- Getting unix on mac mac os x#
- Getting unix on mac serial number#
- Getting unix on mac generator#
- Getting unix on mac serial#
- Getting unix on mac software#
One option might be a USB dongle, which can be obtained from several manufacturers.
Getting unix on mac software#
This approach may also cause issues with running multiple instances of the software in VM's.
Getting unix on mac serial#
Unix-like Operating systems, particularly open-source ones tend not to have hard-wired serial numbers. However, if you are trying to use this to tie a software installation to a MAC address be aware that some components have programmable MAC addresses or programmable components of the MAC address. These are administered by a central body and one can reasonably assume that no two MAC addresses will be the same.
If you just need one number per machine, than a MAC address will probably be sufficient. In practice, the UUID libraries do this sort of thing behind the scenes. On top of this, getting something from /dev/random will get you a reasonably good GUID type construct.
Getting unix on mac generator#
You will need something like a MAC address and a time to give a genuine uniqueness to the GUID generator (this is what the GUID generator on Windows does). Most unix-like machines have a random number generator accessible through /dev/random.
Getting unix on mac serial number#
It can also use (on Windows) the volume serial number of the C: drive (again smashed together without any separators), and on Solaris the output of the hostid command (IIRC, on Sun computers, this number is actually unique, and located on a small removable EEPROM on the system board). The most common host identifier it uses is the ethernet MAC address for one of your network interfaces, smashed together without any separator. Visual Studio or Mono Develop are NOT among those that might be affected.īut you will see this warning come up every time you create a new script, and much more often if you (like me) cross-develop on Mac and Windows.The best way is, as usual, to see how other people already solved the same problem.įLEXlm also uses a host identifier for its node-locked licenses. There is a (remote) possibility that a non-Standard development System (which you are NOT using) might incorrectly derive an erroneous Position in the source text whilst flagging an error.
There is no known bug that can be traced back to this issue. You can ignore it, or allow Visual Studio to fix it. If you now press 'return' only once, your new script file mixes windows line endings with Unix line endings, and up comes the warning the next time the file is saved/opened. Since you are on a Mac (a Unix-based machine), the default line endings are marked different from Windows. Windows and Unix use different 'End of Line' marks (a purely technical Detail that almost every text processing application today handles correctly). The reason they crop up are because when you create a new script, Unity uses a template to create a new script file. Those luckily aren't bugs, just warnings. How do I fix these errors? I am using Visual Studio on Mac. I have dragged the rigidbody component I have for the player to the rb variable so that rb is the rigidbody component I have for the player. Rb.AddForce(-sidewaysForce * ltaTime, 0, 0) Rb.AddForce(sidewaysForce * ltaTime, 0, 0) Rb.AddForce(0, 0, forwardForce * ltaTime) Public class PlayerMovement : MonoBehaviour My script looks exactly like his minus the comments he made in his script. 3 and have followed exactly what he is doing. I am following along with Brackeys' video series on YouTube "How To Make A Video Game In Unity". Rb=rigidbody and PlayerMovement is the script You probably need to assign the rb variable of the PlayerMovement script in the inspector. UnassignedReferenceException: The variable rb of PlayerMovement has not been assigned. Many text editors can fix this using Convert Line Endings menu commands. This might lead to incorrect line numbers in stacktraces and compiler errors.
Getting unix on mac mac os x#
Some are Mac OS X (UNIX) and some are Windows. There are inconsistent line endings in the 'Assets/PlayerMovement.cs' script.