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  • How can I fix the compiz effects lag in unity?

    - by Samir
    I've recently installed ubuntu 11.04, and I actually liked Unity (although many others prefer Gnome), but there seems to be a lag problem. Every time I press the super button to bring out the Dash, or Super+W to show all windows, or any other action that involves some sort of effect, the effect lags a bit, and it could get really annoying. I've seen a fix using CompizConfig Settings Manager, but that doesn't seem to work for me. I've got a NVidia 9800 GT 1 GB video card, a 2 GB Ram, and not sure about the CPU (if you need it, tell me and I'll figure it out). Any help would be appreciated Thanks in advance.

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  • How to integrate Gmail, Google contacts and Google calendar into Unity without Thunderbird or Evolution?

    - by mpm
    I want to integrate my Google contacts, calender and Gmail to Unity. And I don´t want to use Thunderbird or even worse Evolution. Is there a possibility like in GNOME 3.xx? A lightweight contact / calendar / mail app (maybe one app for contact, one for calendar) would be welcome. Edit: I want to use the calender to sync my appointments with google - e.g. I open my "ubuntu-calender", make a new appointment and it syncs with google calendar. Also return way. The same with contacts. I want a see and edit all my contacts in an app and have them sync with google. Gmail: A notifyer would be enough - just one click on the notifyer and it opens googlemail in chrome. Otherwise an lightweigth email client. Kind regards mpm

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  • VMWare Unity Mode with Ubunty 12.10

    - by Nick
    This is a very difficult thing to search for, and find an answer to because of the unfortunate choice VMWare and Ubuntu both having something called "Unity". My host operating system is Windows 7 - 64 bit, running VMWare Workstation 9.0.1. I have a virtual machine running Ubuntu 12.10 - 64 bit. When I attempt to put VMWare in "Unity mode", I get the following message: The virtual machine cannot enter Unity mode because: - Unity is not supported on the guest operating system. From the VMWare site, there is nothing listed that says that Ubuntu is not supported for this... and I have installed the latest vmware-tools on the guest operating system. It seems like a lot of people have had this issue, but I haven't seen a good resolution to it yet. Does anyone know how to get Unity mode working with Ubuntu?

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  • Things to do to port game made for iOS in Unity to Android?

    - by 2600th
    I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS in Unity to Android. How to handle different screen resolutions and pixel densities, optimizations required, etc. Any other suggestions and important things you think I should know? EDIT: Also, should I handle builds according to device resolutions or by pixel density?

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  • How can I disable as much "flair" as possible in Unity?

    - by UlfR
    I'm running Ubuntu 11.10 from a fresh install on a somewhat aged computer, so I have some speed problems. But since I do want to use the new cool way to work with things that Unity introduces I do not want to fiddle with getting another desktop environment. My idea is to disable as much flair as possible, but there are tonnes of options that I do not understand or have the time to read up on when I launch CompizConfig Settings Manager. Which of these could safely be disabled? Are there other places where performance could be gained by disabling things? So how can I make the whole thing a little more snappy?

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  • Problems with Unity BuildUp Method

    - by Voice
    Hi everybody) I'm using Unity App Block for my project (version 1.2.0.0). I have a problem with Unity Container BuildUp method which I'm using for my ascx controls. Here is some code (that's pretty simple) public class BaseUserControl<T>:UserControl where T:class { protected override void OnInit(EventArgs e) { InjectDependencies(); base.OnInit(e); } protected virtual void InjectDependencies() { var context = HttpContext.Current; if (context == null) { return; } var accessor = context.ApplicationInstance as IContainerAccessor; if (accessor == null) { return; } var container = accessor.Container; if (container == null) { throw new InvalidOperationException("No Unity container found"); } container.BuildUp<T>(this as T); } } This method is called in base control for ascx controls in my solution. And here the property that should be injected in child control: [Dependency] private IStock Stock { get; set; } So after buildup Stock property is still empty. Resolve method works fine for IStock with the same container and configuration. I've tried buildup with simple test class with only one property IStock and got the same result. So what can be wrong with buildup?

