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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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  • How do I hide my custom Unity panel indicators from another user account on the same machine?

    - by Inkayacu
    I created a second user account on my machine, making it a "standard" user account. When I log into that account, most of the panel indicators I've added in my own administrator user account show up here as well -- but not all of them (e.g., the cpufreq indicator shows up in both accounts, but the multiload indicator does not show up in the second account). I'd like to prevent everything but the default panel indicators from a fresh Ubuntu install showing up in the second user's panel.

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  • Unity Player Controls Streaming Music Services From Chrome Toolbar

    - by Jason Fitzpatrick
    Chrome: If you’re a frequent Pandora, Grooveshark, or other popular streaming music station listener, Unity Player puts play control and song info on the Chrome Toolbar. Rather than sending you digging through your tabs to find the window with Pandora–or Google Music, Grooveshark, 8Tracks, Hypemachine, or any of the other dozen supported services–Unity Player pulls up a one-click control panel for easy pause/play, skip, and access to other service features like thumbs up/down flagging. Unity Player is free, works wherever Chrome does. Unity Player [via Addictive Tips] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • How can i install XFCE along side unity?

    - by James
    I would like to be able to install XFCE to run alongside unity so I can choose on startup which DE I use, without breaking any features of either DE. Following this: https://sites.google.com/site/easylinuxtipsproject/xubuntu "Note: don't install Nautilus in Xubuntu! This will cause system conflicts." I don't want to affect ANY of the features in unity, i.e. I want to be able to use the two interchangeably, so I can't follow some suggestions of just cleaning out all the old stuff as that would mean using unity would be changed, (http://askubuntu.com/questions/111400/can-i-install-unity-aside-with-xfce-and-switch-them-as-i-want) is this possible in 12.04? [System] ubuntu 12.04.1 64bit.

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • How to make Gmail open when clicking mailto: links in the same browser it is clicked in under Unity Ubuntu 12.04?

    - by max
    I just installed 12.04 and when clicking mailto: links Thunderbird opens. I want Gmail to open in the browser that the mailto: link is clicked. So if I am in Firefox and click a mailto: link a new FF tab opens with Gmailloaded. And if I am in Chrome and click a mailto: link then a new Chrome tab opens up with Gmail loaded. Is there a way to do this via some script? Or would I need to set this in some system settings?

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  • ASUS X53S Intel Graphics and Unity 3D

    - by Nordlöw
    I just bought a ASUS X53S. Everything works flawlessly except that I can't run Unity 3D on it because NVIDIA Linux drivers currently doesn't support Optimus. So I'm stuck with the other integrated Intel Graphics Adapter. I'm already installed BumbleBee but it doesn't help with Unity 3D thing. Will the Xorg driver ever support OpenGL and especially GLX_texture_from_pixmap so that Unity 3D will work with it? The Intel driver is really snappy with Unity 2D and seems to support most other X acceleration features such as smooth scrolling.

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  • Unity setting problem when defined in code

    - by Xabatcha
    I have problem when asking for default ILogger from Unity container. I have this setting defined in code (its VB.net) Dim container As IUnityContainer ... container.RegisterType(Of ILogger, NullLogger)() container.RegisterType(Of ILogger, EntLibLogger)("EL") When I am getting ILogger from container I may have different name, like: Ioc.Resolve(Of ILogger)("MyLogger") However this raises error as the mapping is not set for 'MyLogger'. Can I force container to return type which was registered without name? Actually when I used setting from web.config it worked. Any tips most welcome. Thanks. Cheers, X.

