Search Results

Search found 2334 results on 94 pages for 'unity'.

Page 13/94 | < Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >

  • unity, seeing all instances of same open application windows on all virtual desktop

    - by Nasser M. Abbasi
    I noticed this strange issue with unity. I am using 12.04. The desktop has 4 virtual desktops, which I can switch between using the 'workspace switcher' which is very nice. But I noticed the following: When I have 2 instances of the same app (say 2 different firefox windows, or 2 different terminal windows), in 2 different virtual desktops, then I click on the icon for that application located on the launcher panel (the left long strip with icons on it), then I see the application comes into focus. Then when I click again right away (on the same icon on the launcher), then now all instances of this application that are open come into ONE view (may be on was on desktop 1, and the other was on desktop 3 for example) and then I can now click on the one instance window that I want to select to use. This is all very nice actually. But this does NOT work for all applications! I just tried it, and it worked for firefox, and for gedit and for the gnome terminal. I have one firefox window open in virtual desktop 1, and another window open in virtual desktop 2. I clicked once on the firefox icon, then again, and both windows came into the main desktop and I was able to select which one to use. When I tried the same thing on dolphin file manager, which I also had 2 windows (instances) of it open in 2 different virtual desktops, this behavior did not happen. I clicked again, and nothing happened. Only one remained in focus. So I had to fo look for the second dolphin window the hard way. It looks like some apps are supported by this feature and some are not. How does one make it so that all applications are supported like this? This is a very handy feature. Is it a configuration item somewhere? thanks

    Read the article

  • Compiz Fusion And Unity Tool

    - by David Michael Rice
    I tried to install compiz fusion on ubuntu studio 13 and all I got was this Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: compiz-fusion-plugins-extra:i386 : Depends: compiz-core:i386 but it is not going to be installed Depends: compiz-fusion-plugins-main:i386 but it is not going to be installed Recommends: compizconfig-settings-manager:i386 but it is not going to be installed compiz-gnome : Depends: libcompizconfig0 but it is not going to be installed compizconfig-settings-manager : Depends: python-compizconfig (>= 1:0.9.9~daily13.04.18.1~13.04-0ubuntu1) but it is not going to be installed libcompizconfig-backend-gconf:i386 : Depends: libcompizconfig0:i386 but it is not going to be installed E: Unable to correct problems, you have held broken packages. david@Nebuchadnezzar:~$ Also I installed Unity tweak tool through the software center, and now I cannot find it at all, not even in search apps. I feel like every time I try to install something I have to jump through flaming hoops...

    Read the article

  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

    Read the article

  • Cannot restart Ubuntu after replacing Unity with Gnome and purging lightdm

    - by OtagoHarbour
    I am running Ubuntu 11.10. I used the directions here to replace Unity with Gnome. It seemed to work fine until the end of step 2 when I rebooted the computer. When I chose the default option, I just got a black screen. When I choose the restore option and then "Restore normal boot" I get Starting load fallback graphics devices [fail] Starting GNOME Display Manager [ok] Starting Userspace bootsplash [ok] Stopping GNOME Display Manager [ok] Stopping Userspace bootsplash [ok] Starting web server apach22 [fail] (among a lot of OKs) It finally gets to Stopping System V runlevel compatibility [ok] where it hangs. I left it overnight and just had a blank screen when I checked it in the morning. I can "Drop to root shell prompt" and "Drop to root shell prompt with networking". I did see here that one should be able to fix the problem by choosing remount and then doing apt-get install lightdm I tried this as root shell with and without networking and got the message Err http://us.archive.ubuntu.com/ubuntu/ oneric-updates/main lightdm i386 1.0.6-0ubuntu1.7 Could not resolve 'us.archive.ubuntu.com/ubuntu' What is the best way to resolve this problem? Thanks, Peter.

