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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • Indicator menu require long press to open

    - by thor
    I am using 11.10 on my laptop and have a following issue: If I single click on items in notification area (or indicators), like messaging menu, sound menu, calendar, a menu appears and disappears as soon as mouse button is released. I need to do a long press then move pointer to menu area to be able to select items in it. Any clues to fix it? P.S. This is a fresh install but my home folder (thus settings) were restored from previous Ubuntu installation.

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  • Unity's gone! How do I get it back?

    - by Kelley
    Earlier today my Unity desktop disappeared: I got a black screen with white text, but it disappeared too quickly for me to read. When the desktop reappeared, it was the Ubuntu Classic desktop. I used $ unity --reset but that did not do anything. I tried rebooting so I could choose unity from the list when I logged in, but although there was Ubuntu choice, there was no unity listed (but classic was listed). I was able to install Unity 2D and am using that, but really want to get 3D back. I had been using Ubuntu without problems for several weeks when this happened. My graphics card is onboard a Dell Latitude desktop - a couple years old - and is reported as an Intel G33/G31. I've looked at other requests for help here, and tried suggestions when they seemed to relate to similar problems, but nothing seems to work so far. Any ideas? Thanks! This is part of the output of my latest attempt to run unity --reset Window manager warning: 0x3e01c35 () appears to be one of the offending windows with a timestamp of 1309472834. Working around... Window manager warning: last_user_time (1309473695) is greater than comparison timestamp (1126160). This most likely represents a buggy client sending inaccurate timestamps in messages such as _NET_ACTIVE_WINDOW. Trying to work around... Window manager warning: 0x4c0046c (mdk@Habane) appears to be one of the offending windows with a timestamp of 1309473695. Working around... Window manager warning: Received a NET_CURRENT_DESKTOP message from a broken (outdated) client who sent a 0 timestamp Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x4c0046c (mdk@Habane) Window manager warning: meta_window_activate called by a pager with a 0 timestamp; the pager needs to be fixed.

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  • How to change circular icon to indicate chosen session in unity-greeter?

    - by Chan-Ho Suh
    In Precise (12.04), when I login to lightdm, using the unity-greeter, there's a white circle by my name. For the standard DEs like Unity or XFCE, the circle has a representative icon (Ubuntu symbol or little mouse resp.). I have a session for Awesome window manager which was added when I installed Awesome, but it just shows a blank white circle. I'd like to know how to add an icon to it, or at least some indicator, as unity-greeter doesn't show you what session is set until you click on the circle. I found another question about changing the session names. The answer for it said to change the names in the desktop files in /usr/share/xsessions. Unfortunately, while there is an icon field in those desktop files, they are all blank (Caveat: I no longer have Unity installed, so maybe the Unity one would not be blank. But the Xubuntu desktop file has it blank even though the icon shows in unity-greeter). Update: Here's the png I use as a badge for Awesome. It's not great, but looks reasonably nice: []