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  • Ubuntu 12.04 Full Screen without Unity Hub

    - by Xatolos
    I couldn't find an answer for this, so I thought I would try here. My problem is, I have some games on Wine that play in full screen mode but I can't really get them in full screen mode. When they start up, they end up with the GUI's "HUD" overlapping the game which is really annoying and well kills the option to play the game. This has also happened in a few of my Linux programs as well. While I wrote its a problem with Unity, it really isn't limited to this though. I've done full screen mode on Unity and had the Unity side bar and top menu overlap, I've used Gnome and had the same issue happen, Gnome menu is in the top, Cinnamon had the same issue. Sometimes if I Alt-Tab out of it and back into the program it MIGHT remove the HUD but that doesn't always work, and lets face it, full screen mode that is killed by the GUI just isn't something that can really be ignored. Any suggestions or help would be highly welcomed. My laptop http://www.cnet.com/laptops/asus-g53jw-a1-15/4507-3121_7-34210244.html edit Seems so far to be an issue with Unity and Gnome being in 3D mode, and possibly an issue with my NVidia card and XServe (I think that was it...). Going to Unity/Gnome 2d modes seem to help with this for the moment...

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  • Unity 2.0. How to throw ResolutionFailedException

    - by Andrey Khataev
    Hello, I have my app, using functionality that is based on unity application block. Sometimes I need to throw ResolutionFailedException manually. In v1.2 constructor of ResolutionFailedException had three parameters - typerequested, namerequested and exception. In v2.0 fourth parameter was added - buildercontext. I'm not creating it manually, so I have no reference to it and no idea where I can get it. Roughly speaking, I'm only overriding Resolve method in particular way and I'm not interfere in standard mechanism of policies, strategies and so on. Could anyone help?

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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  • How do I stop unity launcher icon from shaking wobbling, jumping, bouncing, running, and cavorting?

    - by ssu
    When I'm focused and working on something, sometimes an app (like update manager) will decide that it is more important than I am, and start jumping and bouncing and wobbling and waving and generally cavorting around like a spoiled, misbehaving 3-year-old. In general, being very annoying. How do I stop this behavior? I'll get to an app when I get to it - it shouldn't be so needy. I need to work, not spend all day at the service of whatever application pops up.

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  • What is the keyboard shortcut to minimise a window to launcher in unity?

    - by uzi3k
    In 10.10 that I was using before 12.04 you could use alt+F9 to minimise a window to the task bar. In 12.04 meta+ctrl+ cursor up down maximises and unmaximises a window. If you have a numeric keypad you can use ctrl+alt+0 to minimise to launcher. On my netbook I don't have a numeric keypad and the normal numbers do not work with the above shortcut. How can I minimise windows with a keyboard shortcut?

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  • WCF and Unity - Dependecy Injection

    - by Michael
    I'm trying to hock up WCF with dependecy injection. All the examples that I have found is based on the assumptions that you either uses a .svc (ServiceHostFactory) service or uses app.config to configure the container. Other examples is also based on that the container is passed around to the classes. I would like a solution where the container is not passed around (not tightly coupled to Unity). Where I don't uses a config file to configure the container and where I use self-hosted services. The problem is - as I see it - that the ServiceHost is taking the type of the service implementation as a parameter so what different does it do to use the InstanceProvider? The solution I have come up with at the moment is to register the ServiceHost (or a specialization) an register a Type with a name ( e.g. container.RegisterInstance<Type>("ServiceName", typeof(Service);). And then container.RegisterType<UnityServiceHost>(new InjectionConstructor(new ResolvedParameter<Type>("ServiceName"))); to register the ServiceHost. Any better solutions out there? I'm I perhaps way of in my assumptions. Best regards, Michael

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  • Unity IoC and MVC modelbinding

