files'); res.json(files); }); }); app.listen(PORT, () => console.log(`Server running at localhost:${PORT}`));
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>File Upload</title> </head> <body> <h1>Upload a File</h1> <form action="/upload" method="post" enctype="multipart/form-data"> <input type="file" name="file" required> <button type="submit">Upload</button> </form> <h1>Files</h1> <ul id="fileList"></ul> <script> async function fetchFiles() { const response = await fetch('/files'); const files = await response.json(); const fileList = document.getElementById('fileList'); fileList.innerHTML = ''; files.forEach(file => { const listItem = document.createElement('li'); const link = document.createElement('a'); link.href = '/uploads/' + file; link.textContent = file; listItem.appendChild(link); fileList.appendChild(listItem); }); } fetchFiles(); </script> </body> </html>
<form oninput="result.value=parseInt(a.value)+parseInt(b.value)"> <input type="number" id="b" name="b" value="50" /> + <input type="number" id="a" name="a" value="10" /> = <output name="result" for="a b">60</output> </form>
#!/bin/bash # Prompt for the path to the SQLite database file read -p "Enter the path to your SQLite database file: " DB_FILE # Check if the file exists if [[ ! -f "$DB_FILE" ]]; then echo "File not found!" exit 1 fi # Get the list of tables in the database TABLES=$(sqlite3 "$DB_FILE" ".tables") # Loop through each table and export it to a CSV file for TABLE in $TABLES; do # Define the output CSV file name CSV_FILE="${TABLE}.csv" # Export the table to the CSV file sqlite3 "$DB_FILE" <<EOF .headers on .mode csv .output $CSV_FILE SELECT * FROM $TABLE; EOF echo "Exported $TABLE to $CSV_FILE" done
using UnityEngine; public class PickObject : MonoBehaviour { public enum ObjectCategory { None, Rifle, Handgun, Projectile } [SerializeField] private ObjectCategory objectType; [SerializeField] private Animator animator; [SerializeField] private Transform playerHand; [SerializeField] private GameObject pickPrompt; private bool isObjectOut, isPickedUp, isDropped; private Transform originalParent; private void Start() { pickPrompt.SetActive(false); originalParent = transform.parent; } private void Update() { if (Input.GetKeyDown(KeyCode.Alpha2) && isPickedUp) ToggleObject(true, playerHand); if (Input.GetKeyDown(KeyCode.Alpha1) && isObjectOut && !isDropped) ToggleObject(false, originalParent); if (Input.GetKeyDown(KeyCode.G) && isPickedUp && isObjectOut) DropObject(); } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player") && !isPickedUp) pickPrompt.SetActive(true); } private void OnTriggerStay(Collider other) { if (other.CompareTag("Player") && Input.GetKey(KeyCode.E) && !isPickedUp) { isPickedUp = true; pickPrompt.SetActive(false); transform.SetParent(playerHand); animator.Play("pickup"); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; GetComponent<Rigidbody>().isKinematic = true; } } private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) pickPrompt.SetActive(false); } private void ToggleObject(bool show, Transform parent) { animator.SetTrigger(objectType.ToString().ToLower() + show); foreach (var renderer in GetComponentsInChildren<Renderer>(true)) renderer.enabled = show; isObjectOut = show; transform.SetParent(parent); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; } private void DropObject() { isDropped = true; isPickedUp = false; isObjectOut = false; animator.Play("drop"); transform.SetParent(null); GetComponent<Rigidbody>().isKinematic = false; GetComponent<Rigidbody>().AddForce(playerHand.forward * 2.0f, ForceMode.VelocityChange); } }