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  • Is there anything like Unity for simple things that don't require an interface?

    - by Dave
    Perhaps I'm misapplying Unity, but here goes. I have a couple of applications, both of which load the same plugin assemblies. All assemblies require a library, and I want them to be able to access this library via Unity. However, in order to use Unity, or any other IoC framework, I'd have to write an interface for this library. I will probably do this, but since an interface isn't really needed for anything other than to support Unity, I am afraid that this means that I am 1) missing the point, or 2) misapplying the framework. If I avoid something that offers me DI, then I'd have to make the library class a singleton, and then pass it to all of the plugin constructors, or via a public property, and I don't want to do this. That said, and without actually implementing anything with Unity yet, I'm not getting one other detail -- although Unity will let me request the library via Resolve<, my plugins will still need to have a reference to the Unity instance that is created in the main applications. So is this a case where your only option is to pass the Unity reference to all of the plugins, but then it's convenient from that point on, merely because you can use Unity to get at all of the other dependencies?

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • (Where) Can I learn creating art for my 2D games?

    - by Poorly paid coder
    I'm currently bad at drawing. If I want to create something looking acceptable, it usually takes me hours and hours to fiddle around just to get the basic looks right. I think that I'm not completely skill-less, I just lack simple drawing techniques.. Am I a hopeless case? Where is a good place to start out in drawing for 2D games? I'd like to be able to create acceptably good backgrounds, terrains / tilemaps, characters and weapons

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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • How to configure Unity/Compiz in 12.04 so that Update Manager opens maximized w/screen bigger than 1024×600?

    - by Jani Uusitalo
    In Precise, window auto-maximize is disabled on monitors with a resolution above 1024 × 600 [1]. I have a bigger resolution, but I prefer maximized windows anyway. I want Update Manager to start maximized. What I've tried so far: In Compiz Config Settings Manager, I have Place Windows activated and 'Windows with fixed placement mode' has windows matching the rule "(name=gnome-terminal) | (name=update-manager)" set to 'Maximize'. With this, Gnome Terminal starts maximized, Update Manager does not. In Compiz Config Settings Manager, I have set a Window Rules [2] rule to match "name=update-manager". Irregardless of any rules set or not, activating Window Rules results in not being able to bring out Unity Launcher anymore, Alt+Tab window switching becoming slow or nonfunctional entirely and the screen sporadically freezing completely. Not a viable option apparently. I've installed Maximus [3] and started it. Update Manager ignores it (or vice versa). I've not tried devilspie and would prefer not to. Having to configure something external for this would seem stupidly redundant with (the no-brainer) Maximus and all these Compiz options already available. I just can't seem to make them work. [1] https://bugs.launchpad.net/ayatana-design/+bug/797808 [2] http://askubuntu.com/a/53657/34756 [3] How to configure my system so that all windows start maximized?

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  • Munq is for web, Unity is for Enterprise

    - by oazabir
    The Unity Application Block (Unity) is a lightweight extensible dependency injection container with support for constructor, property, and method call injection. It’s a great library for facilitating Inversion of Control and the recent version supports AOP as well. However, when it comes to performance, it’s CPU hungry. In fact it’s so CPU hungry that it makes it impossible to make it work at Internet Scale. I was investigating some CPU issue on a portal that gets around 3MM hits per day and I found unusually high CPU. Here’s why: I did some CPU profiling on my open source project Dropthings and found that the highest CPU is consumed by Unity’s Resolve<>(). There’s no funky use of Unity in the project. Straightforward Register<>() and Resolve<>(). But as you can see, Resolve<>() is consuming significantly high CPU even after the site is warm and has been running for a while. Then I tried Munq, which is a basic Dependency Injection Container. It has everything you will usually need in a regular project. It boasts to be the fastest DI out there. So, I converted all Unity code to Munq in Dropthings and did a CPU profile and Whala!   There’s no trace of any Munq calls anywhere. That proves Munq is a lot faster than Unity.

