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  • Writing to XML issue Unity3D C#

    - by N0xus
    I'm trying to create a tool using Unity to generate an XML file for use in another project. Now, please, before someone suggests I do it in something, the reason I am using Unity is that it allows me to easily port this to an iPad or other device with next to no extra development. So please. Don't suggest to use something else. At the moment, I am using the following code to write to my XML file. public void WriteXMLFile() { string _filePath = Application.dataPath + @"/Data/HV_DarkRideSettings.xml"; XmlDocument _xmlDoc = new XmlDocument(); if (File.Exists(_filePath)) { _xmlDoc.Load(_filePath); XmlNode rootNode = _xmlDoc.CreateElement("Settings"); // _xmlDoc.AppendChild(rootNode); rootNode.RemoveAll(); XmlElement _cornerNode = _xmlDoc.CreateElement("Screen_Corners"); _xmlDoc.DocumentElement.PrependChild(_cornerNode); #region Top Left Corners XYZ Values // indent top left corner value to screen corners XmlElement _topLeftNode = _xmlDoc.CreateElement("Top_Left"); _cornerNode.AppendChild(_topLeftNode); // set the XYZ of the top left values XmlElement _topLeftXNode = _xmlDoc.CreateElement("TopLeftX"); XmlElement _topLeftYNode = _xmlDoc.CreateElement("TopLeftY"); XmlElement _topLeftZNode = _xmlDoc.CreateElement("TopLeftZ"); // indent these values to the top_left value in XML _topLeftNode.AppendChild(_topLeftXNode); _topLeftNode.AppendChild(_topLeftYNode); _topLeftNode.AppendChild(_topLeftZNode); #endregion #region Bottom Left Corners XYZ Values // indent top left corner value to screen corners XmlElement _bottomLeftNode = _xmlDoc.CreateElement("Bottom_Left"); _cornerNode.AppendChild(_bottomLeftNode); // set the XYZ of the top left values XmlElement _bottomLeftXNode = _xmlDoc.CreateElement("BottomLeftX"); XmlElement _bottomLeftYNode = _xmlDoc.CreateElement("BottomLeftY"); XmlElement _bottomLeftZNode = _xmlDoc.CreateElement("BottomLeftZ"); // indent these values to the top_left value in XML _bottomLeftNode.AppendChild(_bottomLeftXNode); _bottomLeftNode.AppendChild(_bottomLeftYNode); _bottomLeftNode.AppendChild(_bottomLeftZNode); #endregion #region Bottom Left Corners XYZ Values // indent top left corner value to screen corners XmlElement _bottomRightNode = _xmlDoc.CreateElement("Bottom_Right"); _cornerNode.AppendChild(_bottomRightNode); // set the XYZ of the top left values XmlElement _bottomRightXNode = _xmlDoc.CreateElement("BottomRightX"); XmlElement _bottomRightYNode = _xmlDoc.CreateElement("BottomRightY"); XmlElement _bottomRightZNode = _xmlDoc.CreateElement("BottomRightZ"); // indent these values to the top_left value in XML _bottomRightNode.AppendChild(_bottomRightXNode); _bottomRightNode.AppendChild(_bottomRightYNode); _bottomRightNode.AppendChild(_bottomRightZNode); #endregion _xmlDoc.Save(_filePath); } } This generates the following XML file: <Settings> <Screen_Corners> <Top_Left> <TopLeftX /> <TopLeftY /> <TopLeftZ /> </Top_Left> <Bottom_Left> <BottomLeftX /> <BottomLeftY /> <BottomLeftZ /> </Bottom_Left> <Bottom_Right> <BottomRightX /> <BottomRightY /> <BottomRightZ /> </Bottom_Right> </Screen_Corners> </Settings> Which is exactly what I want. However, each time I press the button that has the WriteXMLFile() method attached to it, it's write the entire lot again. Like so: <Settings> <Screen_Corners> <Top_Left> <TopLeftX /> <TopLeftY /> <TopLeftZ /> </Top_Left> <Bottom_Left> <BottomLeftX /> <BottomLeftY /> <BottomLeftZ /> </Bottom_Left> <Bottom_Right> <BottomRightX /> <BottomRightY /> <BottomRightZ /> </Bottom_Right> </Screen_Corners> <Screen_Corners> <Top_Left> <TopLeftX /> <TopLeftY /> <TopLeftZ /> </Top_Left> <Bottom_Left> <BottomLeftX /> <BottomLeftY /> <BottomLeftZ /> </Bottom_Left> <Bottom_Right> <BottomRightX /> <BottomRightY /> <BottomRightZ /> </Bottom_Right> </Screen_Corners> <Screen_Corners> <Top_Left> <TopLeftX /> <TopLeftY /> <TopLeftZ /> </Top_Left> <Bottom_Left> <BottomLeftX /> <BottomLeftY /> <BottomLeftZ /> </Bottom_Left> <Bottom_Right> <BottomRightX /> <BottomRightY /> <BottomRightZ /> </Bottom_Right> </Screen_Corners> </Settings> Now, I've written XML files before using winforms, and the WriteXMLFile function is exactly the same. However, in my winform, no matter how much I press the WriteXMLFile button, it doesn't write the whole lot again. Is there something that I'm doing wrong or should change to stop this from happening?