    - by danielovich
    Is it ok to have a static field in my controller for my modelbinder to call ? Eg. public class AuctionItemsController : Controller { private IRepository<IAuctionItem> GenericAuctionItemRepository; private IAuctionItemRepository AuctionItemRepository; public AuctionItemsController(IRepository<IAuctionItem> genericAuctionItemRepository, IAuctionItemRepository auctionItemRepository) { GenericAuctionItemRepository = genericAuctionItemRepository; AuctionItemRepository = auctionItemRepository; StaticGenericAuctionItemRepository = genericAuctionItemRepository; } internal static IRepository<IAuctionItem> StaticGenericAuctionItemRepository; here is the modelbinder public class AuctionItemModelBinder : DefaultModelBinder { public override object BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) { if (AuctionItemsController.StaticGenericAuctionItemRepository != null) { AuctionLogger.LogException(new Exception("controller is null")); } NameValueCollection form = controllerContext.HttpContext.Request.Form; var item = AuctionItemsController.StaticGenericAuctionItemRepository.GetSingle(Convert.ToInt32(controllerContext.RouteData.Values["id"])); item.Description = form["title"]; item.Price = int.Parse(form["price"]); item.Title = form["title"]; item.CreatedDate = DateTime.Now; item.AuctionId = 1; //TODO: Stop hardcoding this item.UserId = 1; return item; }} i am using Unity as IoC and I find it weird to register my modelbinder in the IoC container. Any other good design considerations I shold do ?

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  • Unity: Replace registered type with another type at runtime

    - by gehho
    We have a scenario where the user can choose between different hardware at runtime. In the background we have several different hardware classes which all implement an IHardware interface. We would like to use Unity to register the currently selected hardware instance for this interface. However, when the user selects another hardware, this would require us to replace this registration at runtime. The following example might make this clearer: public interface IHardware { // some methods... } public class HardwareA : IHardware { // ... } public class HardwareB : IHardware { // ... } container.RegisterInstance<IHardware>(new HardwareA()); // user selects new hardware somewhere in the configuration... // the following is invalid code, but can it be achieved another way? container.ReplaceInstance<IHardware>(new HardwareB()); Can this behavior be achieved somehow? BTW: I am completely aware that instances which have already been resolved from the container will not be replaced with the new instances, of course. We would take care of that ourselves by forcing them to resolve the instance once again.

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  • What corresponds to the Unity 'registration name' in the unity configuration section?

    - by unanswered
    When registering and resolving types in a Unity Container using code you can use 'Registration Names' to disambiguate your references that derive from an interface or base class hierarchy. The 'registration name' text would be provided as a parameter to the register and resolve methods: myContainer.RegisterType<IMyService, CustomerService>("Customers"); and MyServiceBase result = myContainer.Resolve<MyServiceBase>("Customers"); However when I register types in the configuration files I do not see where the 'registration name' can be assigned I register an Interface: <typeAlias alias="IEnlistmentNotification" type="System.Transactions.IEnlistmentNotification, System.Transactions, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" /> Then two types that I happen to know implement that interface: <typeAlias alias="PlaylistManager" type="Sample.Dailies.Grid.Workers.PlaylistManager, Sample.Dailies.Grid.Workers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" /> <typeAlias alias="FlexAleManager" type="Sample.Dailies.Grid.Workers.FlexAleManager, Sample.Dailies.Grid.Workers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" /> Then I provide mappings between the interface and the two types: <type type="IEnlistmentNotification" mapTo="FlexAleManager"><lifetime type="singleton"/></type> <type type="IEnlistmentNotification" mapTo="PlaylistManager"><lifetime type="singleton"/></type> That seems to correspond to this code: myContainer.RegisterType<IEnlistmentNotification, FlexAleManager>(); myContainer.RegisterType<IEnlistmentNotification, PlaylistManager>(); but clearly what I need is a disambiguating config entry that corresponds to this code: myContainer.RegisterType<IEnlistmentNotification, FlexAleManager>("Flex"); myContainer.RegisterType<IEnlistmentNotification, PlaylistManager>("Play"); Then when I get into my code I could do this: IEnlistmentNotification flex = myContainer.Resolve<IEnlistmentNotification>("Flex"); IEnlistmentNotification play = myContainer.Resolve<IEnlistmentNotification>("Play"); See what I mean? Thanks, Kimball

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  • MVC 3 beta + Dependency Resolver + Unity = got problem