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  • Booting Ubuntu 12.04 in Unity the Windows Theme & Icon Theme reversed back to and always locked to Ubuntu default

    - by Antonio
    I did set up last year Faience-Ocre as my Icon Theme and Adwaita Cupertino L Unity as my Windows Theme (the GTK+ thme was unchanged to Adwaita (default)). It has worked perfectly well until 3 days ago when starting my PC I saw the Ubuntu default showing up for Windows & Icon Theme. I noticed that at start-up the disk access LED is not lit up continuously as before but at moment stops reading for a few seconds (up to 15 s) then complete the disk reading process. When all was working well this LED would lit up continuously. Another thing is that GNOME applications are as well not working well as previously Nautilus and Gedit now don't use the global menu in the system bar but a local window menu. Nautilus - Nemo before the incident Nautilus - Nemo now ... I did open dconf to check the desktop settings in org-gnome-desktop-wm-preferences and everything is looking good. When I change the settings in the app Advanced Settings in the Theme folder I see the respective value changing in dconf. However, there is no change on my desktop. It looks like it's crippled and GNOME related. [Update 1]: I have the same defect as referenced @ ubuntu theme suddenly changed to default and it's not coming back! instead of my GTK theme I get a classic, Windows-95-like grayish theme ... However one of the solution mentionned: http://www.webupd8.org/2011/06/fix-ubuntu-linux-mint-theme-changing-to.html is not working at all, even for 20 s up to 60 s delay.

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • How to adjust the appearance of the Unity in 12.10?

    - by piedro
    Now I updated to 12.10 and would like to adjust the desktop, well unity, appearance. I know there is the theme setting, but I cannot adjust the symbol theme or windows decoration with the systemsettings. I used to use the tool "unsettings" but it doesn't work with 12.10 anymore. Ubuntu Tweak used to be an option but at this point many features are broken and a lot of settings seem to mess up my system or they don't change anything at all (I understand that there has been a design settings change - gsettings, dconf, something ...) myunity has some options to change stuff but I couldn't find it for 12.10 ... not to forget "gnome-tweak-tool" which seems to work for most settings but not for all, e.g. it doesn't change the mouse cursor and the windows decorations do not show some decorations I'd like to use and I am also afraid of messing things up because it is supposed to be used in gnomeshell ... actually as I found out right now it really messes things up: fonts get inverted, suddenly high contrast accessibility setings are used in some windows, nautilus has white fonts on white background and even the login manager is a mess now ... So: How can I adjust the theme, symbol, decorations, fonts for the normal user and for the desktop and for the applications including the applications started as sudo user? I should mention that I upgraded from 12.04 and that some applications like synaptic completely ignore any settings ... sadly it is a mess, there was a time when gnome theming was really well done and very adjustable, I wonder what happened ... Just now I read that further development of Ubuntu Tweak has been stopped. The developer announced that he won't go any further with the software and the online services ... That is sad and destroys my hope for easy appearance editing just by waiting ... has been such a nice tool for 12.04 ... r.i.p.

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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  • How to switch and list windows (possibly of the same application) in Unity?

    - by Bruno
    Is there a way to switch easily between specific windows belonging to the same given application? For example, open Firefox, maximise the window; then, open its History window (History menu - Show all history), maximise it too. Is there an easy way to switch between these two maximised Firefox windows, without necessarily minimising the current window (or other windows in front of the required window)? Similarly, if I open another application alongside, how can I quickly go to the Firefox window of my choice? I have tried Alt+Tab, but when coming back from another application, which of the Firefox windows I end up with seems indeterministic. Under Gnome, I would find the window I'm looking for in the bottom bar. Under OSX, I would right-click on the application's icon and choose the relevant window from the list. Under Windows 7, I would click on the application icon and choose from the smaller windows. Is there something similar that's not activated or not visible by default in Unity? Hovering my mouse until I've found somewhere worth hovering over hasn't been very successful so far. I would prefer a click-based solution, but solutions involving key short-cuts instead are welcome.

