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  • Why is NULL/0 an illegal memory location for an object?

    - by aioobe
    I understand the purpose of the NULL constant in C/C++, and I understand that it needs to be represented some way internally. My question is: Is there some fundamental reason why the 0-address would be an invalid memory-location for an object in C/C++? Or are we in theory "wasting" one byte of memory due to this reservation?

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  • how to return NULL for double function with Intel C compiler?

    - by Derek
    I have some code that I am porting from an SGI system using the MIPS compiler. It has functions that are declared to have double return type. If the function can't find the right double, those functions return "NULL" The intel C compiler does not like this, but I was trying to see if there is a compiler option to enable this "feature" so that I can compile without changing code. I checked the man page, and can't seem to find it. Thanks

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  • OPTIONS * HTTP/1.0 APACHE

    - by Abby E
    I been noticing a lot lately in my /server-status the OPTIONS * HTTP/1.0 has been coming up lately a lot. I'm running Ubuntu 12.04 with the latest apache/php/MySQL. I'm not sure what they're for but I would like to see if it would effect performance by some how turning it off. I host some stuff that is accessed a lot that uses PHP/MySQL (600 rps). I'm not sure what it's there for but I do see the local 127.0.0.1 IP, so I assume it's something running local. What is it? How do your turn it off? If turned off how would it effect performance? The list below is a small example of it. (127.0.0.1 REMOVED.(null) hostname has been removed) 211-0 - 0/0/1035 . 24.28 240189 0 0.0 0.00 0.18 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 212-0 - 0/0/51274 . 677.97 202960 0 0.0 0.00 8.99 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 213-0 - 0/0/419 . 11.85 240424 0 0.0 0.00 0.07 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 214-0 - 0/0/240 . 7.96 240552 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 215-0 - 0/0/309 . 9.29 240492 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 216-0 - 0/0/98510 . 1258.25 177391 0 0.0 0.00 17.29 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 217-0 - 0/0/338 . 10.18 240464 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 218-0 - 0/0/345 . 10.27 240469 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 219-0 - 0/0/118538 . 1507.99 168914 0 0.0 0.00 20.80 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 220-0 - 0/0/98452 . 1259.10 177412 0 0.0 0.00 17.29 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 221-0 - 0/0/384 . 10.84 240453 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 222-0 - 0/0/331 . 10.03 240477 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 223-0 - 0/0/314 . 9.04 240493 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 224-0 - 0/0/75193 . 975.24 188845 0 0.0 0.00 13.18 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 225-0 - 0/0/362 . 10.62 240457 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 226-0 - 0/0/125773 . 1593.26 165647 0 0.0 0.00 22.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 227-0 - 0/0/82541 . 1063.89 185092 0 0.0 0.00 14.48 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 228-0 - 0/0/409 . 11.50 240436 0 0.0 0.00 0.07 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 229-0 - 0/0/219 . 7.38 240581 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 230-0 - 0/0/357 . 10.48 240458 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 231-0 - 0/0/469 . 12.39 240411 0 0.0 0.00 0.08 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 232-0 - 0/0/394 . 11.32 240445 0 0.0 0.00 0.07 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 233-0 - 0/0/276 . 9.00 240510 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 234-0 - 0/0/245 . 8.51 240536 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 235-0 - 0/0/215 . 7.45 240555 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 236-0 - 0/0/370 . 11.00 240443 0 0.0 0.00 0.06 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 237-0 - 0/0/400 . 10.96 240446 0 0.0 0.00 0.07 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 238-0 - 0/0/266 . 8.51 240531 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 239-0 - 0/0/304 . 9.81 240499 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 240-0 - 0/0/446 . 12.47 240421 0 0.0 0.00 0.08 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 241-0 - 0/0/19741 . 282.90 230130 0 0.0 0.00 3.45 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 242-0 - 0/0/98503 . 1259.43 177404 0 0.0 0.00 17.28 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 243-0 - 0/0/251 . 7.93 240551 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 244-0 - 0/0/273 . 8.42 240534 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 245-0 - 0/0/118485 . 1508.14 168950 0 0.0 0.00 20.79 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 246-0 - 0/0/294 . 9.35 240509 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 247-0 - 0/0/413 . 12.34 240437 0 0.0 0.00 0.07 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 248-0 - 0/0/258 . 8.55 240529 0 0.0 0.00 0.04 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0 249-0 - 0/0/303 . 9.77 240485 0 0.0 0.00 0.05 127.0.0.1 REMOVED.(null) OPTIONS * HTTP/1.0

