Search Results

Search found 15415 results on 617 pages for 'unity framework'.

Page 100/617 | < Previous Page | 96 97 98 99 100 101 102 103 104 105 106 107  | Next Page >

  • Event Framework for OO Architecture in JS

    A reusable event framework for all you javascript needs....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Weird rotation problem

    - by Phil
    I'm creating a simple tank game. No matter what I do, the turret keeps facing the target with it's side. I just can't figure out how to turn it 90 degrees in Y once so it faces it correctly. I've checked the pivot in Maya and it doesn't matter how I change it. This is the code I use to calculate how to face the target: void LookAt() { var forwardA = transform.forward; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 20) { //Rotate to transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 20) { transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } } I'm using Unity3d and would appreciate any help I can get! Thanks!

    Read the article

  • ASP.NET 4.0 and the Entity Framework 4 - Part 5 - Using the GridView and the EntityDataSource

    In this article, Vince demonstrates the usage of the GridView control to view, add, update, and delete records using the Entity Framework 4. After providing a short introduction, he provides the steps required to create a web site, entity data model, web form and template fields with the help of relevant source code and screenshots.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Upgrade from 10.10 to 11:04 to 11.10. X starts, Unity desktop not there

    - by Stefan Lasiewski
    I upgraded my Ubuntu Desktop 10.10 system to 11.04 and then 11.10. Now, when I start Ubuntu, the Unity desktop doesn't start correctly. Here's what I do: Start computer I log in via the GUI login screen The X Window System starts. I can see an arrow icon for the mouse, and can move it around the screen. Nothing else starts. There are no desktop icons, no launcher, no taskbar, etc. Right clicking on desktop does nothing. I've tried some common keyboard shortcuts ("Alt-tab" "Ctrl-Alt-T" "Ctrl-Alt-Backspace") but nothing happens. If I go to another Virtual Console, and run the command unity, the Unity desktop will start on my primary X desktop. However I'm seeing many problems like windows which are only half-drawn, some applications run without the familiar "Minimize, Maximize, Close" What's happening here? It seems that the X Window System started, but Unity did not start? How can I debug this?

    Read the article

  • Why is the top menu-bar not accessable when previewing open windows of an application?

    - by coversnail
    If I have more than one window of the same application running then clicking its icon in the launcher displays a preview of that application's open windows, When this preview is activated I can't click on any of the icons in the Ubuntu menu-bar/panel/top bar (although hovering over them does highlight the icons). It seems odd that you can highlight the icons but pressing them has no effect. Is this behaviour normal, a bug, or a slight design flaw? I only noticed because I wanted to shut down when previewing the open windows and couldn't click on the panel power icon.

    Read the article

  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

    Read the article

  • Screen has 1px vertical dead area on the right side

    - by pileofrocks
    Meaning that I can not click anything on that 1px vertical area (such as scrollbars). Illustration (purple = screen, black = the dead area): I am thinking Compiz has to be the main suspect, especially as on a guest account, this problem does not exist. I have a dual-monitor setup and this does not happen on the 2nd screen. However, turning off the 2nd display does not make any difference. I had this issue already before upgrading to 13.10 and while doing that, I also resetted all Compiz settings and re-loaded my profile configuration file. I have tried disabling all Compiz plugins under "Window Management" What next?

    Read the article

  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

    Read the article

  • Half-maximized windows misplaced after switching display

    - by Arild
    I have a laptop which I often plug into a larger screen with another display resolution. Thus I'm frequently changing the screen for the system to use. Also I've recently discovered the advantages of half-maximizing windows when working alternatingly in two or more applications. When changing screens, however the windows basically retain their absolute sizes and positions. So in my case the windows typically have their bottoms outside display, don't fill up half the display, etc. I have to half-maximize the windows again every time I switch screens. I'm thinking this should be subject of a bug report but I find it difficult to know where to file them. Any ideas on what package is responsible?

    Read the article

  • Blank Screen after inactive time

    - by Hari K T
    I am using Ubuntu 11.04 , on a DELL Vostro 1510. If I am inactive for a certain time, the screen usually gets locked and the login prompt will be there. Yes sometimes I am able to see the login screen and logging in as normal. But sometimes after its locked and when the mouse or keyboard is moved also nothing happens. This is happening for the second time. And its not happening always . I can switch from one terminal to other from the locked screen with Alt + + Ctrl F1 etc . But when I switch to the graphical one with Alt + Ctrl + F7 ( from the locked time ) I can see only a blank screen. I tried once login in ( Alt + Ctrl + F1 ) and trying to startx, but it said something was locked and want to delete the lock and try. So I removed don't remember what exactly it was . But it too was not a success , I was forced to press the powerbutton. Is this a bug ? I saw some but all are happening for switching users. Never experienced after logging out, but this happens only when its locked automatically actually. Update : I strongly feel this is a Bug. As I upgraded to 11.10 , I didn't noticed the same issues. But at some point if any one has an answer, you can post it. I can approve.

