com.rest.elevenlabs
ClassTypeReference-for-Unity
com.rest.elevenlabs | ClassTypeReference-for-Unity | |
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1 | 1 | |
61 | 289 | |
- | - | |
7.2 | 3.2 | |
3 months ago | almost 2 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
com.rest.elevenlabs
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How to get ElevenLabs API into C#?
Maybe this would be helpful https://github.com/RageAgainstThePixel/com.rest.elevenlabs
ClassTypeReference-for-Unity
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Cards game, unique effects, and scriptable objects!
At the moment, the only thing that comes to my mind is to create your effects as standard C# classes, add a Type field to your card SO using this wrapper class, and use Activator.CreateInstance (or some more performant alternative if necessary) to create an instance of that type at runtime. Obviously, I'd recommend sticking with your "base class" contractual thinking, maybe in the form of an interface. Here's a simplified version:
What are some alternatives?
com.tsk.ide.vscode - Enhance your Unity development workflow with seamless code editor integration for VSCode.
UpmGitExtension - This package extends the UI of Unity Package Manager (UPM) for the packages installed from git repository.
unity-addressable-importer - A rule based addressable asset importer
com.mitay-walle.physics2d-debugger - Instantly renders Unity's 2D physics colliders and joints as a wireframe for rapid prototyping
Serially - Adds a unity-supported, SerializableType class and an inspector for editing SerializeReference fields.
PinInject - Simple and Intuitive Dependency Injection tool for Unity
Eflatun.SceneReference - Unity Scene References for Runtime and Editor. Strongly typed, robust, and reliable. Provides GUID, Path, Build Index, Name, and Address.