    Read the article

  • Unity - Invert Movement Direction

    - by m41n
    I am currently developing a 2,5D Sidescroller in Unity (just starting to get to know it). Right now I added a turn-script to have my character face the appropriate direction of movement, though something with the movement itself is behaving oddly now. When I press the right arrow key, the character moves and faces towards the right. If I press the left arrow key, the character faces towards the left, but "moon-walks" to the right. I allready had enough trouble getting the turning to work, so what I am trying is to find a simple solution, if possible without too much reworking of the rest of my project. I was thinking of just inverting the movement direction for a specific input-key/facing-direction. So if anyone knows how to do something like that, I'd be thankful for the help. If it helps, the following is the current part of my "AnimationChooser" script to handle the turning: Quaternion targetf = Quaternion.Euler(0, 270, 0); // Vector3 Direction when facing frontway Quaternion targetb = Quaternion.Euler(0, 90, 0); // Vector3 Direction when facing opposite way if (Input.GetAxisRaw ("Vertical") < 0.0f) // if input is lower than 0 turn to targetf { transform.rotation = Quaternion.Lerp(transform.rotation, targetf, Time.deltaTime * smooth); } if (Input.GetAxisRaw ("Vertical") > 0.0f) // if input is higher than 0 turn to targetb { transform.rotation = Quaternion.Lerp(transform.rotation, targetb, Time.deltaTime * smooth); } The Values (270 and 90) and Axis are because I had to turn my model itself in the very first place to face towards any of the movement directions.

    Read the article

  • nomachine NX: Text missing on all gtk interface (Unity and Gnome Classic)

    - by hansioux
    [Edit] I later realized my issue only occurs when I am using NX to remote access my machine. Therefore I edited the title and description. I have also found the temp solution, which is to "disable render extension" in the custom display settings. But doing so makes the NX experience very slow laggy, and not that nice to look at. [/EDIT] I did a fresh install on a new computer, and was trying to setup my fonts. When I log in remotely via NX, my the text are missing on all gtk based interfaces. That means most menues (except for unity), right click menues, applications themselves, terminal, and so on. About the only thing unaffected is firefox. all the texts are showing just fine for firefox. So that probably already says something about text permissions. I went to check if my fonts have the correct permissions and they do. I removed my custom settings from /etc/fonts/config.d, and still the texts are missing. There is a work around by using "disable render extension" in the custom display settings. How do I fix this issue permanently?

    Read the article

  • Getting Unity 3D working on legacy Nvidia card

    - by user69545
    I installed the latest nVIDIA drivers for my FX5500 card. I understand that the X server version does not officially support this driver or card but was wondering what I can do to get compiz running. I have researched for hours on this issue but cannot come up with an answer for myself. I might be doing all this for nothing but I wanted to at least try. Here is the output of my test: mike@mike-linux-box:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.35 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no So I was wondering what is the "Not Blacklisted" test? Is this the Nouveau Blacklisting? nVIDIA driver did that automatically. Does this need to be removed? Any help would be appreciated. I just want to run compiz effects. Thanks.

    Read the article

  • 14.04 LTS Unity no longer boots after last 94 MB update

    - by Harryg123
    I am running 14.04 LTS, Unity, on an HP Pavillion 15, 4GBRAM, 750 GB hdd, I-5 machine, with AMD 8600M graphics card built in. I have disabled the dash and all Ubuntu spyware. I have been faithfully loading all updates as they appear. This morning it asked for a 94 MB update (bringing kernel to .27, I think. Now, I can boot, get to login screen, but it freezes after that. Keyboard doesn't work at that point, but mouse does. I booted into recovery mode, tried to run in generic graphics mode, -- system again froze. I also pressed [esc] during boot, but saw nothing strange; then text disappeared and was replaced by login screen. I am not a hobbyist; this is a production machine and I have a lot of work to do today. Having a standard software update render my machine completely useless... sigh. Perhaps the simplest thing to do would be to revert to the previous configuration. How do I do that? I can boot into recovery mode. But I have no idea how to proceed. TIA for all help. -Harry