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  • Convert Chinese character .wav song into .mp3 or .wma on English OS

    - by Jack
    I have bunch of Chinese .wav files on my hard disk that I'm trying to convert into .mp3 with Audacity but it appear that Audacity can not read Chinese character songs but the .wav file display correctly on my 32 bits Win7 Ultimate(English) pc. I have to rename these Chinese character songs into English file name in order to convert them. Does anyone know if there is any software (prefer open source) that will take Chinese character file name(.wav) and convert it into .mp3 without renaming the file?

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  • Need a simple program to convert to utf-8

    - by Null
    I need to find a program to convert a Windows-1250 encoded file to utf8. It needs to be a standalone program (not a python script) and it needs to run on windows (without install). If I can make the conversion using the commandline that would be perfect. Yes I know notepad can do that but this is meant to be automated.

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  • Problem creating a database with PHP PDO

    - by Leandro Alonso
    Hello guys, I'm having a problem with a SQL query in my PHP Application. When the user access it for the first time, the app executes this query to create all the database: CREATE TABLE `databases` ( `id` bigint(20) NOT NULL auto_increment, `driver` varchar(45) NOT NULL, `server` text NOT NULL, `user` text NOT NULL, `password` text NOT NULL, `database` varchar(200) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -------------------------------------------------------- -- -- Table structure for table `modules` -- CREATE TABLE `modules` ( `id` bigint(20) unsigned NOT NULL auto_increment, `title` varchar(100) NOT NULL, `type` varchar(150) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=29 ; -- -------------------------------------------------------- -- -- Table structure for table `modules_data` -- CREATE TABLE `modules_data` ( `id` bigint(20) NOT NULL auto_increment, `module_id` bigint(20) unsigned NOT NULL, `key` varchar(150) NOT NULL, `value` tinytext, PRIMARY KEY (`id`), KEY `fk_modules_data_modules` (`module_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=184 ; -- -------------------------------------------------------- -- -- Table structure for table `modules_position` -- CREATE TABLE `modules_position` ( `user_id` bigint(20) unsigned NOT NULL, `tab_id` bigint(20) unsigned NOT NULL, `module_id` bigint(20) unsigned NOT NULL, `column` smallint(1) default NULL, `line` smallint(1) default NULL, PRIMARY KEY (`user_id`,`tab_id`,`module_id`), KEY `fk_modules_order_users` (`user_id`), KEY `fk_modules_order_tabs` (`tab_id`), KEY `fk_modules_order_modules` (`module_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; -- -------------------------------------------------------- -- -- Table structure for table `tabs` -- CREATE TABLE `tabs` ( `id` bigint(20) unsigned NOT NULL auto_increment, `title` varchar(60) NOT NULL, `columns` smallint(1) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=12 ; -- -------------------------------------------------------- -- -- Table structure for table `tabs_has_modules` -- CREATE TABLE `tabs_has_modules` ( `tab_id` bigint(20) unsigned NOT NULL, `module_id` bigint(20) unsigned NOT NULL, PRIMARY KEY (`tab_id`,`module_id`), KEY `fk_tabs_has_modules_tabs` (`tab_id`), KEY `fk_tabs_has_modules_modules` (`module_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; -- -------------------------------------------------------- -- -- Table structure for table `users` -- CREATE TABLE `users` ( `id` bigint(20) unsigned NOT NULL auto_increment, `login` varchar(60) NOT NULL, `password` varchar(64) NOT NULL, `email` varchar(100) NOT NULL, `name` varchar(250) default NULL, `user_level` bigint(20) unsigned NOT NULL, PRIMARY KEY (`id`), KEY `fk_users_user_levels` (`user_level`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=4 ; -- -------------------------------------------------------- -- -- Table structure for table `users_has_tabs` -- CREATE TABLE `users_has_tabs` ( `user_id` bigint(20) unsigned NOT NULL, `tab_id` bigint(20) unsigned NOT NULL, `order` smallint(2) NOT NULL, `columns_width` varchar(255) default NULL, PRIMARY KEY (`user_id`,`tab_id`), KEY `fk_users_has_tabs_users` (`user_id`), KEY `fk_users_has_tabs_tabs` (`tab_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; -- -------------------------------------------------------- -- -- Table structure for table `user_levels` -- CREATE TABLE `user_levels` ( `id` bigint(20) unsigned NOT NULL auto_increment, `level` smallint(2) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=3 ; -- -------------------------------------------------------- -- -- Table structure for table `user_meta` -- CREATE TABLE `user_meta` ( `id` bigint(20) unsigned NOT NULL auto_increment, `user_id` bigint(20) unsigned default NULL, `key` varchar(150) NOT NULL, `value` longtext NOT NULL, PRIMARY KEY (`id`), KEY `fk_user_meta_users` (`user_id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=4 ; -- -- Constraints for dumped tables -- -- -- Constraints for table `modules_data` -- ALTER TABLE `modules_data` ADD CONSTRAINT `fk_modules_data_modules` FOREIGN KEY (`module_id`) REFERENCES `modules` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION; -- -- Constraints for table `modules_position` -- ALTER TABLE `modules_position` ADD CONSTRAINT `fk_modules_order_modules` FOREIGN KEY (`module_id`) REFERENCES `modules` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION, ADD CONSTRAINT `fk_modules_order_tabs` FOREIGN KEY (`tab_id`) REFERENCES `tabs` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION, ADD CONSTRAINT `fk_modules_order_users` FOREIGN KEY (`user_id`) REFERENCES `users` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION; -- -- Constraints for table `users` -- ALTER TABLE `users` ADD CONSTRAINT `fk_users_user_levels` FOREIGN KEY (`user_level`) REFERENCES `user_levels` (`id`) ON DELETE NO ACTION ON UPDATE NO ACTION; -- -- Constraints for table `user_meta` -- ALTER TABLE `user_meta` ADD CONSTRAINT `fk_user_meta_users` FOREIGN KEY (`user_id`) REFERENCES `users` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION; INSERT INTO `user_levels` VALUES(1, 10); INSERT INTO `user_levels` VALUES(2, 1); INSERT INTO `users` VALUES(1, 'admin', 'password', '[email protected]', NULL, 1); INSERT INTO `user_meta` VALUES (NULL, 1, 'last_tab', 1); In some environments i get this error: SQLSTATE[HY000]: General error: 1005 Can't create table 'dms.databases' (errno: 150) I tried everything that I could find on Google but nothing works. The strange part is that if I run this query in PhpMyAdmin he creates my database, without any error.

