Exporting swf file Flash CS6 - flash-cs6

I need to export classes that do not have connection with Symbols, sprites and images in the library (only action script codes). But every time I export the SWF, it exports only ActionScripts that have a connection to the library.
In Publish Settings my source path is linked with all ActionScripts

Related

Programmatically copy files into PowerApp "Web Files" gallery

I have a few css and js files produced by a React App build process - I need these files for my PowerApp app.
For now, I am copying these manually but wondering if this can be automated through PowerShell or other script?

How to include custom library files in Unity build

When I run my Unity app in the editor, it is able to read my .dlls and other custom files the .dlls need and it works fine. However, when I make a build, it only includes the .dll files in the Plugins folder of the build and not the other custom files. Is there a way to force Unity to include the other files as well? I have tried putting them both in the Plugins and Resources folder before building and in both cases it only keeps the .dlls.
The custom files are .obf, but I don't think that's relevant
It is extremely relevant. Unity does not support all type of libraries.
Here are the supported library extensions:
For Windows, you can use .dll.
For Linux, .so is supported.
For Android, you can only use .aar, rar and .so.
For iOS, .a is used but you can also use the non compiled code such as ,.m,.mm,.c and .cpp.
There is no support for .obf. If you want to add it to your project so that you can load and execute it then you are out of luck.
If you just want to make Unity include it to your final project build so that you can read it then you can. This doesn't mean you can load and execute it.
First, rename the extension from ".obf" to ".bytes". Place it in the Resources folder and read it as TextAsset with the Resources.Load function. You can the access the data with TextAsset.bytes.
TextAsset dataAsset = (TextAsset)Resources.Load("YourObfName", typeof(TextAsset));
byte[] data = dataAsset.bytes;
Not sure how helpful just reading it is but this is here to show you how to include it to the build and read it but you can't execute it unless there is a C# API to do so and I don't think that any API of such kind exist.

SAPUI5 deploy application with binary files MIMES

I'm currently building an app with some binary files (jpeg, mp3 ...).
When I upload my app on the gateway system, the binaries are uploaded in a "MIMES" folder.
How can I access those files from SAPUI5 ?
I placed all my binaries (PNG images in my case) into a separate folder /png under webapp folder in Web IDE and in controller onInit event I calculate the path like this ("hcm.myleaverequest.ESSLeaveReqExt" is my app id):
this._sPNGpath = $.sap.getModulePath("hcm.myleaverequest.ESSLeaveReqExt", "/png");
and also store this path in a local JSON model ViewSettings to make it possible use it in binding expressions. Something like this:
icon="{ViewSettings>/PNGPath}/mylogo.png"
Such an arrangement works fine for me after deploying to the SAP gateway.
Update for MP3 files:
It appears Web IDE can't import MP3 file as binary, it always formats it thinking it's a text file. However, if you change the file extension to png you can load the file into a project folder. After that you can play the file by standard tag using sap.ui.core.HTML control:
<core:HTML content='<audio controls><source src="{ViewSettings>/PNGPath}/old_telephone_ringing_copy.png" type="audio/mpeg"></audio>'>
Most probably it would work after deployment (I didn't try it though)

DllNotFoundException in while building desktop unity application using ARtoolkit

I am creating an augmented reality desktop application using Unity and ARToolkit. For test purposes I have created a single scene application to test the working of the ARToolkit, it runs perfectly in unity editor that is, the webcam and all is working correctly in unity editor. After building the application when I am opening the .exe file, it is not opening the webcam and is giving ARWrapper.dll dllnotfoundexception. HOw should I resolve it and how do I enable my laptop webcam in the .exe application file ??? Attached image is showing the problem at hand..
have a look at the documentation here:
http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_on_windows
Looks like the ARWrapper.dll needs to be in the same directory as your app.
Best
[edit]
Excerpt from the documentation I mention above:
"
In spite of the ARWrapper.dll clearly being in the referred to folder, the Unity Editor may not be able to find a required dependent DLL (i.e. a DLL on which the ARWrapper DLL depends). Confusingly, the dependent DLLs must be present in same folder as the .exe file of the host application (the Unity Editor, in this case), which is typically C:\Program Files (x86)\Unity\Editor. The required DLLs are normally (at least since ARToolKit for Unity v2.0.3) installed by the ARToolKit for Unity installer, but if you are having difficulty, you can double check. Check that the following are present in that folder:
ARvideo.dll
pthreadVC2.dll
opencvcore246.dll - opencvflann246.dll
DSVL.dll
"

export Unity3D to WebGL as one file

Is it possible to export Unity3D to WebGL as one file?
I cant find any instructions how it can be done.
Thanks for advices!
A Unity3D WebGL build has to be multiple files when it's exported. That's just how Unity structures it's WebGL builds. There's usually an index.html file, as well as 3 or more folders with data on the same level. The majority of the game in contained within two files called "html.data" and "html.js". Most of the other files are config files.
You can zip that entire directory into one file for ease of transport, but you cannot build a single file output.