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  • Lost access to the unity interface how to fix? (ubuntu 11.10)

    - by Tal Galili
    o.k, this is embarrassing: I have installed Compiz Config Settings Manager and tried to fix it so that the transition time between changing tabs (using alt+tab) will be short. by accident I un-pressed V from something else, and it asked me about a conflict - I pressed the "x" button to close the window and as a result I stopped seeing the unity interface. That is - I can not see any buttons of the left side. I went to the terminal (ctrl+alt+F1) and ran ccsm As a result I got the following error: $ ccsm /usr/lib/python2.7/site-packages/gtk-2.0/gtk/__init__.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Traceback (most recent call last): File "/usr/bin/ccsm", line 93, in <module> import ccm File "/usr/lib/python2.7/site-packages/ccm/__init__.py", line 1, in <module> from ccm.Conflicts import * File "/usr/lib/python2.7/site-packages/ccm/Conflicts.py", line 26, in <module> from ccm.Constants import * File "/usr/lib/python2.7/site-packages/ccm/Constants.py", line 29, in <module> CurrentScreenNum = gtk.gdk.display_get_default().get_default_screen().get_number() AttributeError: 'NoneType' object has no attribute 'get_default_screen' What should I do next? Thanks.

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  • Pygame camera follow in a 2d tile game

    - by Pipyaddict
    import pygame, sys from pygame.locals import * pygame.init() size = width, height = 480,320 screen = pygame.display.set_mode(size) r = 0 bif = pygame.image.load("map5.png") pygame.display.set_caption("Pygame 2D RPG !") x,y=0,0 movex, movey=0,0 character="boy.png" player=pygame.image.load(character).convert_alpha() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type==KEYDOWN: if event.key==K_a: movex=-1 elif event.key==K_d: movex=+1 elif event.key==K_w: movey=-1 elif event.key==K_s: movey=+1 if event.type==KEYUP: if event.key==K_a: movex=0 elif event.key==K_d: movex=0 elif event.key==K_w: movey=0 elif event.key==K_s: movey=0 x+=movex y+=movey screen.fill((r,0,0)) screen.blit(bif,(0,0)) screen.blit(player,(x,y)) pygame.display.flip() Everything works fine except I was wondering how on earth I was going to be able to move the camera where the player goes sorry that I can't show you the map file as you can't add images to it. But Thanks for your time The map is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/map5.png And finally the code is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/2d_pygame.py Thanks again for your time and effort!!!!!

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  • Resolving IEnumerable<T> with Unity

    - by Mark Seemann
    Can Unity automatically resolve IEnumerable<T>? Let's say I have a class with this constructor: public CoalescingParserSelector(IEnumerable<IParserBuilder> parserBuilders) and I configure individual IParserBuilder instances in the container: container.RegisterType<IParserSelector, CoalescingParserSelector>(); container.RegisterType<IParserBuilder, HelpParserBuilder>(); container.RegisterType<IParserBuilder, SomeOtherParserBuilder>(); can I make this work without having to implement a custom implementation of IEnumerable<IParserBuilder>? var selector = container.Resolve<IParserSelector>(); So far I haven't been able to express this in any simple way, but I'm still ramping up on Unity so I may have missed something.

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  • PerThreadLifetimeManager in Unity

    - by DorianGrey
    Hi, In the Unity PerThreadLifetimeManager documentation, I read that: "This lifetime manager does not dispose the instances it holds". Ref.: http://msdn.microsoft.com/en-us/library/ff647854.aspx So, if I am using a ThreadPool, does it mean that objects resolved using Unity on a Thread of the ThreadPool will not get disposed at the end of the work done in that thread before being returned to the pool? Any pattern or ideas how I can ensure that the objects do get disposed & I get a clean thread from the thread pool? Thanks!

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