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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

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  • Temporary dimming of desktop in 12.04

    - by deshmukh
    I am running Ubuntu 12.04 (almost default install regularly updated) Unity interface on ASUS X53U (AMD Brazos Dual Core C60 with 2GB RAM). On launching Thunderbird and Firefox, the application dims and the cursor changes to wait mode. In case of Thunderbird, this is most pronounced with the wait time of up to a minute. Memory status checked with free indicates around 500MB of free memory on such occasions. The OS is stable and I can switch to a different work-space, etc. What could this be? Is this something normal?

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

    - by SundayMonday
    I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance so far is pretty good. However the syntax feels bulky and the indexing isn't very elegant (using CGPoints, would prefer integer indices). I'm looking for an alternative. What are some alternatives data structures for 2D arrays in this situation? In my game it's very common to add and remove rows from the bottom of the grid. So the grid might start off 10x10, grow to 17x10, shrink to 8x10 and then finally end with 2x10. Note the column count is constant. I've consider using a vector<vector<Object*>>. Also I'm vaguely aware of some type of "fast array" or similar offered by Cocos2d. I'd just like to learn about best practices from other developers!

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  • Updates broke my themes/shell [Ubuntu 12.04 running Gnome 3 ]

    - by APNW
    I am running gnome-session 3.4.2.1. After the latest updates (listed below) my theme regressed to what looks like tango - not sure. Am unable to change it using Gnome-tweak tool or the display settings. I am also unable to change the wallpaper. Here's what it looks like: Synaptic: Chromium and this is the wallpaper page even though I have selected the wallpaper, it actually does not change. This same problem occurred on my personal computer, and one other computer I have, all running the same software/config. The interesting thing is that while Gnome 3 and Unity are affected, Cinnamon is not. What I've done so far: purged and re-installed both gnome 3 and Unity- no change noted. So, how do I fix this? Thanks Here's the installation log: Start-Date: 2013-11-07 12:01:28 Upgrade: chromium-browser-l10n:i386 (28.0.1500.71-0ubuntu1.12.04.1, 30.0.1599.114-0ubuntu0.12.04.3), libswscale2:i386 (0.8.6-0ubuntu0.12.04.1, 0.8.8-0ubuntu0.12.04.1), chromium-codecs-ffmpeg:i386 (28.0.1500.71-0ubuntu1.12.04.1, 30.0.1599.114-0ubuntu0.12.04.3), chromium-browser:i386 (28.0.1500.71-0ubuntu1.12.04.1, 30.0.1599.114-0ubuntu0.12.04.3), libpostproc52:i386 (0.8.6-0ubuntu0.12.04.1, 0.8.8-0ubuntu0.12.04.1), libavcodec-extra-53:i386 (0.8.6ubuntu0.12.04.1, 0.8.8ubuntu0.12.04.1), libavformat53:i386 (0.8.6-0ubuntu0.12.04.1, 0.8.8-0ubuntu0.12.04.1), libavutil-extra-51:i386 (0.8.6ubuntu0.12.04.1, 0.8.8ubuntu0.12.04.1) End-Date: 2013-11-07 12:02:00 Start-Date: 2013-11-07 17:32:55 Commandline: aptdaemon role='role-commit-packages' sender=':1.136' Install: libmusicbrainz5-0:i386 (5.0.1-2~precise2), udisks2:i386 (1.98.0-1~precise1), libclutter-gst-1.0-0:i386 (1.5.4-0ubuntu2), libudisks2-0:i386 (1.98.0-1~precise1), cinnamon-session-common:i386 (2.0.4-20131105043005-precise), librhythmbox-core6:i386 (2.97-1ubuntu1~precise1), gcr:i386 (3.4.1-3~precise1), libcluttergesture-0.0.2-0:i386 (0.0.2.1-2ubuntu3), libmx-1.0-2:i386 (1.4.3-0ubuntu1), guile-2.0-libs:i386 (2.0.5+1-1), libclutter-imcontext-0.1-0:i386 (0.1.4-2build1), libnatpmp1:i386 (20110808-3ubuntu1) Upgrade: gnome-keyring:i386 (3.2.2-2ubuntu4.1, 3.4.1-4ubuntu1~precise1), cinnamon:i386 (2.0.6-20131026040307-precise, 2.0.10-20131105040309-precise), gir1.2-muffin-3.0:i386 (2.0.3-20131023003029-precise, 2.0.3-20131105003012-precise), gir1.2-totem-1.0:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), nemo:i386 (2.0.2-20131023010018-precise, 2.0.5-20131105010007-precise), aisleriot:i386 (3.2.3.2-0ubuntu1, 3.4.1-1~precise1), procps:i386 (3.2.8-11ubuntu6.2, 3.2.8-11ubuntu6.3), libcinnamon-desktop0:i386 (2.0.2-20131025011504-precise, 2.0.3-20131105011505-precise), libgck-1-0:i386 (3.2.2-2ubuntu4.1, 3.4.1-3~precise1), totem-plugins:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), cinnamon-desktop-data:i386 (2.0.2-20131025011504-precise, 2.0.3-20131105011505-precise), rhythmbox:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), libgcr-3-1:i386 (3.2.2-2ubuntu4.1, 3.4.1-3~precise1), seahorse:i386 (3.2.2-0ubuntu2.1, 3.4.1-2~precise1), muffin-common:i386 (2.0.3-20131023003029-precise, 2.0.3-20131105003012-precise), totem-common:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), libtotem0:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), rhythmbox-data:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), gir1.2-cinnamondesktop-3.0:i386 (2.0.2-20131025011504-precise, 2.0.3-20131105011505-precise), cinnamon-session:i386 (2.0.1-20131021043004-precise, 2.0.4-20131105043005-precise), rhythmbox-mozilla:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), rhythmbox-plugin-zeitgeist:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), libmuffin0:i386 (2.0.3-20131023003029-precise, 2.0.3-20131105003012-precise), cjs:i386 (2.0.0-20131021020602-precise, 2.0.0-20131105020703-precise), rhythmbox-plugin-cdrecorder:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), cinnamon-common:i386 (2.0.6-20131026040307-precise, 2.0.10-20131105040309-precise), gnome-disk-utility:i386 (3.0.2-2ubuntu7, 3.4.1-0ubuntu1~precise1), nemo-fileroller:i386 (2.0.0-20131021020004-precise, 2.0.0-20131105020003-precise), libnemo-extension1:i386 (2.0.2-20131023010018-precise, 2.0.5-20131105010007-precise), rhythmbox-plugins:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), gimp:i386 (2.8.6-0precise1~ppa, 2.8.8-0precise0~ppa), cinnamon-settings-daemon:i386 (2.0.5-20131026004504-precise, 2.0.6-20131105004505-precise), libgimp2.0:i386 (2.8.6-0precise1~ppa, 2.8.8-0precise0~ppa), gir1.2-rb-3.0:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), wpasupplicant:i386 (0.7.3-6ubuntu2.1, 0.7.3-6ubuntu2.2), libcjs0c:i386 (2.0.0-20131021020602-precise, 2.0.0-20131105020703-precise), nemo-data:i386 (2.0.2-20131023010018-precise, 2.0.5-20131105010007-precise), totem:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), gimp-data:i386 (2.8.6-0precise1~ppa, 2.8.8-0precise0~ppa), transmission-common:i386 (2.51-0ubuntu1.3, 2.73-0ubuntu1~precise1), cinnamon-translations:i386 (2.0.1-20131021040407-precise, 2.0.1-20131105040807-precise), totem-mozilla:i386 (3.0.1-0ubuntu21.1, 3.4.3-0ubuntu1~precise1), rhythmbox-plugin-magnatune:i386 (2.96-0ubuntu4.3, 2.97-1ubuntu1~precise1), transmission-gtk:i386 (2.51-0ubuntu1.3, 2.73-0ubuntu1~precise1) End-Date: 2013-11-07 17:34:40

