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  • 12.04 - Disable the HUD trigger key [ALT] in Emacs & Terminal

    - by EoghanM
    An answer on How to disable HUD in Unity 2D? points to https://bugs.launchpad.net/unity-2d/+bug/947613 where the ALT key will be made reconfigurable. Apart from emacs usage, I'm reasonably happy with using the ALT key to bring up the HUD. While using emacs though, the ALT key is tapped frequently to invoke commands. Should emacs be special cased with respect to the ALT key? I'm wondering what the situation is with games; surely lots of games repurpose the ALT key for their own use, e.g. to fire a weapon? If so, could the same be applied to Emacs, i.e. prevent the ALT key in emacs from triggering the HUD. Edit: just realized how extensively I use the ALT key in the terminal: a quick tap of ALT+B to move back a word loses focus of the terminal and brings up the HUD. Aghch

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  • Non persistent keyboard shortcuts in Unity

    - by nblumoe
    I did change the keyboard shortcuts for window navigation in Unity to use hjkl (vim movement). I did reassign the shortcuts via GUI in System Settings Keyboard Shortcuts. Here are two examples of the assigned shortcuts: Move window one workspace to the left = Shift+Ctrl+Alt+H Switch to workspace left = Ctrl+Alt+H Occasionally, when restarting the maching, these shortcuts are being reset to theit default values: Move window one workspace to the left = Shift+Ctrl+Alt+Left Switch to workspace left = Ctrl+Alt+Left How can I make these changes permanent? Can someone help me, narrowing down the problem?

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  • Removing CrossOver Games from Unity Start panel

    - by Cássio Amary
    I'm new to Ubuntu and recently installed CrossOver Games Trial on Ubuntu 12.04, didn't like it, tried to uninstall it but simply refused to go away , so I just went on and deleted the folders in the File System. Problem is that now there are 4 icons left on the Unity Start Panel under "installed applications", and I don´t know how to remove it. Actually, could anyone tell me how to delete any shortcut that is created on the Start Panel? Is there a way to do it? Thank you very much!

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  • Clone Unity Dock for All Users?

    - by jduc
    I've spent 3 days trying to figure out how to clone the Unity dock from my firstuser profile in Ubuntu 12.04 to all of the other profiles I'm hoping to create. I've read where the /etc/skel folder contents get populated to all new profiles but this doesn't seem to include the dock or the desktop folders and icons. I've also copied the entire contents of my /home/firstuser folder to my /home/seconduser folder (including .* files) but the dock is still showing the stock icons and not the icons I've designated in my firstuser profile dock. Does anyone have any suggestions?

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • Gnome 2 style user account settings (how to edit user accounts in Unity)

    - by user104140
    Back in Gnome 2 there was a very useful user account editing gui tool whereby I could easily add or edit a user to a group. For example, I could give a standard user access to something that they hadn't installed or don't have default access too, such as Me-TV. How do I do this in Gnome 3 / Unity? I am not allowed to create the tag "edit user accounts" or similar and there isn't anything similar existing, strangely. I'm guessing there is a totally different way to edit user accounts or no one bothers - perhaps no one shares PCs anymore.

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  • Sudden crash with gnome and unity

    - by cent89
    I've a Toshiba Satellite Pro U400 with Ubuntu 11.10. Very often when I'm working on the pc reboots itself, or close all programs and return to the login screen. This is very annoying, often I lose my job I'm doing, sometimes I make bad figures while projecting slides or movies in public. What happens is that with Unity 3 with Gnome, so I do not depend on these. I also checked the log files but with little success because I can not interpret them the best. Can you help me solve this serious problem? thanks. Roberto

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  • Oh Unity Launcher scrambled with color dots after log on or restart

    - by Cominatyalive
    The left hand side Unity launch bar is color scrambled after reboot, or log on. When touching it with the mouse arrow, it comes back to normal. I installed gnome shell color before this started happening. I will uninstall gnome shell color & see if this problem goes away. Any one ever see this happen. I run a Nvidia 550ti ge-force graphic card. I have the latest 295.33 driver from Nvidia installed and it does show activated in my restricted driver window. Oh yeah, before you inform me, I can tell you that yes, I do see the instructions to report bugs to the correct source. But I really don't know if this is a bug or not. Could be something else.

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  • Free Models and Related Animations for AI project in Unity [on hold]

    - by zhed
    Does anybody know a good website where to find free models and animations for AI projects? I'm not talking about anything good looking, like stuff you would look for when building a proper game, but, for example, a bunch of male/female models that are able to walk around and that would substitute my ugly "capsules", just to give a better -yet, still rough - idea of what's going on in the scene. On the Unity Asset Store there are a bunch of nice male/female models, but i haven't found any free general-purpose(i.e. normal walking) animation attachable to them. Any tip would we appreciated, thanks :)

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  • Calendar icon in unity shows wrong date

    - by felix
    There is a column of icons in unity on the far left and one of them has the number "31" in big numerals. If you mouse over it it says "Google Calendar" and if you click on it you get google calendar which of course shows the correct date. Today is November 3. Shouldn't it say "3" instead? If I type "date" from the command line I get Sun Nov 3 21:19:37 GMT 2013 I see this was fixed for Chrome at least in 2011 http://gmailblog.blogspot.co.uk/2011/04/5-years-of-google-calendar-and-new.html .

