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with you link and short the link above with or any shortlink website and put it as you do in your…

How To Force Visitors To Come From Google Search Engine !!!

Force “rooted” fullscreen windows to be unrooted

(Don’t just tell me to Google this, it thinks I am asking about Android)

On macOS, to my knowledge, there are currently two “types” of fullscreen applications. The “unrooted” one is used by many productivity applications (e.g. browsers) and a small amount of games (e.g. KSP). It is triggered under most circumstances by the green button in the left-top corner of the window. This type supports Mission Control, Dock, and many overlays as well. The “rooted” one is used by many games (e.g. SC2) and nearly no productivity apps (none to my knowledge). These are fullscreen’d on startup and can sometimes be windowed using ⌘+M, and do not respect Mission Control, Dock, and overlays at all.

I have a poorly ported (from Windows) app that either runs in a window which cannot be fullscreen’d, or the “rooted” fullscreen window. I want to use Mission Control to switch between apps while using this in fullscreen, because it has terrible resolution on windowed.

Is there any workaround or wrapper for this problem?

18.5:9 Android ratio force to 16:9 problem in Unity

I want to my game build in devices with 18.5:9 ratio like Samsung S8 forced to be displayed as 16:9 ratio. I already set Aspect ratio mode to Custom and set it to 1.86 in Player Settings. I also overrided Android Manifest like this:

    <?xml version="1.0" encoding="utf-8"?>     <manifest xmlns:android=""      package="com.unity3d.player" xmlns:tools="" android:installLocation="preferExternal">     <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />     <application android:theme="@style/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@string/app_name" android:isGame="true" android:banner="@drawable/app_banner">   <activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screenOrientation="sensorLandscape" android:launchMode="singleTask" android:maxAspectRatio="1.86" android:resizeableActivity="false" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false">   <intent-filter>     <action android:name="android.intent.action.MAIN" />     <category android:name="android.intent.category.LAUNCHER" />     <category android:name="android.intent.category.LEANBACK_LAUNCHER" />   </intent-filter>   <meta-data android:name="unityplayer.UnityActivity" android:value="true" />   </activity>   <meta-data android:name="" android:value="633a700a-7389-4a19-972c-ac1f177788f8" />   <meta-data android:name="unity.splash-mode" android:value="0" />   <meta-data android:name="unity.splash-enable" android:value="True" />   <meta-data android:name="android.max_aspect" android:value="1.86" />    </application>   <uses-feature android:glEsVersion="0x00020000" />   <uses-permission android:name="android.permission.INTERNET" />   <uses-feature android:name="android.hardware.touchscreen"  android:required="false" />   <uses-feature android:name="android.hardware.touchscreen.multitouch"  android:required="false" />   <uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />   </manifest> 

And as you see add attributes like android:maxAspectRatio & android:resizeableActivity to AndroidManifest manually.

But by installing the app on devices with that specific ratio, the game still running full screen and out of the bounds. I am using Unity 2018.1.4f1 (64bit).