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • How to detect the character encoding of a text file?

    - by Cédric Boivin
    I try to detect which character encoding is used in my file. I try with this code to get the standard encoding public static Encoding GetFileEncoding(string srcFile) { // *** Use Default of Encoding.Default (Ansi CodePage) Encoding enc = Encoding.Default; // *** Detect byte order mark if any - otherwise assume default byte[] buffer = new byte[5]; FileStream file = new FileStream(srcFile, FileMode.Open); file.Read(buffer, 0, 5); file.Close(); if (buffer[0] == 0xef && buffer[1] == 0xbb && buffer[2] == 0xbf) enc = Encoding.UTF8; else if (buffer[0] == 0xfe && buffer[1] == 0xff) enc = Encoding.Unicode; else if (buffer[0] == 0 && buffer[1] == 0 && buffer[2] == 0xfe && buffer[3] == 0xff) enc = Encoding.UTF32; else if (buffer[0] == 0x2b && buffer[1] == 0x2f && buffer[2] == 0x76) enc = Encoding.UTF7; else if (buffer[0] == 0xFE && buffer[1] == 0xFF) // 1201 unicodeFFFE Unicode (Big-Endian) enc = Encoding.GetEncoding(1201); else if (buffer[0] == 0xFF && buffer[1] == 0xFE) // 1200 utf-16 Unicode enc = Encoding.GetEncoding(1200); return enc; } My five first byte are 60, 118, 56, 46 and 49. Is there a chart that shows which encoding matches those five first bytes?

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  • ASP.NET: Why is my JavaScript object set to null?