    - by drsim
    Hi everyone. I'm tried to use Dependency Resolver with Unity, and got some problem when my Controller creating. Here example of controller: public class AccountController : Controller { private readonly ICourseService _courseService; public AccountController(ICourseService courseService) { _courseService = courseService; } } But, when Controller try to create - i got an exception "No parameterless constructor defined for this object." I even try to add default constructor for this controller, but courseService didn't create. Also try to add property with [Dependency] attribute - nothing happened. Here is Dependency Resolver class: public class UnityDependencyResolver : IDependencyResolver { private readonly IUnityContainer _container; public UnityDependencyResolver(IUnityContainer container) { _container = container; } public object GetService(Type serviceType) { return _container.IsRegistered(serviceType) ? _container.Resolve(serviceType) : null; } public IEnumerable<object> GetServices(Type serviceType) { return _container.IsRegistered(serviceType) ? _container.ResolveAll(serviceType) : new List<object>(); } } and Global.asax.cs: protected void Application_Start() { AreaRegistration.RegisterAllAreas(); RegisterGlobalFilters(GlobalFilters.Filters); RegisterRoutes(RouteTable.Routes); var container = new UnityContainer(); container.RegisterType<ICourseService, CourseService>(); DependencyResolver.SetResolver(new UnityDependencyResolver(container)); } Can anyone help me ?

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  • Ubuntu 3D does not work on Dell system with a AMD Radeon HD 6470M

    - by VeeKay
    I am running 64 bit Ubuntu on Dell with 1GB graphic card. I login with "Ubuntu" hoping to see Unity 3d but it doesn't. Unity 2D runs instead. when I type in echo "$DESKTOP_SESSION" it confirms the Unity-2D. I've checked the System info that shows like : The graphics row shows itself as empty. SO I've presumed that the graphic drivers aren't detected and hence I went to Unity- Additional Drivers and installed the fglrx driver that the UI has suggested. Even after installing so, the graphics part in System info details shows nothing and still Unity 2D runs in spite of all the effort. Please help! How can I get my Unity 3D back? Hardware Info Video Card : AMD Radeon™ HD 6470M - 1GB (For ICC) RAM : 6GB (1 X 2GB + 1 X 4GB) 2 DIMM DDR3 1333Mhz OS : 64 bit Ubuntu 11.10 Edit : Output for /usr/lib/nux/unity_support_test -p X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 21 Current serial number in output stream: 21

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  • Is it possible to mix MEF and Unity within a MEF-based plugin?

    - by Dave
    I'm finally diving into Unity head first, and have run into my first real problem. I've been gradually changing some things in my app from being MEF-resolved to Unity-resolved. Everything went fine on the application side, but then I realized that my plugins were not being loaded. I started to look into this issue, and I believe it's a case where MEF and Unity don't mix. Plugins are loaded by MEF, but each plugin needs to get access to the shared libraries in my application, like app preferences, logging, etc. Initially, my plugin constructor had the ImportingConstructor attribute. I then replaced it with InjectionConstructor so that Unity could resolve its shared library dependencies. But because I did that, MEF no longer loaded it! Then I used both attributes, which compiled, but then I got a composition error (MEF). I figured that this was because the constructor takes a parameter that was once resolved by a MEF Import, so I removed all parameters. As expected, now MEF was able to load my plugin, but because the constructor needs to call into the interface that was once passed in, construction fails. So now I'm at a point where I can get MEF to start to load my plugin, but can't do anything with it because the plugin relies on shared libraries that are registered with Unity. For those of you that have successfully mixed MEF and Unity, how do you go about resolving the references to the shared libraries with Unity?