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  • problem in displaying a slug with dash

    - by Mac Taylor
    hey guys i made a slug with dash for my stories urls such as : http://stackoverflow.com/questions/482636/fetching-records-with-slug-instead-of-id this is my code to create slug : function Slugit($title) { $title = strip_tags($title); // Preserve escaped octets. $title = preg_replace('|%([a-fA-F0-9][a-fA-F0-9])|', '---$1---', $title); // Remove percent signs that are not part of an octet. $title = str_replace('%', '', $title); // Restore octets. $title = preg_replace('|---([a-fA-F0-9][a-fA-F0-9])---|', '%$1', $title); $title = remove_accents($title); if (seems_utf8($title)) { if (function_exists('mb_strtolower')) { $title = mb_strtolower($title, 'UTF-8'); } $title = utf8_uri_encode($title, 500); } $title = strtolower($title); $title = preg_replace('/&.+?;/', '', $title); // kill entities $title = str_replace('.', '-', $title); $title = preg_replace('/[^%a-z0-9 _-]/', '', $title); $title = preg_replace('/\s+/', '-', $title); $title = preg_replace('|-+|', '-', $title); $title = trim($title, '-'); return $title; } as you can see dashes , up to here , everything is fine but when i click on the link , it can not open and find it my database as it's saved in normal and with no dashes so i wrote something to remove dashes $string = str_replace('-', '&nbsp;', $string); but when there is ? or . in url , then it can not dispaly ! any help to retrieve back the original url ?!

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  • using Unity Android In a sub view and add style and actionbar

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } How can I add the action bar and the style of the first activity to unity's animation activity ?

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  • How does Unity.Resolve know which constructor to use?

    - by stiank81
    Given a class with several constructors - how can I tell Resolve which constructor to use? Consider the following example class: public class Foo { public Foo() { } public Foo(IBar bar) { Bar = bar; } public Foo(string name, IBar bar) { Bar = bar; Name = name; } public IBar Bar { get; set; } public string Name { get; set; } } If I want to create an object of type Foo using Resolve how will Resolve know which constructor to use? And how can I tell it to use the right one? Let's say I have a container with an IBar registered - will it understand that it should favor the constructor taking IBar? And if I specify a string too - will it use the (string, IBar) constructor? Foo foo = unityContainer.Resolve<Foo>(); And please ignore the fact that it would probably be easier if the class just had a single constructor...

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  • How do I create a popup banner before login with Lightdm?

    - by Rich Loring
    When Ubuntu was using gnome I was able to create a popup banner like the banner below before the login screen using zenity in the /etc/gdm/Init/Default. The line of code would be like this: if [ -f "/usr/bin/zenity" ]; then /usr/bin/zenity --info --text="`cat /etc/issue`" --no-wrap; else xmessage -file /etc/issue -button ok -geometry 540X480; fi How can I accomplish this with Unity? NOTICE TO USERS This is a Federal computer system (and/or it is directly connected to a BNL local network system) and is the property of the United States Government. It is for authorized use only. Users (authorized or unauthorized) have no explicit or implicit expectation of privacy. Any or all uses of this system and all files on this system may be intercepted, monitored, recorded, copied, audited, inspected, and disclosed to authorized site, Department of Energy, and law enforcement personnel, as well as authorized officials of other agencies, both domestic and foreign. By using this system, the user consents to such interception, monitoring, recording, copying, auditing, inspection, and disclosure at the discretion of authorized site or Department of Energy personnel. Unauthorized or improper use of this system may result in administrative disciplinary action and civil and criminal penalties. By continuing to use this system you indicate your awareness of and consent to these terms and conditions of use. LOG OFF IMMEDIATELY if you do not agree to the conditions stated in this warning.

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  • Why does my computer crash when I minimise the last window?