using UnityEngine; public class Weapon : MonoBehaviour { public Animator animator; public GameObject weaponModel; public enum WeaponCategory { None, Rifle, Handgun, Projectile } [SerializeField] private WeaponCategory weaponType; private string wType; private bool isWeaponOut = false; void Start() { wType = weaponType.ToString(); } void Update() { HandleInput(); } void HandleInput() { if (Input.GetKeyDown(KeyCode.Alpha2) && !isWeaponOut) { ActivateWeapon(); } else if (Input.GetKeyDown(KeyCode.Alpha1) && isWeaponOut) { DeactivateWeapon(); } } void ActivateWeapon() { animator.SetBool(wType, true); animator.Play(wType + " Pull Out"); weaponModel.SetActive(true); isWeaponOut = true; } void DeactivateWeapon() { animator.SetBool(wType, false); animator.Play("Put Back " + wType); weaponModel.SetActive(false); isWeaponOut = false; } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class weapon : MonoBehaviour { public Animator animator; [Header("rifle")] public GameObject rifle; private bool isRifleOut = false; // Track if the rifle is currently out or not // Update is called once per frame void Update() { Rifle(); } void Rifle() { if (Input.GetKeyDown(KeyCode.Alpha2) && !isRifleOut) { animator.SetBool("rifle", true); animator.Play("Rifle Pull Out"); rifle.SetActive(true); isRifleOut = true; // Set the state to true since rifle is now out } else if (Input.GetKeyDown(KeyCode.Alpha1) && isRifleOut) { animator.SetBool("rifle", false); animator.Play("Put Back Rifle"); rifle.SetActive(false); isRifleOut = false; // Set the state to false since rifle is put back } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class pickObject : MonoBehaviour { public GameObject objectOnPlayer; public GameObject pickPrompt; void Start() { objectOnPlayer.SetActive(false); pickPrompt.SetActive(false); } private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { pickPrompt.SetActive(true); if (Input.GetKey(KeyCode.E)) { this.gameObject.SetActive(false); objectOnPlayer.SetActive(true); pickPrompt.SetActive(false); } } } private void OnTriggerExit(Collider other) { pickPrompt.SetActive(false); } }
// Patched Code using System.Collections; using System.Collections.Generic; using UnityEngine; public class pickObject : MonoBehaviour { public GameObject objectOnPlayer; public GameObject pickPrompt; void Start() { objectOnPlayer.SetActive(false); pickPrompt.SetActive(false); } private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { pickPrompt.SetActive(true); if (Input.GetKey(KeyCode.E)) { Destroy(this.gameObject); objectOnPlayer.SetActive(true); pickPrompt.SetActive(false); } } } private void OnTriggerExit(Collider other) { pickPrompt.SetActive(false); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class weapon : MonoBehaviour { public Animator animator; [Header("rifle")] public GameObject rifle; // Update is called once per frame void Update() { Rifle(); } void Rifle() { if (Input.GetKeyDown(KeyCode.Alpha2)) { animator.SetBool("rifle", true); rifle.SetActive(true); } if (Input.GetKeyDown(KeyCode.Alpha1)) { animator.SetBool("rifle", false); rifle.SetActive(false); } } }
using UnityEngine; public class pickupObject : MonoBehaviour { public Transform PickupPosition; public float distance = 10f; GameObject currentObject; GameObject wp; bool canPick; private void Update() { CheckObject(); if (!canPick || !Input.GetKeyDown(KeyCode.E)) return; if (currentObject == null) { Pickup(); return; } Drop(); } public void CheckObject() { canPick = Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit hit, distance) && hit.transform.CompareTag("pickable"); if (!canPick) return; Debug.Log("Pickable"); wp = hit.transform.gameObject; } private void Pickup() { currentObject = wp; currentObject.transform.position = PickupPosition.position; currentObject.transform.parent = PickupPosition; currentObject.transform.localEulerAngles = new Vector3(0f, 180f, 0f); currentObject.GetComponent<Rigidbody>().isKinematic = true; } private void Drop() { currentObject.transform.parent = null; currentObject.GetComponent<Rigidbody>().isKinematic = false; currentObject = null; } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class playerMove : MonoBehaviour { public float speed = 5f; // Speed at which the character moves private Animator animator; void Start() { // Get the Animator component attached to the character animator = GetComponent<Animator>(); } void Update() { // Call the move method for "W" key and "run" animation move(KeyCode.W, "run"); move(KeyCode.Space, "jump"); } void move(KeyCode key, string animName) { // Check if the specified key is being pressed bool isMoving = Input.GetKey(key); // Move the character forward