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  • checking player prefs from unity in xcode

    - by user313100
    I made a simple scene that has some GUI buttons in Unity. When you press a button it will set a player preference to 1. I have a button for facebook, twitter and a store. In XCode, when the value hits 1, it switches to a new window with facebook, twitter or the store. My problem is that when I try and retrieve the player preferences in XCode, they always come up as null. To compound my confusion, my code seems to respond to the switch to 1 and it switches to the new window when the value hits 1. Any ideas why it manages to switch to the other window and why I am getting null values? - (void) applicationDidFinishLaunching:(UIApplication*)application { printf_console("-> applicationDidFinishLaunching()\n"); NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults setInteger:0 forKey:@"Store"]; [userDefaults setInteger:0 forKey:@"Facebook"]; [userDefaults setInteger:0 forKey:@"Twitter"]; _storeWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _facebookWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _twitterWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; viewControllerSK = [[SKViewController alloc]initWithNibName:@"SKViewController" bundle:nil]; viewControllerFacebook = [[xutils_exampleViewController alloc]initWithNibName:@"FacebookViewController" bundle:nil]; viewControllerTwitter = [[xutils_exampleViewController2 alloc]initWithNibName:@"TwitterViewController" bundle:nil]; [_storeWindow addSubview:viewControllerSK.view]; [_facebookWindow addSubview:viewControllerFacebook.view]; [_twitterWindow addSubview:viewControllerTwitter.view]; [SKStoreManager sharedManager]; [self startUnity:application]; } - (void) applicationDidBecomeActive:(UIApplication*)application { printf_console("-> applicationDidBecomeActive()\n"); if (gDidResignActive == true) { UnitySetAudioSessionActive(true); UnityPause(false); } gDidResignActive = false; [self newTimer]; } - (void) applicationWillResignActive:(UIApplication*)application { printf_console("-> applicationDidResignActive()\n"); UnitySetAudioSessionActive(false); UnityPause(true); gDidResignActive = true; } - (void) applicationDidReceiveMemoryWarning:(UIApplication*)application { printf_console("WARNING -> applicationDidReceiveMemoryWarning()\n"); } - (void) applicationWillTerminate:(UIApplication*)application { printf_console("-> applicationWillTerminate()\n"); UnityCleanup(); } -(void)newTimer { NSTimer *theTimer = [self getTimer]; [theTimer retain]; [[NSRunLoop currentRunLoop] addTimer: theTimer forMode: NSDefaultRunLoopMode]; } -(NSTimer *)getTimer { NSTimer *theTimer; theTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector: @selector(onLoop) userInfo:nil repeats:YES]; return [theTimer autorelease]; } -(void)onLoop { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; //NSLog(@"FB: %@", [userDefaults integerForKey:@"Facebook"]); if ([userDefaults integerForKey:@"Store"] != 1 && [userDefaults integerForKey:@"Facebook"] != 1 && [userDefaults integerForKey:@"Twitter"] != 1) { UnityPause(FALSE); _window.hidden = NO; _storeWindow.hidden = YES; _facebookWindow.hidden = YES; _twitterWindow.hidden = YES; [_window makeKeyWindow]; } if ([userDefaults integerForKey:@"Store"] == 1) { UnityPause(TRUE); _storeWindow.hidden = NO; _window.hidden = YES; [_storeWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Facebook"] == 1) { UnityPause(TRUE); _facebookWindow.hidden = NO; _window.hidden = YES; [_facebookWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Twitter"] == 1) { UnityPause(TRUE); _twitterWindow.hidden = NO; _window.hidden = YES; [_twitterWindow makeKeyWindow]; } } -(void) dealloc { DestroySurface(&_surface); [_context release]; _context = nil; [_window release]; [_storeWindow release]; [_facebookWindow release]; [_twitterWindow release]; [viewControllerSK release]; [viewControllerFacebook release]; [viewControllerTwitter release]; [super dealloc]; }

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  • Why does the terminal in unity 2d (Ubuntu 11.10) always stay in the foreground?

    - by user32509
    I have just updated to Ubuntu 11.10 and I am using unity 2d. My terminal applications (gnome-terminal or konsole) just won't go into background. When I move another application in front of them, they are still rendered, but the clicks are going through them. This behavior only appears when the terminal windows interact with another applications. I can move one terminal over another without a problem, but even the menu list of a terminal application can not be shown, since it is - for some unknown reason - "behind" the terminal. Any ideas what might be the cause of this problem? I do not have this problem with my other machines. The only difference is, that I am using unity 2d here and ("normal") unity at home.

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