    Read the article

  • Unity Dashboard won't find local files, rearrange icons on two computers

    - by Stanton.Sculpture
    Suddenly I can't move icons around my unity launcher and the Dash won't search for my local files and folders. Was working when I first installed 13.10, but now it won't search for local files, and it won't let me rearrange the icons in any way. I've tried turning on and off all the scopes (lenses?) in multiple combinations, but it won't find any files unless I use nautilus to find them its mostly unresponsive. I can't see my recently used files, or files and folders scope at all. Dragging and dropping the icons on the side dock doesn't work, they only stick to my mouse until I put them back where they were. I cannot unlock any icons from the launcher, it just doesn't do anything when I click it. I tried rebooting both of my computers and its still won't function normally. I used ubuntu-bug -w to report a bug, no one has gotten back to me. Is there some option that I changed to cause this? This is a problem on both my laptop and Desktop. Please Help, Alex

    Read the article

  • Unity falling body pendulum behaviour

    - by user3447980
    I wonder if someone could provide some guidance. Im attempting to create a pendulum like behaviour in 2D space in Unity without using a hinge joint. Essentially I want to affect a falling body to act as though it were restrained at the radius of a point, and to be subject to gravity and friction etc. Ive tried many modifications of this code, and have come up with some cool 'strange-attractor' like behaviour but i cannot for the life of me create a realistic pendulum like action. This is what I have so far: startingposition = transform.position; //Get start position newposition = startingposition + velocity; //add old velocity newposition.y -= gravity * Time.deltaTime; //add gravity newposition = pivot + Vector2.ClampMagnitude(newposition-pivot,radius); //clamp body at radius??? velocity = newposition-startingposition; //Get new velocity transform.Translate (velocity * Time.deltaTime, Space.World); //apply to transform So im working out the new position based on the old velocity + gravity, then constraining it to a distance from a point, which is the element in the code i cannot get correct. Is this a logical way to go about it?

    Read the article

  • The battery indicator in Unity panel not showing up

    - by user61415
    I installed Ubuntu 12.04 with Wubi. Well after being completely dazzled with the amount of free content in the Software Centre, I decided to go deeper and start messing with settings. Well after changing the screen brightness the highest level I noticed that there wasn't an indicator for how much battery was left in my laptop. I looked up online on got 2 suggestions on how to fix: Right click on the Unity panel and add an indicator Set it to show in the power settings menu. Well I did both when I right click at the top menu nothing comes up and setting it to show does nothing either. Then I tried installing something in the Software Centre. I got something but when I activated it it said I had 0% power left even though I was charging and at %100 according the Light in the front of my laptop. So now I'm thinking that it doesn't even recognise my computer as a laptop which is weird because in the display settings it says my screen size is set to laptop. How can I install it? I don't know what version it is other then Ubuntu 12.04 and no matter what the icon does not appear with the

    Read the article

  • Model a chain with different elements in Unity 3D

    - by Alex
    I have to model, in unity 3D, a chain that is composed of various elements. some flexible, some rigid. The idea is to realize a human-chain where each person is linked to the other by their hands. I've not tried to implement it yet as i've no idea on what could be a good way to do it. In the game i've to manage a lot of chains of people... maybe also 100 chains composed of 11-15 people. The chain will be pretty simple and there won't be much interaction... Probabily some animation of the people one at time for each chain and some physic reaction (for example pushing a people in a chain should slightle flex the chain) the very problem of this work is that in the chain each object is composed by flexible parts (arms) and rigid parts (the body) and that the connection should remain firm... just like when people handshake... hands are firm and are the wrists to move. i can use C4D to model the meshes. i know this number may cause performance problems, but it's also true i will use low-poly versions of human. (for the real it won't be human, but very simple toonish characters that have harms and legs). So actually i'm trying to find a way to manage this in a way it can work, the performance will be a later problem that i can solve. If there is not a fast 'best-practiced' solution and you have any link/guide/doc that could help me in finding a way to realize this is, it would be very appreciated anyway if you post it. thanks

    Read the article

  • How do Unity 12.04/Compiz bindings really work?