    - by Giffyguy
    I have a <script> that contains this line: var tbl = document.getElementById("<%= this.tblSelection.ClientID %>"); ... but tbl always ends up being set to null. The table is declared like this: <asp:Table ID="tblSelection" runat="server" CellPadding="2" CellSpacing="0" cols="1" style="position: absolute; top: 0%; right: 0%"> Both the script and the table are in the same master page file. What could be causing this? EDIT: I should mention that this script is executed on onload

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  • Can I get a faster output pipe than /dev/null ?

    - by naugtur
    Hi I am running a huge task [automated translation scripted with perl + database etc.] to run for about 2 weeks non-stop. While thinking how to speed it up I saw that the translator outputs everything (all translated sentences, all info on the way) to STDOUT all the time. This makes it work visibly slower when I get the output on the console. I obviously piped the output to /dev/null, but then I thought "could there be something even faster?" It's so much output that it'd really make a difference. And that's the question I'm asking You, because as far as I know there is nothing faster... (But I'm far from being a guru having used linux on a daily basis only last 3 years)

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  • C++: Why don't I need to check if references are invalid/null?

    - by jbu
    Hi all, Reading http://www.cprogramming.com/tutorial/references.html, it says: In general, references should always be valid because you must always initialize a reference. This means that barring some bizarre circumstances (see below), you can be certain that using a reference is just like using a plain old non-reference variable. You don't need to check to make sure that a reference isn't pointing to NULL, and you won't get bitten by an uninitialized reference that you forgot to allocate memory for. My question is how do I know that the object's memory hasn't been freed/deleted AFTER you've initialized the reference. What it comes down to is that I can't take this advice on faith and I need a better explanation. Can anyone shed some light? Thanks, jbu

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  • Eclipse bug? Switching on a null with only default case

    - by polygenelubricants
    I was experimenting with enum, and I found that the following compiles and runs fine on Eclipse (Build id: 20090920-1017, not sure exact compiler version): public class SwitchingOnAnull { enum X { ,; } public static void main(String[] args) { X x = null; switch(x) { default: System.out.println("Hello world!"); } } } When compiled and run with Eclipse, this prints "Hello world!" and exits normally. With the javac compiler, this throws a NullPointerException as expected. So is there a bug in Eclipse Java compiler?

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  • R: How to separate character output in a loop?

    - by John
    I'm blanking on the best way to paste a list of strings together to go into an SQL statement... I'm having trouble with the separator bar | printing at the beginning when I don't want it to: foo = "blah" paste_all_together = NULL for (n in 1:4) { paste_together = paste(foo ,sep = "") paste_all_together = paste(paste_all_together, paste_together, sep = "|") } > paste_all_together [1] "|blah|blah|blah|blah" I just want it to print out "blah|blah|blah|blah". Do I need a nested loop, or is there a better itterator in R for doing this? Or perhaps a better way to input SQL statements?

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  • Is apparent NULL pointer dereference in C actually pointer arithmetic?

    - by karthik A
    hey ive got this piece of code. It dereferences a null pointer here. But then there is an and with unsigned int. I really dont understand the whole part. Can someone explain the output.?? struct hi { long a; int b; long c; }; int main() { struct hi ob={3,4,5}; struct hi *ptr=&ob; int num= (unsigned int) & (((struct hi *)0)->b); printf("%d",num); printf("%d",*(int *)((char *)ptr + (unsigned int) & (((struct hi *)0)->b))); } The output I get is 44. But how does it work?

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Perl numerical sorting: how to ignore leading alpha character [migrated]

    - by Luke Sheppard
    I have a 1,660 row array like this: ... H00504 H00085 H00181 H00500 H00103 H00007 H00890 H08793 H94316 H00217 ... And the leading character never changes. It is always "H" then five digits. But when I do what I believe is a numerical sort in Perl, I'm getting strange results. Some segments are sorted in order, but then a different segment starts up. Here is a segment after sorting: ... H01578 H01579 H01580 H01581 H01582 H01583 H01584 H00536 H00537 H00538 H01585 H01586 H01587 H01588 H01589 H01590 ... What I'm trying is this: my @sorted_array = sort {$a <=> $b} @raw_array; But obviously it is not working. Anyone know why?

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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