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What you can do from the OnDrag implementation of the button is this. public void OnDrag(PointerEventData eventData) { if(scroll)// scroll is the GameObject with the ScrollRect component you will have to ckeck for the different drags here. { scroll.SendMessage("OnDrag", eventData);//This passes the drag message that started ...


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opengl-tutorial has: a tutorial http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ focused on energy bars OpenGL 3.3+ WTF licensed code that just works: https://github.com/opengl-tutorials/ogl/blob/71cad106cefef671907ba7791b28b19fa2cc034d/tutorial18_billboards_and_particles/tutorial18_billboards.cpp Screenshot: ...


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One reason to support a software version of some option (such as volume control) when a hardware option exists is simply to provide users the choice: they can disable sound, or adjust the volume of sounds, for just the game while leaving other more important device sounds unaffected. It's also possible that a game can just expose a software control to the ...



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