    - by Daniel
    There is a bewildering array of places to set bindings, all inconsistent with one another. E.g. in Unity's System Settings having the Ctrl-key highlight the mouse position is an on/off choice. I like the feature, but not on such a prominent key where I keep activating it accidentally. The keyboard shortcuts allow only one binding per command, where I might like a convenient one on the external keyboard and an emergency alternative for when I'm on the road. Keyboard custom shortcuts has a nice interface, but allows only key bindings — besides it doesn't seem to work for me. So I activated CCSM Commands. There I have the choice of key-, mouse- and/or edge bindings. Whereas some places in CCSM offers only one or two of these binding possibilities, randomly at the whim of the programmer. I have not found a way to differentiate a mouse-drag from a click. E.g. I want <SuperMouse1-drag anywhere on a window to move it, while if I don't drag, it should be raise-lower. On the title bar I want the same without needing the <Super key. Now I find raise-lower only in System Settings where I can't assign a mouse binding. If therefore in CCSM I fallback to only lower and put move on the same binding, the window already gets lowered on mouse down, and I can then invisibly move it. Very useful! I have <Altasciicircum get in the way of an Emacs binding, with some to me useless popup overlay. I can find it nowhere, so I can't turn it off. So how can I go without these frontends until they have matured, and instruct Compiz directly, for example in the way Emacs or Sawfish have keymaps, and separate ones for each context, with inheritance?

    Read the article

  • Unity in 12.10 comes up behind other windows

    - by ams
    I've just upgraded from 12.04 to 12.10. For the most part, everything works fine, but I have a few small problems with Unity, or maybe Compiz. When I hit the Super key, or click on the dash launcher, the dash sometimes comes up behind the other windows on the screen. As you can imagine, this makes it somewhat tricky to use. Once it has started coming up behind, no amount of trying again will convince it to come back to the front. Possibly related, the Alt-Tab switcher doesn't show either. It maybe that there isn't one, or maybe that's behind also? Alt-Tab does switch the windows, but there's no visual indicator. When I hit Super-W, the windows do all do the zoom thing, but it's slow and juddery where it used to be smooth in 12.04. I'm using the standard "radeon" driver, same as before, with a triple-head monitor setup (and that works fine). I've not tried the proprietary drivers as I've previously found the multi-monitor support much weaker than the default driver, but maybe that's the way to go now? Video play fine. Even WebGL seems ok. Do other see this problem? Is it a bug? Or have I just got some left-over config from 12.04 in the way?