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  • Using Unity – Part 2

    - by nmarun
    In the first part of this series, we created a simple project and learned how to implement IoC pattern using Unity. In this one, I’ll show how you can instantiate other types that implement our IProduct interface. One place where this one would want to use this feature is to create mock types for testing purposes. Alright, let’s dig in. I added another class – Product2.cs  to the ProductModel project. 1: public class Product2 : IProduct 2: { 3: public string Name { get; set;} 4: public Category Category { get; set; } 5: public DateTime MfgDate { get;set; } 6:  7: public Product2() 8: { 9: Name = "Canon Digital Rebel XTi"; 10: Category = new Category {Name = "Electronics", SubCategoryName = "Digital Cameras"}; 11: MfgDate = DateTime.Now; 12: } 13:  14: public string WriteProductDetails() 15: { 16: return string.Format("Name: {0}<br/>Category: {1}<br/>Mfg Date: {2}", 17: Name, Category, MfgDate.ToShortDateString()); 18: } 19: } Highlights of this class are that it implements IProduct interface and it has some different properties than the Product class. The Category class looks like below: 1: public class Category 2: { 3: public string Name { get; set; } 4: public string SubCategoryName { get; set; } 5:  6: public override string ToString() 7: { 8: return string.Format("{0} - {1}", Name, SubCategoryName); 9: } 10: } We’ll go to our web.config file to add the configuration information about this new class – Product2 that we created. Let’s first add a typeAlias element. 1: <typeAlias alias="Product2" type="ProductModel.Product2, ProductModel"/> That’s all that is needed for us to get an instance of Product2 in our application. I have a new button added to the .aspx page and the click event of this button is where all the magic happens: 1: private IUnityContainer unityContainer; 2: protected void Page_Load(object sender, EventArgs e) 3: { 4: unityContainer = Application["UnityContainer"] as IUnityContainer; 5: 6: if (unityContainer == null) 7: { 8: productDetailsLabel.Text = "ERROR: Unity Container not populated in Global.asax.<p />"; 9: } 10: else 11: { 12: if (!IsPostBack) 13: { 14: IProduct productInstance = unityContainer.Resolve<IProduct>(); 15: productDetailsLabel.Text = productInstance.WriteProductDetails(); 16: } 17: } 18: } 19:  20: protected void Product2Button_Click(object sender, EventArgs e) 21: { 22: unityContainer.RegisterType<IProduct, Product2>(); 23: IProduct product2Instance = unityContainer.Resolve<IProduct>(); 24: productDetailsLabel.Text = product2Instance.WriteProductDetails(); 25: } The unityContainer instance is set in the Page_Load event. Line 22 in the click event of the Product2Button registers a type mapping in the container. In English, this means that when unityContainer tries to resolve for IProduct, it gets an instance of Product2. Once this code runs, following output is rendered: There’s another way of doing this. You can resolve an instance of the requested type with a name from the container. We’ll have to update the container element of our web.config file to include the following: 1: <container name="unityContainer"> 2: <types> 3: <type type="IProduct" mapTo="Product"/> 4: <!-- Named mapping for IProduct to Product --> 5: <type type="IProduct" mapTo="Product" name="LegacyProduct" /> 6: <!-- Named mapping for IProduct to Product2 --> 7: <type type="IProduct" mapTo="Product2" name="NewProduct" /> 8: </types> 9: </container> I’ve added a Dropdownlist and a button to the design page: 1: <asp:DropDownList ID="ModelTypesList" runat="server"> 2: <asp:ListItem Text="Legacy Product" Value="LegacyProduct" /> 3: <asp:ListItem Text="New Product" Value="NewProduct" /> 4: </asp:DropDownList> 5: <br /> 6: <asp:Button ID="SelectedModelButton" Text="Get Selected Instance" runat="server" 7: onclick="SelectedModelButton_Click" /> 1: protected void SelectedModelButton_Click(object sender, EventArgs e) 2: { 3: // get the selected value: LegacyProduct or NewProduct 4: string modelType = ModelTypesList.SelectedValue; 5: // pass the modelType to the Resolve method 6: IProduct customModel = unityContainer.Resolve<IProduct>(modelType); 7: productDetailsLabel.Text = customModel.WriteProductDetails(); 8: } Pretty straight forward right? The only thing to note here is that the values in the dropdownlist item need to match the name attribute of the type. Depending on what you select, you’ll get an instance of either the Product class or the Product2 class and the corresponding WriteProductDetails() method is called. Now you see, how either of these methods can be used to create mock objects your the test project. See the code here. I’ll continue to share more of Unity in the next blog.

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  • Unity DontDestroyOnLoad causing scenes to stay open