    Read the article

  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

    Read the article

  • Icons missing from launcher, system settings, folders

    - by Giannis Rizos
    Various icons from launcher are missing. The first one is from Home folder menu the second from Terminal the last one from Desktop Switcher. This happened after I upgraded to 11.10 from 11.04. I have created a New (Untitled Folder) folder in my desktop and the icon is missing too. The same occurs in System Settings menu too. Some icons like Appearance, Keyboard Layout are missing too. Sorry but I can't post a screenshot due to my reputation. Any suggestions?

    Read the article

  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

    Read the article

  • File / Application association using a custom command is gone?

    - by Christian Vielma
    In previous Ubuntus when you want to select/change an application to open a specific file (right-click/open with other application or properties) you were able to write a custom command to open the file. This was very useful, but now in 11.10 I can't find this option, it only shows me a list of applications and a button to look for applications in Internet. Is there a way to restore the command line to write custom commands to open files?

    Read the article

  • Placing newly opened windows while having a window maximized?

    - by Wauzl
    I'm often working in a maximized window from which I'm opening new windows, that do not appear maximized. They are placed at the very top at the desktop in the way that I can not see the upper window decoration. The upper dock of the maximized window is in front of it. This is very unhandy, because I can not easily close or move the newly opened window. Is there a way to fix this behaviour? I played around with the Place Windows plugin in compiz but it didn't work at all. Greetings, Wauzl

    Read the article

  • Switch keyborad layout hotkeys don't work on lockscreen

    - by svz
    I've recently upgraded to Ubuntu 13.10 which has a known bug that makes it impossible to change keyboard layout via Alt+Shift. I installed this patch which made it possible to switch layouts again. The problem I'm facing now is that it is still impossible to switch keyboard layout when I lock (Ctrl+Alt+L) system and press Alt+Shift. This way if I lock system with wrong layout enabled, I can't switch it to enter the password and unlock PC. I can still change layout by clicking on the layout indicator. I'll be thankful for suggestions on solving this.

    Read the article

  • Ubuntu 14.04 Notification incorrectly displayed

    - by xenolyse
    I have a problem with my notifications on Ubuntu 14.04 x64. The notifications are just plain text with a colored background, and are also strangely placed in the top left corner. I have no idea on how it changed. After one reboot it was just there.. Here is a picture of the problem in question.: As you can see the notification appear over the unified menu. How can I restore the original state of the notification bubble? Here are the settings in ~/.notify-osd slot-allocation = fixed bubble-expire-timeout = 10sec bubble-vertical-gap = 5px bubble-horizontal-gap = 5px bubble-corner-radius = 37,5% bubble-icon-size = 30px bubble-gauge-size = 6px bubble-width = 240px bubble-background-color = 131313 bubble-background-opacity = 90% text-margin-size = 10px text-title-size = 100% text-title-weight = bold text-title-color = ffffff text-title-opacity = 100% text-body-size = 90% text-body-weight = normal text-body-color = eaeaea text-body-opacity = 100% text-shadow-opacity = 100% If I check the org.freedesktop.Notifications.service(/usr/share/dbus-1/servies) it appears to use the correct one. [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd

    Read the article

  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

    Read the article

  • Problem with dash - there are no programs on the list

    - by sky
    As I said. There are no programs on the dash list (seacher on appmenu). Yesterday I logged into my account and I tried to find some program but there wasn't any! Additionaly, I tried to view installed programs and manually find program which I looked for, but nothing was displayed :( And today, when I want to turn on Ubuntu Software Center, it just don't turn on .< I'm using Ubuntu 11.10 (64bit). I installed "fresh" O.S. few days ago. Ubuntu is updated and has many Gigabytes of disk memory available. Please help me and my unfortunate O.S. Thank you for all answers.

    Read the article

  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

    Read the article

  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

    Read the article

  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

    Read the article

  • Workflow Activity Extensions, Activity Packs and Unit Testing Framework

    - by JoshReuben
    http://wf.codeplex.com/ contains a plethora of infrastructure code and new activities for extending Workflow Foundation 4. These are also available as Nuget packages. These include: Activity Extensions Security Activity Pack ADO.NET Activity Pack Azure Activity Pack Activity Unit Testing Framework   view my PowerPoint presentation on these and more here: http://www.slideshare.net/joshuareuben9/workflow-foundation-activity-packs-extensions-and-unit-testing

    Read the article

< Previous Page | 96 97 98 99 100 101 102 103 104 105 106 107  | Next Page >