    Read the article

  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

    Read the article

  • Unity desktop "smears" (doesn't refresh) and shows no wallpaper

    - by Cedric Reichenbach
    Since a couple of days now, my unity desktop background smears everything, just like what old Windows versions were famous for: Of course, I tried rebooting a couple of times. Also, I switched graphics driver and I tried to change wallpaper and theme, but none of them solved the problem. What could be causing that problem, and where can I search on for its source? Infomation update I'm using Ubuntu 13.04 (not updated to 13.10 yet). The following command were all run from cinnamon (on the same Ubuntu installation). sudo lsb_release -a: No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 13.04 Release: 13.04 Codename: raring sudo uname -a: Linux cedric-MacBookPro 3.8.0-32-generic #47-Ubuntu SMP Tue Oct 1 22:35:23 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux sudo dpkg -l | grep xserver-xorg-video: ii xserver-xorg-video-all 1:7.7+1ubuntu4 amd64 X.Org X server -- output driver metapackage ii xserver-xorg-video-ati 1:7.1.0-0ubuntu2 amd64 X.Org X server -- AMD/ATI display driver wrapper ii xserver-xorg-video-cirrus 1:1.5.2-0ubuntu1 amd64 X.Org X server -- Cirrus display driver ii xserver-xorg-video-fbdev 1:0.4.3-0ubuntu1 amd64 X.Org X server -- fbdev display driver ii xserver-xorg-video-intel 2:2.21.6-0ubuntu4.3 amd64 X.Org X server -- Intel i8xx, i9xx display driver ii xserver-xorg-video-mach64 6.9.3-0ubuntu1 amd64 X.Org X server -- ATI Mach64 display driver ii xserver-xorg-video-mga 1:1.6.2-0ubuntu1 amd64 X.Org X server -- MGA display driver ii xserver-xorg-video-modesetting 0.7.0-0ubuntu2 amd64 X.Org X server -- Generic modesetting driver ii xserver-xorg-video-neomagic 1:1.2.7-0ubuntu1 amd64 X.Org X server -- Neomagic display driver ii xserver-xorg-video-nouveau 1:1.0.7-0ubuntu1 amd64 X.Org X server -- Nouveau display driver ii xserver-xorg-video-openchrome 1:0.3.1-0ubuntu1.13.04.1 amd64 X.Org X server -- VIA display driver ii xserver-xorg-video-qxl 0.1.0-0ubuntu3 amd64 X.Org X server -- QXL display driver ii xserver-xorg-video-r128 6.9.1-0ubuntu1 amd64 X.Org X server -- ATI r128 display driver ii xserver-xorg-video-radeon 1:7.1.0-0ubuntu2 amd64 X.Org X server -- AMD/ATI Radeon display driver ii xserver-xorg-video-s3 1:0.6.5-0ubuntu3 amd64 X.Org X server -- legacy S3 display driver ii xserver-xorg-video-savage 1:2.3.6-0ubuntu1 amd64 X.Org X server -- Savage display driver ii xserver-xorg-video-siliconmotion 1:1.7.7-0ubuntu1 amd64 X.Org X server -- SiliconMotion display driver ii xserver-xorg-video-sis 1:0.10.7-0ubuntu1 amd64 X.Org X server -- SiS display driver ii xserver-xorg-video-sisusb 1:0.9.6-0ubuntu1 amd64 X.Org X server -- SiS USB display driver ii xserver-xorg-video-tdfx 1:1.4.5-0ubuntu1 amd64 X.Org X server -- tdfx display driver ii xserver-xorg-video-trident 1:1.3.6-0ubuntu2 amd64 X.Org X server -- Trident display driver ii xserver-xorg-video-vesa 1:2.3.2-0ubuntu1 amd64 X.Org X server -- VESA display driver ii xserver-xorg-video-vmware 1:12.0.2+git.e5ac80d8-0ubuntu1 amd64 X.Org X server -- VMware display driver sudo lspci | grep VGA: 01:00.0 VGA compatible controller: NVIDIA Corporation GT216M [GeForce GT 330M] (rev a2)

    Read the article

  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

    Read the article

  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

    Read the article

  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

    Read the article

  • Why does a bash-zenity script has that title on Unity Panel and that icon on Unity Launcher?