    - by jkrebsbach
    Originally posted on: http://geekswithblogs.net/jkrebsbach/archive/2014/08/11/unity-dontdestroyonload-causing-scenes-to-stay-open.aspxMy Unity project has a class (ClientSettings) where most of the game state & management properties are stored.  Among these are some utility functions that derive from MonoBehavior.  However, between every scene this object was getting recreated and I was losing all sorts of useful data.  I learned that with DontDestroyOnLoad, I can persist this entity between scenes.  Super.Persisting information between scenesThe problem with adding DontDestroyOnLoad to my "ClientSettings" was suddenly my previous scene would stay alive, and continue to execute its update routines.  An important part of the documentation helps shed light to my issues:"If the object is a component or game object then its entire transform hierarchy will not be destroyed either."My ClientSettings script was attached to the main camera on my first scene.  Because of this, the Main Camera was part of the hierarchy of the component, and therefore was also not able to destroy when switching scenes.  Now the first scene's main camera Update routine continues to execute after the second scene is running - causing me to have some very nasty bugs.Suddenly I wasn't sure how I should be creating a persistent entity - so I created a new sandbox project and tested different approaches until I found one that works:In the main scene: Create an empty Game Object:  "GameManager" - and attach the ClientSettings script to this game object.  Set any properties to the clientsettings script as appropriate.Create a prefab, using the GameManager.Remove the Game Object from the main scene.In the Main Camera, I created a script:  Main Script.  This is my primary script for the main scene.<code> public GameObject[] prefabs; private ClientSettings _clientSettings; // Use this for initialization void Start () { GameObject res = (GameObject)Instantiate(prefabs[0]); }</code>Now go back out to scene view, and add the new GameManager prefab to the prefabs collection of MainScript.When the main scene loads, the GameManager is set up, but is not part of the main scene's hierarchy, so the two are no longer tied up together.Now in our second scene, we have a script - SecondScript - and we can get a reference to the ClientSettings we created in the previous scene like so:<code>private ConnectionSettings _clientSettings; // Use this for initialization void Start () { _clientSettings = FindObjectOfType<ConnectionSettings> (); }</code>And the scenes can start and finish without creating strange long-running scene side effects.

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  • Parse/Write JSON with Unity iOS

    - by DannoEterno
    anybody know a tutorial or maybe can help me to develop a parser/reader for JSON compatible with Unity iOS pro? I've already tried different third part libraries but without luck (i've tried json.net, jsonfx, litjson). Im pretty in hurry of doing a simple parser/writer that i can use also under iOS and not only in Desktop. P.s. i can also use third part library, but please, first of suggest be sure that it will work under iOS! Thank you all

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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  • Simple 3D games to make for learning 3D game development (Unity)

    - by Vandell
    I have some experience doing 2D games. But I struggle so much doing anything in Unity, so I'´ve decided to make some simple 3D games as a way to learn this 'new dimension' in game development but I'm having a hard time choosing games to clone (a task that's relatively easy to do for 2D). What games should a 2D developer make to break in 3D and why? I'd like also note that I have no problem with the scripting languages.

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • What would be the best mean for a gui with a lot of FX in Unity

    - by Lionel Barret
    The game I am working on (we are in R&D) is based almost exclusively on a windowed gui with a lot of FX (fading, growing, etc). We will also likely need custom widgets (like a sound recording graph). The game will be made with Unity and from what I heard, the default gui system has quite a bad rep, it is too slow for many usages. So, I wondering what would be the best way to do what we need.

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  • How can teams collaborate on Unity 3D projects?

    - by nosferat
    With a friend of mine, we are planning to develop a small game to get the hang of game development and teamwork. But since Unity 3D barely supports version control (or at least the free version lacks of it) we have no idea how to efficiently manage teamwork. Sharing tasks in a small project is also seems like a challange for us. I would also appreciate any advice that could be useful for beginner indie developers related to teamwork. :)

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  • How to download all files from Ubuntu One?

    - by Jeggy
    I just installed Ubuntu 14.04, and Ubuntu One isn't installed by default and their download page says it comes pre installed, which doesn't help with anything. I wanna move all my files from Ubuntu One to Dropbox, but downloading one file at a time from the browser and upload it again to dropbox will take way too long. Is there any way to get Ubuntu One on Ubuntu 14.04? or somehow download all files from the Ubuntu One website? I see they updated their site:

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  • Ubuntu 10.10 Netbook Remix on Asus Eee PC 701 4G - boot process hangs up