    - by TRiG
    I am runnung Ubuntu 12.04 LTS. If I have a few windows open (say four to six, not a large amount), and minimise all by pressing Ctrl+Super+D, they all minimise immediately with no problems. However, if I minimise them one at a time, by clicking the minimise button with my mouse, the last one often hangs. Usually it will appear as a ghost on the screen for a while, semi-minimised (in other words, shrunk toward the Unity launcher bar, half-size or smaller, and semi-transparent). Usually it will eventually clear; sometimes the computer just freezes and I have to restart it. It doesn’t seem to matter what the window actually is. Just now, I had to restart my computer with Skype* semi-minimised. I’ve seen it freeze before with the Terminal semi-minimised (and the Terminal wasn’t even doing anything at the time). The only pattern is that it’s always the last window minimised which freezes, and that minimising all windows together using the keyboard shortcut works fine. What on earth is going on, and how can I stop it? * I hate Skype, but I need it for work.

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  • Notify-osd notifications appear unthemed in top-left corner (ubuntu 13.10)

    - by Wehlutyk
    Problem I recently upgraded from 13.04 to 13.10, and suddenly notification bubbles don't appear themed as usual in the upper right corner, but they appear as white text on blue background in the upper-left corner. It looks like this: Unsuccesful attempts to fix it I tried reinstalling unity, notify-osd, ubuntu-desktop removed notification-daemon which was installed, none of that fixes it. In fact running ps aux | grep notify-osd shows that notify-osd isn't even running. But when I try to start it manually by running /usr/lib/x86_64-linux-gnu/notify-osd I get: ** (notify-osd:4618): WARNING **: Another instance has already registered org.freedesktop.Notifications ** (notify-osd:4618): WARNING **: Could not register instance If I understand well, the instance is registered by the /usr/share/dbus-1/services/org.freedesktop.Notifications.service file, which right now contains: [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd Renaming or deleting that file (and rebooting) has no effect whatsoever (and it is not recreated automatically). This is not a duplicate of No notifications from notify-osd on 13.10 (and by the way I purged gnome-flashback-session along with notification-daemon) Question(s) How can I debug this? How can I get notifications to come back to normal? If additional debug information is needed, I'll be happy to add it (just that I can't find any more).

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  • Is there any way to stop a window's title bar merging with the panel when maximised?

    - by Richard Turner
    I'm working on a desktop machine with plenty of screen real-estate, so I don't need my windows' title bars to merge with the global menu bar when the windows are maximised. Moreover, I'm working on a dual-screen set-up, so the fact that a window is maximised doesn't mean that it's the only window visible. Before Unity I'd switch to a maximised window by clicking on its title bar, or close the window, even though it isn't focused, by clicking on its close button; I can no longer do this because the title bar is missing and the global menu bar is empty on that screen. This isn't a huge problem - I can click on some of the window's chrome to focus it - but it's unintuitive and it's forcing me to relearn my mousing behaviour. I'd like to turn-off the merging of title and global menu bars, but how? EDIT: I simply want the title bar of the window NOT to merge with the top panel whenever I maximize a Window. The global menu should stay in the top panel as far as I am concerned. Current it maximizes like this I want it to maximize like this (In that screeny the unmaximized Window has been resized to take rest of the space)

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • Problems with both LightDM and GDM using DisplayLink USB monitor

    - by Austin
    When I use LightDM, it will auto-login to desktop just fine. The only problem is Compiz doesn't work, and menus don't work. I can't right-click the desktop, and I can't select program menus in the top bar (I.e clicking "File" does nothing). When I use GDM, I only get a blank blue screen and the mouse cursor. I can't Ctrl+Alt+Backspace to restart, but I can Ctrl+Alt+F1 and Ctrl+Alt+F7 to switch modes. I don't think it's auto-logging me in, but I'm not sure. It plays the login screen noise. Will update with more information when I get home! EDIT: Okay, so I did a fresh install, just to ensure I hadn't borked something playing in the console. I reconfigured my setup as I did before, with the same results. Here's what I followed. The only difference is that instead of setting "vga=normal nomodeset" I set "GRUB_GFXPAYLOAD_LINUX = text". Also I only have the DisplayLink monitor configured in my xorg.conf file. At this point I'm using the open radeon driver, although I used the proprietary ati driver before. I'm not sure if I'm having a problem with: - X configuration - Graphics driver - DisplayLink driver - Unity - LightDM - Compiz - Or something else The resolution of the monitor is 800x480, 16bit. I tried setting a larger virtual resolution of 1200x720 (because the real resolution is lower than the recommended resolution), but it causes Ubuntu to boot into low graphics mode. When I get home I'm going to install the fglrx driver and see if it enables virtual resolutions, which may further enable my window manager to function properly.