    - by Sadi
    I have this small bash script which helps use Infinality font rendering options via a more user-friendly Zenity window. But whenever I launch it I have this "Color Picker" title on Unity Panel together with the icon assigned for "Color Picker" utility. I wonder why and how this is happening and how I can change it? #!/bin/bash # A simple script to provide a basic, zenity-based GUI to change Infinality Style. # v.1.2 # infinality_current=`cat /etc/profile.d/infinality-settings.sh | grep "USE_STYLE=" | awk -F'"' '{print $2}'` sudo_password="$( gksudo --print-pass --message 'Provide permission to make system changes: Enter your password to start or press Cancel to quit.' -- : 2>/dev/null )" # Check for null entry or cancellation. if [[ ${?} != 0 || -z ${sudo_password} ]] then # Add a zenity message here if you want. exit 4 fi # Check that the password is valid. if ! sudo -kSp '' [ 1 ] <<<"${sudo_password}" 2>/dev/null then # Add a zenity message here if you want. exit 4 fi # menu(){ im="zenity --width=500 --height=490 --list --radiolist --title=\"Change Infinality Style\" --text=\"Current <i>Infinality Style</i> is\: <b>$infinality_current</b>\n? To <i>change</i> it, select any other option below and press <b>OK</b>\n? To <i>quit without changing</i>, press <b>Cancel</b>\" " im=$im" --column=\" \" --column \"Options\" --column \"Description\" " im=$im"FALSE \"DEFAULT\" \"Use default settings - a compromise that should please most people\" " im=$im"FALSE \"OSX\" \"Simulate OSX rendering\" " im=$im"FALSE \"IPAD\" \"Simulate iPad rendering\" " im=$im"FALSE \"UBUNTU\" \"Simulate Ubuntu rendering\" " im=$im"FALSE \"LINUX\" \"Generic Linux style - no snapping or certain other tweaks\" " im=$im"FALSE \"WINDOWS\" \"Simulate Windows rendering\" " im=$im"FALSE \"WIN7\" \"Simulate Windows 7 rendering with normal glyphs\" " im=$im"FALSE \"WINLIGHT\" \"Simulate Windows 7 rendering with lighter glyphs\" " im=$im"FALSE \"VANILLA\" \"Just subpixel hinting\" " im=$im"FALSE \"CLASSIC\" \"Infinality rendering circa 2010 - No snapping.\" " im=$im"FALSE \"NUDGE\" \"Infinality - Classic with lightly stem snapping and tweaks\" " im=$im"FALSE \"PUSH\" \"Infinality - Classic with medium stem snapping and tweaks\" " im=$im"FALSE \"SHOVE\" \"Infinality - Full stem snapping and tweaks without sharpening\" " im=$im"FALSE \"SHARPENED\" \"Infinality - Full stem snapping, tweaks, and Windows-style sharpening\" " im=$im"FALSE \"INFINALITY\" \"Infinality - Standard\" " im=$im"FALSE \"DISABLED\" \"Act without extra infinality enhancements - just subpixel hinting\" " } # option(){ choice=`echo $im | sh -` # if echo $choice | grep "DEFAULT" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"DEFAULT\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "OSX" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"OSX\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "IPAD" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"IPAD\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "UBUNTU" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"UBUNTU\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "LINUX" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"LINUX\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WINDOWS" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WIN7" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS7\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "WINLIGHT" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"WINDOWS7LIGHT\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "VANILLA" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"VANILLA\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "CLASSIC" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"CLASSIC\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "NUDGE" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"NUDGE\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "PUSH" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"PUSH\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "SHOVE" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"SHOVE\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "SHARPENED" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"SHARPENED\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "INFINALITY" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"INFINALITY\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # if echo $choice | grep "DISABLED" > /dev/null; then sudo -Sp '' sed -i "s/USE_STYLE=\"${infinality_current}\"/USE_STYLE=\"DISABLED\"/g" '/etc/profile.d/infinality-settings.sh' <<<"${sudo_password}" fi # } # menu option # if test ${#choice} -gt 0; then echo "Operation completed" fi # exit 0

    Read the article

  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

    Read the article

  • How to change the binding of Meta key which runs the Unity's Dash?

    - by LFC_fan
    Currently, I am using the Unity Qt panel in my Gnome desktop of Ubuntu 10.10, and when I press the Meta a.k.a. Windows key, the Unity's dash launches, and I can't use any compiz based shortcuts. Same behaviour is exhibited when I log in to Unity 2D as well, as the Meta key launches the dash. I have no desire to change my Compiz shortcuts, so is there any way to change the keyboard mapping of Unity 2D's dash to something other or disable this shortcut completely?

    Read the article

  • How to change the binding of Windows key which runs Unity's Dash?

    - by LFC_fan
    Currently, I am using the Unity Qt panel in my Gnome desktop, and when I press the Windows key, the Unity's dash launches, and I can't use any compiz based shortcuts. Same behaviour is exhibited when I log in to Unity 2D as well, as the Windows key launches the dash. I have no desire to change my Compiz shortcuts, so is there any way to change the keyboard mapping of Unity 2D's dash to something other or disable this shortcut completely?

    Read the article

  • How to use Unity 3d and Gnome Shell without any drivers?

    - by user49523
    Currently I don't have any driver available for the laptop that I use , and because of this I only can use Unity 2d and Gnome Panel. I have Ubuntu 11.10 and Ubuntu 12.04 installed and no drivers for both. I would like to use Unity 3d and Gnome Shell..instead of Unity and Gnome Panel or at least have that option even if computer became a little slower. Is there a way of enabling Unity 3d and gnome without any driver had been installed?

    Read the article

< Previous Page | 9 10 11 12 13 14 15 16 17 18 19 20  | Next Page >