    - by Andrew
    I've got an old Eee PC 701 4G with the following specifications: 512 MB RAM 4GB SSD drive SM223AC 8GB SD card extension Screen resolution: 800 x 480 BIOS Revision 1101 (05/16/2008) EC Firmware version: EPC-079 Windows XP SP3 works fine on it, but I decided to switch my OS to Ubuntu. I have downloaded an Ubuntu 10.10 Netbook Remix ISO and wrote it to my FAT32 SD card using Universal-USB-Installer-1.8.3.3, as described on ubuntu.com During standard load from the SD card the boot process hangs up with black screen. If I'll press F6 while preloading Ubuntu, it sucessfully displays the boot menu, selecting language and showing 2 main commands: "Run ubuntu from USB drive" and "Insall Ubuntu". Selecting either of these commands leading to the same result - after some background work the main loading indicator is displayed ("Ubuntu" text with dotted progress bar under it), and it's progressing forever without any effect. Is Ubuntu 10.10 compatible with my Eee PC at all? How to boot it correctly?

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  • ubuntu 12.10 not updating

    - by gunjan parashar
    i have upgrade to ubuntu 12.10 from ubuntu 12.04 after that it is not updating software updater gives the following error : W:Failed to fetch http://archive.canonical.com/ubuntu/dists/precise/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://extras.ubuntu.com/ubuntu/dists/quantal/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal-updates/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal-backports/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal-security/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal-proposed/Release.gpg Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal/restricted/source/Sources Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal/main/source/Sources Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal/multiverse/source/Sources Unable to connect to 10.4.42.15:8080: W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal/universe/source/Sources Unable to connect to 10.4.42.15:8080: : W:Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/quantal-proposed/universe/i18n/Translation-en Unable to connect to 10.4.42.15:8080: E:Some index files failed to download. They have been ignored, or old ones used instead. along with this i am not able to install any thing from software center , it just asks to use this source and after that it just keeps on quering software sources and nothing happens after that plz help me out , this 12.10 has became a great problem for me and forgive for my poor engish

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  • cannot login to ubuntu 14.04

    - by Wallace Cheng
    I upgraded my Hp g6 from ubuntu 13.10 to 14.04 yesterday. Now I cannot log into the system using ubuntu/unity But I can still login using i3 windows manager. I checked and found the ubuntu-desktop is broken. I tried to reinstall it, it complained about the dependency issue and broken package. 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 resolve the situation: The following packages have unmet dependencies: ubuntu-desktop : Depends: ubuntu-session but it is not going to be installed Recommends: empathy but it is not going to be installed E: Unable to correct problems, you have held broken packages. when I tried to install ubuntu-session, 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 resolve the situation: The following packages have unmet dependencies: ubuntu-session : Depends: gnome-session-bin (< 3.10) but 3.10.1-0ubuntu1~saucy1 is to be installed Depends: gnome-session-common (= 3.9.90-0ubuntu12) but 3.10.1-0ubuntu1~saucy1 is to be installed E: Unable to correct problems, you have held broken packages. I tried sudo apt-get install -f but it does not work Any help would be highly appreciated. Thanks.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • Package Dependencies Error in almost every install