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  • Reinstalled Ubuntu 12.04 and now I cannot change preferences like theme, wallpaper, and nautilus preferences

    - by krishnab
    So I just down-rev'd ubuntu from 13.04 back to 12.04 LTS desktop 64 (Precise). I am using Unity. I just reformatted the Ubuntu partition, but kept my home directory intact, and everything seemed to reconnect just fine. No data was lost. However, I found that I cannot seem to change my preferences. So I cannot seem to change my desktop background, no matter how many ways I try--Ubuntu Tweak, Gnome Tweak, system settings. I also cannot change the system GTK+ theme, though apparently I am able to change the windows border theme. Further, I cannot seem to change my Nautilus preferences--so I cannot seem the make the default view a list view, and I cannot make the "single-click" behavior the default. I even went into the nautilus org.gnome.nautilus settings to manually change things, but no luck. I thought it was a permissions issue, so I did a chown on the home folder and on the .gvfs folder. Still no luck. So somewhere there seems to be a permission that I am not catching. Does anyone have any suggestions? Thanks.

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  • Ubuntu 13.10 AMD/ATI proprietary driver slow boot time, black screen after logging in and lengthy login/logout delays

    - by NahsiN
    Ubuntu 13.10 is causing me major headaches with my AMD/ATI HD 5770 GPU. Below is a list of problems I am currently encountering. 1) The boot time is extended by at least 25s after installing catalyst 13.4. Using open source radeon drivers, my boot time till the login screen is ~10s. With catalyst 13.4 installed, the boot time increases to ~35s. This was not the case in Ubuntu 13.04, 12.10 or 12.04. I have done the driver installation manually (instructions from wiki.cchtml.com) and using software center and there is no difference. I have not tried the catalyst 13.8 beta driver. 2) After manual installation of catalyst 13.4, I get stuck at a black screen after logging in. I have to purge fglrx to resolve the problem. I tried sudo amdconfig --initial -f but it didn't help. 3) The delay between logging in and unity being displayed is ~10-15s for BOTH open source and proprietary drivers. During the delay, it's just a black screen. Whenever I logout, there is again a ~10-15s delay with the login screen appearing stuck before lightdm allows me to enter my password again. This is ridiculous! Yes, I could stick with open source radeon drivers but I would like to install Steam and play my Valve collection on the machine. Is anybody else encountering similar issues?

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  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • Focus follows mouse stops working when opening window from launcher and no click to focus

    - by user97600
    This is 12.04 default desktop (unity). I set it to focus follows mouse, and changed the menus to be on the window. This worked for a while, then some unknown even, maybe an upgrade maybe some other setting change caused it to stop working. There are many ways for this behavior to start but one reliable one is to bring a window to the foreground/focus with the launcher. Now the focus is stuck on that window and not just the window but the regions within the window so the close, maximize, minimize and menus do not work. I have to use mouse middle and then mouse right and then focus follows mouse is restored for a bit. The exact details of the mouse action aren't clear, sometimes it seems like just mouse middle helps, sometimes just right some times a desperate sequence of clicks :-( I have tried switching to the gnome desktop and it seems to occur less there but it is not eliminated. I have tried switching mice to an old wired USB mouse. I have tried creating a new account and that has not worked. I have observed "split focus" where to scroll button scrolls one one window but the input goes to another. I go trapped recently where my keyboard input went to libre office calc, but I was selecting the search term in the chrome address window. The selection "grayed" but the keyboard input for the search went to libre. Regions in windows have very confused focus. I have to work hard to get focus on for example the close gliph (X) or the minimize gliph (_).

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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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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Ubuntu 13.10 - Black screen after login session

    - by AlexKibo88
    Yesterday, the system asked me if I wanted to upgrade to 13.10 from 13.04. Since that was the first time for me, I decided to proceed and ran the installation without worrying about it. After the system completed the upgrade, my PC was rebooted and the new version of Ubuntu signalled that the desktop would have run in low graphigs mode due to a graphical driver problem. I couldn't manage to fix the issue, so I continued with the low graphics mode... but nothing showed up. I wasn't even able to access one of the TTYs. So I ended up rebooting the system and accessing the recovery mode. I uninstalled all my ATI graphics drivers along with xorg-server and fglrx. After rebooting, I was able to access the login session of Ubuntu, but after confirming my credentials, the desktop wouldn't show up, but instead a black screen appeared with the following message: System program problem detected I couldn't figure out the problem and tried to restore/re-install all the graphics elements I knew. but nothing worked. The screen still remains black and won't show the icons nor the Unity bar. What would you advise me to do? Should I try launching a fresh install of the OS from the live CD? Thank you.

