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  • Using Lerp to create a hovering effect for a GameObject

    - by OhMrBigshot
    I want to have a GameObject that has a "hovering" effect when the mouse is over it. What I'm having trouble with is actually having a color that gradually goes from one color to the next. I'm assuming Color.Lerp() is the best function for that, but I can't seem to get it working properly. Here's my CubeBehavior.cs's Update() function: private bool ReachedTop = false; private float t = 0f; private float final_t; private bool MouseOver = false; // Update is called once per frame void Update () { if (MouseOver) { t = Time.time % 1f; // using Time.time to get a value between 0 and 1 if (t >= 1f || t <= 0f) // If it reaches either 0 or 1... ReachedTop = ReachedTop ? false : true; if (ReachedTop) final_t = 1f - t; // Make it count backwards else final_t = t; print (final_t); // for debugging purposes renderer.material.color = Color.Lerp(Color.red, Color.green, final_t); } } void OnMouseEnter() { MouseOver = true; } void OnMouseExit() { renderer.material.color = Color.white; MouseOver = false; } Now, I've tried several approaches to making it reach 1 then count backwards till 0 including a multiplier that alternates between 1 and -1, but I just can't seem to get that effect. The value goes to 1 then resets at 0. Any ideas on how to do this?

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  • Windows no longer display with proprietary ATI Catalyst drivers

    - by Insomniac
    I recently started having an issue that opening any application would would show nothing on screen. At the time I noticed it I assumed it was an incompatibility between the new 14 update so reinstalled the old 13.10 iso I used originally. I have now tried a range of ATI drivers including the latest and the exact file I installed the first time with the same results. I can only assume then that it is one of the updates applied at some point, but have no idea which one or how I would go about rolling these back or getting earlier versions of packages. Is anyone else getting this issue? The system has 2 ati 6850s installed, not in crossfire. The open source drivers work fine but I need the ATI ones for cgminer to work.

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  • Detect collision from a particular side

    - by Fabián
    I'm making a platform sidescrolling game. All I want to do is to detect if my character is on the floor: function OnCollisionStay (col : Collision){ if(col.gameObject.tag == "Floor"){ onFloor = true; } else {onFloor = false;} } function OnCollisionExit (col : Collision){ onFloor = false; } But I know this isn't the accurate way. If I hit a cube with a "floor" tag, in the air (no matter if with the character's feet or head) I would be able to jump. Is there a way to use the same box collision to detect if I'm touching something from a specific side?

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  • Terminal as desktop background instead of wallper

    - by Janis Erdmanis
    I have come to conclusion that all my needs from nautilus is satisfied with terminal and last file manager. It also dismisses the need for multiple nautilus instances, which makes mess when I forgot how I meant to use different workspaces. The next step for my simplification would be to get rid of any possibility to open nautilus. Also I thought that my interaction with computer is file centred, therefore it makes sense to leave file manager in background of applications. Are there any ways to make terminal as desktop background with which I could interact?

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  • Ubuntu 12.10 Screensaver/blanking problem

    - by Ramon J. Strauff
    I have upgraded to 12.10 and then downgraded again to 12.04 LTS because of the screensaver or screen blanking problem. After 10-12 minutes the screen goes black/blank when i dont do anything (idle). I have tried setting in the Brightness and Lock menu that the screen should never lock or turn off if idle. This is very annoying when watching movies etc... Would be nice if someone knows this.... Thanks...

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  • Can not login after removing broken packages

    - by devin
    I just updated my ubuntu to the latest version. After updating, everytime I try to remove or add anything, I get this error: errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) Package manager notified me that all my gnome packages were broken and I couldn't make any updates until I deleted the gnome packages. So, I deleted all the gnome packages. Now I can not login anymore, after entering my password, it flashes right back to the login screen.

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  • How to transform gameObjects in array?

    - by user1764781
    I have an array of available gameObjects in the scene. An array of GO should be transformed according to received floats through UDP connection. I know it is simple, but can't figure it out how to accomplish the transformation an array of GO according to received unique floats for each GO, any help will be appreciated. Here is a transformation floats, it might be helpful I guess: x =ReadSingleBigEndian(data, signalOffset); signalOffset+=4; y= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; z= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; alpha= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; theta= ReadSingleBigEndian(data,signalOffset); signalOffset+=4; phi= ReadSingleBigEndian(data,signalOffset); signalOffset+=4;

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • Help error in terminal

    - by devin
    Hi I just updated my ubuntu to the latest and on package manager it told me all my gnome packages were broken and i couldn't make any updates until i deleted the gnomes. i had no idea that would screw me. anyways i logged out now i cant login anymore. it flashes right back to the login screen. and it looks very downgraded. anywho, i have no idea how to fix it, ive been looking online for a while. and everytime i try to remove or add anything, upgrade. i get this error.errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) so confused

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • "has no motion" warnings

    - by Adam R. Grey
    When I reimport my project's Library, I get lots of warnings such as State combat.Ghoul Attack has no motion but I have no idea why. In this specific case, I looked up Ghoul Attack. Here's the state in which it appears, in the only animator controller that includes anything called Ghoul Attack: State: m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Ghoul Attack m_Speed: 1 m_CycleOffset: 0 m_Motions: - {fileID: 7400000, guid: 0db269712a91fd641b6dd5e0e4c6d507, type: 3} - {fileID: 0} m_ParentStateMachine: {fileID: 110708233} m_Position: {x: 492, y: 132, z: 0} m_IKOnFeet: 1 m_Mirror: 0 m_Tag: I thought perhaps that second one - {fileID: 0} was throwing up the warning incorrectly, so I removed it. There was no effect, I still get warnings about Ghoul Attack. So given that the only state I know of with that name does in fact have motion, what is this warning actually trying to tell me?