    - by Betaxpression
    New to Ubuntu. In the other sofware sources i have "Debian 4.0 eth" officially supported "non-us.debian.org/"; etc ... "ppa.launcpad.net" and installing applications has stopped working. I think i first came across this problem after installing Blender 2.58 When using update manager it is prompting for a partial upgrade. Almost every software when trying to install showing the same error Package Dependencies Error or GPG PUB KEY missing, tried to fixing to them but no luck. Output to: sudo apt-get update && sudo apt-get upgrade (links disabled http:// -- http:/ as new user can't put more no. of hyperlinks) Ign http:/non-us.debian.org stable/non-US InRelease Ign http:/non-us.debian.org stable/non-US Release.gpg Ign http:/non-us.debian.org stable/non-US Release Ign http:/non-us.debian.org stable/non-US/contrib TranslationIndex Ign http:/non-us.debian.org stable/non-US/main TranslationIndex Ign http:/non-us.debian.org stable/non-US/non-free TranslationIndex Err http:/non-us.debian.org stable/non-US/main Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/contrib Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/non-free Sources 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/main amd64 Packages 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/contrib amd64 Packages 503 Service Unavailable Err http:/non-us.debian.org stable/non-US/non-free amd64 Packages 503 Service Unavailable Ign http:/non-us.debian.org stable/non-US/contrib Translation-en_IN Ign http:/non-us.debian.org stable/non-US/contrib Translation-en Ign http:/non-us.debian.org stable/non-US/main Translation-en_IN Ign http:/non-us.debian.org stable/non-US/main Translation-en Ign http:/non-us.debian.org stable/non-US/non-free Translation-en_IN Ign http:/non-us.debian.org stable/non-US/non-free Translation-en Ign http:/archive.ubuntu.com natty InRelease Ign http:/archive.canonical.com natty InRelease Ign http:/extras.ubuntu.com natty InRelease Ign http:/http.us.debian.org stable InRelease Ign http:/ftp.us.debian.org etch InRelease Ign http:/archive.ubuntu.com natty-updates InRelease Hit http:/archive.canonical.com natty Release.gpg Get:1 http:/extras.ubuntu.com natty Release.gpg [72 B] Ign http:/ppa.launchpad.net natty InRelease Get:2 http:/http.us.debian.org stable Release.gpg [1,672 B] Ign http:/linux.dropbox.com natty InRelease Ign http:/ftp.us.debian.org etch Release.gpg Ign http:/archive.ubuntu.com natty-security InRelease Hit http:/archive.canonical.com natty Release Hit http:/extras.ubuntu.com natty Release Ign http:/ppa.launchpad.net natty InRelease Get:3 http:/linux.dropbox.com natty Release.gpg [489 B] Ign http:/ftp.us.debian.org etch Release Ign http:/dl.google.com stable InRelease Get:4 http:/archive.ubuntu.com natty Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.canonical.com natty/partner Sources Hit http:/extras.ubuntu.com natty/main Sources Get:5 http:/linux.dropbox.com natty Release [2,599 B] Get:6 http:/archive.ubuntu.com natty-updates Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.canonical.com natty/partner amd64 Packages Hit http:/extras.ubuntu.com natty/main amd64 Packages Get:7 http:/linux.dropbox.com natty/main amd64 Packages [784 B] Get:8 http:/archive.ubuntu.com natty-security Release.gpg [198 B] Ign http:/ppa.launchpad.net natty InRelease Ign http:/archive.canonical.com natty/partner TranslationIndex Ign http:/extras.ubuntu.com natty/main TranslationIndex Get:9 http:/http.us.debian.org stable Release [104 kB] Ign http:/linux.dropbox.com natty/main TranslationIndex Hit http:/archive.ubuntu.com natty Release Ign http:/ppa.launchpad.net natty InRelease Ign http:/http.us.debian.org stable Release Hit http:/archive.ubuntu.com natty-updates Release Get:10 http:/ppa.launchpad.net natty InRelease [316 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.ubuntu.com natty-security Release Get:11 http:/ppa.launchpad.net natty InRelease [316 B] Ign http:/ppa.launchpad.net natty InRelease Hit http:/archive.ubuntu.com natty/restricted Sources Get:12 http:/ppa.launchpad.net natty Release.gpg [316 B] Ign http:/http.us.debian.org stable/main Sources/DiffIndex Get:13 http:/ppa.launchpad.net natty Release.gpg [316 B] Hit http:/archive.ubuntu.com natty/main Sources Ign http:/ftp.us.debian.org etch/contrib TranslationIndex Ign http:/http.us.debian.org stable/contrib Sources/DiffIndex Get:14 http:/ppa.launchpad.net natty Release.gpg [1,502 B] Ign http:/http.us.debian.org stable/non-free Sources/DiffIndex Ign http:/ftp.us.debian.org etch/main TranslationIndex Get:15 http:/ppa.launchpad.net natty Release.gpg [1,928 B] Ign http:/http.us.debian.org stable/main amd64 Packages/DiffIndex Ign http:/ftp.us.debian.org etch/non-free TranslationIndex Ign http:/ppa.launchpad.net natty Release.gpg Hit http:/http.us.debian.org stable/contrib amd64 Packages/DiffIndex W: GPG error: http:/http.us.debian.org stable Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY AED4B06F473041FA NO_PUBKEY 64481591B98321F9 W: GPG error: http:/ppa.launchpad.net natty InRelease: File /var/lib/apt/lists/partial/ppa.launchpad.net_sunab_kdenlive-release_ubuntu_dists_natty_InRelease doesn't start with a clearsigned message W: GPG error: http:/ppa.launchpad.net natty InRelease: File /var/lib/apt/lists/partial/ppa.launchpad.net_ubuntu-wine_ppa_ubuntu_dists_natty_InRelease doesn't start with a clearsigned message E: Could not open file /var/lib/apt/lists/http.us.debian.org_debian_dists_stable_contrib_binary-amd64_Packages.IndexDiff - open (2: No such file or directory) output to: sudo cat /etc/apt/sources.list # deb cdrom:[Ubuntu 11.04 _Natty Narwhal_ - Release amd64 (20110427.1)]/ natty main restricted # See http:/help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http:/archive.ubuntu.com/ubuntu natty main restricted deb-src http:/archive.ubuntu.com/ubuntu natty restricted main multiverse universe #Added by software-properties ## Major bug fix updates produced after the final release of the ## distribution. deb http:/archive.ubuntu.com/ubuntu natty-updates main restricted deb-src http:/archive.ubuntu.com/ubuntu natty-updates restricted main multiverse universe #Added by software-properties ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http:/archive.ubuntu.com/ubuntu natty universe deb http:/archive.ubuntu.com/ubuntu natty-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http:/archive.ubuntu.com/ubuntu natty multiverse deb http:/archive.ubuntu.com/ubuntu natty-updates multiverse ## Uncomment the following two lines to add software from the 'backports' ## repository. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. # deb http:/us.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse # deb-src http:/us.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse deb http:/archive.ubuntu.com/ubuntu natty-security main restricted deb-src http:/archive.ubuntu.com/ubuntu natty-security restricted main multiverse universe #Added by software-properties deb http:/archive.ubuntu.com/ubuntu natty-security universe deb http:/archive.ubuntu.com/ubuntu natty-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. deb http:/archive.canonical.com/ubuntu natty partner deb-src http:/archive.canonical.com/ubuntu natty partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. deb http:/extras.ubuntu.com/ubuntu natty main deb-src http:/extras.ubuntu.com/ubuntu natty main deb http:/ftp.us.debian.org/debian/ etch main contrib non-free deb-src http:/ftp.us.debian.org/debian/ etch main contrib non-free deb http:/http.us.debian.org/debian stable main contrib non-free deb-src http:/http.us.debian.org/debian stable main contrib non-free deb http:/non-us.debian.org/debian-non-US stable/non-US main contrib non-free deb-src http:/non-us.debian.org/debian-non-US stable/non-US main contrib non-free Thanks But after removing Debian repositories still getting this error: W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 9BDB3D89CE49EC21, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 80E7349A06ED541C, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 8C851674F96FD737, W:GPG error: http://ppa.launchpad.net natty Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 94E58C34A8670E8C, E:Unable to parse package file /var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_natty-updates_multiverse_i18n_Index (1) I actually tried this before, but i am always getting this error --Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /etc/apt/secring.gpg --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver keyserver.ubuntu.com --recv-keys 8C851674F96FD737 gpg: requesting key F96FD737 from hkp server keyserver.ubuntu.com ?: keyserver.ubuntu.com: Connection refused gpgkeys: HTTP fetch error 7: couldn't connect: Connection refused gpg: no valid OpenPGP data found. gpg: Total number processed: 0

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • Get Unity to read in objects name without the need to hard code

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    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • How to use lemodev highscore plugin for unity?

    - by user3889649
    I am trying to add a server-sided highscore system to my game in unity. I have downloaded the free lemodev highscore plugin from the asset store but I cant figure out how to use it. I know where to put my server info and so on but other what are you supposed to do ? I added the main camera prefab that came with the package to my scene but other than adding an additional camera it did precisely nothing ( at least it seems that way ). Could anyone look into it and tell me how to use it ? The developer's website seems to have no information on the subject.

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