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

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  • Need help with exploring a USB drive

    - by Bob Getsla
    When I plug in a USB drive, I see it on the left hand edge of the Unity desktop (11.10, 64 bit) but when I try to explore it, VLC starts and tries to play whatever it can find in the USB drive. This behavior began when I updated from 11.04 to 11.10. I literally cannot look into the contents of any of the USB drives I have, because I cannot stop VLC, nor can I do anything when I click Open other than watch VLC start up. This is very frustrating because it makes my USB sticks essentially useless. HELP! I'm sure that there is something a wizard could do about this, but I am not a wizard, and I am at my wits ends. Trying to get to the System Settings menu works, and I can see the setup for "Removable" devices, and they are all set to "Ask" but that is clearly not what is happening. So it looks like I must reach for the command line, but where do I go to find the settings for what the desktop does when I plug in a USB drive and wish to explore the file structure in it and possible copy a file into the USB or from the USB drive. Right now, VLC media player is always getting in my way. :-(

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  • Show USB drives in launcher, but not mounted internal partitions

    - by Gabriel
    Well the title pretty much says it all. I have partitions that appear in the launcher when the system mounts them, just like when a USB key is plugged in. I do not want these mounted internal hard disc partitions to show as icons in the launcher, but I do want my external USB to show there when I plug it in. I've tried MyUnity - it has only an option to not show/hide all mounted devices, which is not what I want. Can this be done? From /proc/mounts (in order seen in screenshot): /dev/sdb1 /media/CEDD-DE31 vfat rw,nosuid,nodev,relatime,uid=1000,gid=1000,fmask=0022,dmask=0077,codepage=cp437,iocharset=iso8859-1,shortname=mixed,showexec,utf8,flush,errors=remount-ro 0 0 /dev/sda3 /media/A423-E0E8 vfat rw,nosuid,nodev,relatime,uid=1000,gid=1000,fmask=0022,dmask=0077,codepage=cp437,iocharset=iso8859-1,shortname=mixed,showexec,utf8,flush,errors=remount-ro 0 0 /dev/sda5 /media/586C25656C253EDE fuseblk rw,nosuid,nodev,relatime,user_id=0,group_id=0,default_permissions,allow_other,blksize=4096 0 0 /dev/sda6 /home/greg/80gb ext4 rw,relatime,user_xattr,barrier=1,data=ordered 0 0 Other items from /proc/mounts not appearing in Unity launcher: /dev/sda1 /boot/efi vfat rw,relatime,fmask=0022,dmask=0022,codepage=cp437,iocharset=iso8859-1,shortname=mixed,errors=remount-ro 0 0 /dev/sda9 /mnt/backup ext4 rw,relatime,user_xattr,barrier=1,data=ordered 0 0

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • How to disable visual effects and compiz 100%

    - by oshirowanen
    UPDATE 1: The problem is not a monitor refresh rate flickering problem, as then the whole screen would be flickering. For me, only the application windows flicker in and out of view, then most of the time, when there do decide to show themselves, they only partly show themselves, like just top half, bottom half, left half, corner missing, window disappears when you try moving it or mouse over it even etc etc. I know it is a visual effect problem as I know my computer cannot handle visual effects and for some reason when the windows do appear partly, I can see the shadows behind the windows. Those shadows are part of the visual effects which are turned on by default for some reason. I get the same problem with 10.04, but can quickly turn off the visual effects by right clicking the desktop, selecting change background image, and in the visual effects tab, I can click on none, which stops all the visual problems. ORIGINAL QUESTION: I am having problems with 11.04 on my computer. For some reason it is enabling visual effects by default in the live cd when it should not be as my computer cannot support such effects. My computer cannot support Unity either, but it defaults to standard gnome with visual effects for some reason. It should be defaulting to standard gnome with no visual effects. THerefore, all I get is a very flickery live cd which makes it very difficult to see anything. So my question is, how do I disable the visual effects from the live cd? To put it simply, the live cd flickering is so bad, that I had to log back into my standard 10.04 install just to write this question, as I just couldn't see enough of the screen because of the flickering in 11.04 to even get to askubuntu.com...

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