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  • Unable to install osspd

    - by crom
    I try to install osspd, but I get the message that I need the library lib6c = 2.17 I tried to install it by: apt-get install osspd http://sourceforge.net/projects/osspd/ http://www.ubuntuupdates.org/package/core/raring/universe/base/osspd apt-cache policy osspd N: Unable to locate package osspd version: cat /proc/version Linux version 3.5.0-34-generic (buildd@roseapple) (gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5) ) #55~precise1-Ubuntu SMP Fri Jun 7 16:25:50 UTC 2013 All with the same result. not easy to backport to 12.10 LTS??!!

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  • Why will network manager not allow me save my VPN settings?

    - by Solignis
    I am trying to configure am OpenVPN client on my laptop. I am running Ubuntu 11.10 64-bit. When I open network manager and import the VPN settings from the premade config folder everything takes. The problem is when I try to save the settings, the save button at the bottom of the network manager applet is greyed out. Further more when I hover over the button it says Authenticate to save this connection for all users of this machine. The problem is I did not check the box Available to all users it was already checked and it is also greyed out and won't let me manipulate it. What is going on? Is this a bug or is there something I am missing? Any help would be wonderful.

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  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • Weird rotation problem

    - by Phil
    I'm creating a simple tank game. No matter what I do, the turret keeps facing the target with it's side. I just can't figure out how to turn it 90 degrees in Y once so it faces it correctly. I've checked the pivot in Maya and it doesn't matter how I change it. This is the code I use to calculate how to face the target: void LookAt() { var forwardA = transform.forward; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 20) { //Rotate to transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 20) { transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } } I'm using Unity3d and would appreciate any help I can get! Thanks!

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  • Ubuntu 14.04 Notification incorrectly displayed

    - by xenolyse
    I have a problem with my notifications on Ubuntu 14.04 x64. The notifications are just plain text with a colored background, and are also strangely placed in the top left corner. I have no idea on how it changed. After one reboot it was just there.. Here is a picture of the problem in question.: As you can see the notification appear over the unified menu. How can I restore the original state of the notification bubble? Here are the settings in ~/.notify-osd slot-allocation = fixed bubble-expire-timeout = 10sec bubble-vertical-gap = 5px bubble-horizontal-gap = 5px bubble-corner-radius = 37,5% bubble-icon-size = 30px bubble-gauge-size = 6px bubble-width = 240px bubble-background-color = 131313 bubble-background-opacity = 90% text-margin-size = 10px text-title-size = 100% text-title-weight = bold text-title-color = ffffff text-title-opacity = 100% text-body-size = 90% text-body-weight = normal text-body-color = eaeaea text-body-opacity = 100% text-shadow-opacity = 100% If I check the org.freedesktop.Notifications.service(/usr/share/dbus-1/servies) it appears to use the correct one. [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Installation problem ubuntu 12.04 with hp Pavilion dv4 3006tx laptop

    - by akeeb
    I am trying to install ubuntu 12.04 in my laptop containing model is HP Pavilion dv4 3006 tx , it has 1GB Graphics card( Video Graphics AMD Radeon HD 6750M (1 GB DDR5) ). Installation process is taken by my laptop but there are problem when rebooting it . When i want to open ubuntu as my operating system it does't open , my laptop Display turn off . more info about my pc configuration pls visit: http://h20000.www2.hp.com/bizsupport/TechSupport/Document.jsp?lang=en&cc=us&objectID=c02780984&jumpid=reg_R1002_USEN#A1 Collapse this comment

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  • Why is the top menu-bar not accessable when previewing open windows of an application?

    - by coversnail
    If I have more than one window of the same application running then clicking its icon in the launcher displays a preview of that application's open windows, When this preview is activated I can't click on any of the icons in the Ubuntu menu-bar/panel/top bar (although hovering over them does highlight the icons). It seems odd that you can highlight the icons but pressing them has no effect. Is this behaviour normal, a bug, or a slight design flaw? I only noticed because I wanted to shut down when previewing the open windows and couldn't click on the panel power icon.

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  • File / Application association using a custom command is gone?

    - by Christian Vielma
    In previous Ubuntus when you want to select/change an application to open a specific file (right-click/open with other application or properties) you were able to write a custom command to open the file. This was very useful, but now in 11.10 I can't find this option, it only shows me a list of applications and a button to look for applications in Internet. Is there a way to restore the command line to write custom commands to open files?

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • How do you make it so when you click an app on the side it jumps to the opened app

    - by Matt
    I'm not sure what I did but I had it so I could click on the icon that split it into 4 screens and throw whatever I wanted on whichever screen I wanted but I fiddled around with some stuff and made it so that now when I click on the app, say I have Firefox open but it isn't on the active page, it does nothing. Whereas before in the same situation when I clicked on the active app it would sling me across to whichever of the four screens it was located on; how do I get back to this setting?

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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