immediately transform.Translate(Vector3.forward * (isMoving ? speed : 0f) * Time.deltaTime); // Play or stop the specified animation animator.SetBool(animName, isMoving); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterController))] public class PlayerMovement : MonoBehaviour { public Camera playerCamera; public float walkSpeed = 6f; public float runSpeed = 12f; public float jumpPower = 7f; public float gravity = 10f; public float lookSpeed = 2f; public float lookXLimit = 45f; public float defaultHeight = 2f; public float crouchHeight = 1f; public float crouchSpeed = 3f; private Vector3 moveDirection = Vector3.zero; private float rotationX = 0; private CharacterController characterController; private bool canMove = true; void Start() { characterController = GetComponent<CharacterController>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } void Update() { Vector3 forward = transform.TransformDirection(Vector3.forward); Vector3 right = transform.TransformDirection(Vector3.right); bool isRunning = Input.GetKey(KeyCode.LeftShift); float curSpeedX = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0; float curSpeedY = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0; float movementDirectionY = moveDirection.y; moveDirection = (forward * curSpeedX) + (right * curSpeedY); if (Input.GetButton("Jump") && canMove && characterController.isGrounded) { moveDirection.y = jumpPower; } else { moveDirection.y = movementDirectionY; } if (!characterController.isGrounded) { moveDirection.y -= gravity * Time.deltaTime; } if (Input.GetKey(KeyCode.R) && canMove) { characterController.height = crouchHeight; walkSpeed = crouchSpeed; runSpeed = crouchSpeed; } else { characterController.height = defaultHeight; walkSpeed = 6f; runSpeed = 12f; } characterController.Move(moveDirection * Time.deltaTime); if (canMove) { rotationX += -Input.GetAxis("Mouse Y") * lookSpeed; rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit); playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0); transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0); } } }
Thanks a lot mate ❤ it was such a pain to figure out
me ajudou bastante, obrigado
Thank you
This serves as a reminder of what Xbox Support once helped me fix this problem by doing. Too bad this time, your video helped me quicker than resorting to their support via Microsoft again!
You are a lifesaver
Use this command to export as CSV ⤵ sqlite3 History -header -csv "select * from urls" > shrome.csv
Use this command to export as CSV ⤵️ sqlite3 History.db -header -csv "select * from history_items" > safari_history.csv
Hi and good evening. It is working and extracting all my history links, but inside the Terminal itself. It is not generating a CSV file on the desktop. Can you help me? It is rather generating 2 other files on the desktop: History.db-shm and History.db-wal << Well both are blank
Use this command to export as CSV ⤵️ sqlite3 History.db -header -csv "select * from history_items" > safari_history.csv
This worked for me, love you bro
TY.... and fuck Gitlab for being so shady...
Hello
Thank you for your help!
Quite curious about what tool you are using?
Browser's Web Inspector
THANK YOU I NEEDED THIS FOR SO LONG
Thank you, I was going crazy trying to add labels to my Gmail on mobile 🙏
😄 Promo_SM
It worked perfecftly, many thanks for the explanation!
where şs vlc media player
echo 'eval "$(/opt/homebrew/bin/brew shellenv)"' >> ~/.bash_profile echo 'eval "$(/opt/homebrew/bin/brew shellenv)"' >> ~/.zprofile source ~/.zshrc
You need to restart the app after changing the Language
Wait until all files are uploaded or else blank page shows up. If the drag doesn't show refresh the page first.
That shoud be.. a parody ?
maybe yes no
ty i will try it
I bet even NASA scientists would be impressed by the genius in this video
📝
You cannot view the video from within the page
Nope. It's in zip format.
Thank you so much 👍
Thank you very much this was very helpful :)
Awesome!!!! Something I couldn’t figure out and kept going in circles with searching for an answer. Can’t reach Microsoft support for nothing. Great and on point steps! Thank you
🥰