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  • Have windows key (meta) trigger Gnome-do instead of Unity Dash (12.04)

    - by Jason O'Neil
    On my laptop the Unity Dash often launches really slowly. I might press the Windows button, and sometimes it will take up to 15 seconds to open, and the system becomes unresponsive during this time. This is especially likely if I haven't opened the launcher in a few hours. I have Gnome-Do installed, and I currently launch it with "Ctrl + Space", and it launches instantly and is very responsive. I would like to swap my shortcut keys, so Meta (the Windows key) launches Gnome Do, but I can't figure out where to change the keyboard shortcut for the dash. Any clues?

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  • Unity freezes when laptop screen is closed

    - by Giacky98
    I have an Asus laptop running Ubuntu 12.04. It's configured to do nothing when the laptop screen is closed. But sometimes, when I close the screen and when I reopen it, after I move the mouse to reactivate the screen, my Unity interface is frozen and I can't click on anything. I can move the cursor, and if there's a music playing it keeps playing, but I can't click on anything. I can open a bash shell typing Ctrl+Alt+F2, but there I don't know what to do, I can only login and type sudo reboot to reboot the machine... Is there someone that has the same problem or that knows the solution?

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  • How do I replace Unity?

    - by Krista O'Connors
    I wanted to use Ubuntu 12.04 for its long term support. But I cannot stand Unity. I cannot find a way to replace it with compizconfig, so I tried replacing it with Lubuntu. When I restarted my computer started to load lubuntu, then just went right on with ubuntu as if nothing had happened. Likewise, it shows lubuntu when it shuts down. What is the deal? I'm confused here, is ubuntu 12.04 supposed to be an operating system or a desktop interface? Can I even run ubuntu with a Lubuntu interface? Is there a way to do this in compizconfig that I should be doing instead?

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  • 12.10 Unity GUI Not Displaying

    - by lolajl
    I had 12.04 installed and had no problems at all, having had it setup on my Compaq Presario CQ62 for about 2 weeks (I'm new to Ubuntu and I had a spare laptop to experiment with). Last night, I installed 12.10 through the update manager. Now, I'm not seeing the Unity GUI if I select Default or Ubuntu, at all, just the Eclipse launcher which I had created sitting on the desktop. Even hitting the Windows key to bring up Dash doesn't work. But, when I select GNOME during login, I'm able to access everything in the GUI, including the menu folders for games, internet, system settings, etc. There was a couple error message saying that a system file wasn't loading properly but I forgot to write these down, and now these error messages aren't loading when I restart. Will I need to wipe clean and reinstall?

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • Unity 3D (with Nvidia driver) becomes very slow and laggy

    - by Graham
    How can I prevent my Unity 3D desktop from becoming slow after a while, given that I have an Nvidia Quadro NVS 290 graphics in TwinView mode? The desktop starts out fast on login, but becomes slow / lagging / hesitant / high latency after a while, symptoms being spikes in CPU usage by /usr/bin/X whenever I cause any graphical activity with the mouse or keyboard (e.g. typing, changing tabs, dragging windows). The desktop remains slow even with all windows (except htop in Terminal) and extraneous processes killed. Detail: Changing tabs in Terminal takes about a second, and X spikes to 76% CPU. As I type into Firefox, X spikes to 95% CPU. Dragging Termiinal window, X goes to 70% CPU. Basically, every graphical action sends CPU usage of X through the roof. Device: Nvidia Quadro NVS 290 Driver package: binary driver nvidia-current-updates (280.13-0ubuntu5) Dual Monitors: Pair of DELL UltraSharp 1908FP in TwinView (X screen 2560x1024) OS: Fresh install of Ubuntu 11.10 amd64 Desktop with all updates. Hardware: Dell Precision T5400 Workstation Pastebin of Xorg.0.log Pastebin of xorg.conf Pastebin of nvidia-xconfig -t output (easier to read than xorg.conf) Output of /usr/lib/nux/unity_support_test -p: To obtain the following htop screenshow I typed "asdf" several times in in this text box, alt-tabbed to Terminal and took a screenshot of the high X CPU usage. This also happens when firefox is not running: Quadro NVS 290 has "No" thermal sensor according to sensors-detect: Next adapter: NVIDIA i2c adapter 0 at 2:00.0 (i2c-0) Do you want to scan it? (YES/no/selectively): Client found at address 0x50 Probing for `Analog Devices ADM1033'... No Probing for `Analog Devices ADM1034'... No P robing for `SPD EEPROM'... No Probing for `EDID EEPROM'... Yes (confidence 8, not a hardware monitoring chip) I tried the nouveau driver by disabling the nvidia-current-updates under Additional Drivers, but Ubuntu and xrandr -q fail to detect the second monitor. This may be issue 737349. Funniest thing is that Nouveau wiki says that XRandR 1.2 dual-monitor is supported so it should work with a second monitor.

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • 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...

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  • 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;

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  • 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.

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  • 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.

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  • 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?

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  • 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.

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