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • First mouse click not detected

    - by user286169
    Since a few days my mouse reacts different on a click. The first click is not working properly, it seems as it is interpreted as a hoover, the second click is interpreted as the first 'real' click. I tried switching left and right buttons, but behaviour stays the same. Tried restarting unity, implemented ctrl_alt_bksp, but didn't help either. I am running 14.04 Ubuntu, and have all packages up-to-date using apt-get update/upgrade. Is there anybody with a clue? Thanks in advance! Patrick

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • Is there a way to export all the images of my tweening effect in Flash?

    - by Paul
    i'm using Flash to create the animation of my character in 2D (i'm just beginning). Is it possible to make a tween effect of a character, and then automatically export all the images/frames? So far, it's a bit fastidious : i create my tweening effect, then i put a keyframe for each frame i want to copy and paste, then i select the movieclips and shapes and copy and paste them into another flash document, i position those clips at the exact same location as the previous image, then i erase the previous image and export the image... For 30 frames! Is there any faster way? Thanks

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  • Tutoriel Perceptual Computing (introduction à Unity), par Cédric Andréolli

    Salut,Je viens vous présenter un tutoriel qui va probablement vous plaire. Citation: Le Perceptual Computing peut être défini comme un ensemble de techniques mises à disposition du développeur pour offrir une expérience nouvelle à l'utilisateur. Ce concept, développé par Intel®, est composé de deux éléments :une caméra possédant de nombreux capteurs (HD, profondeur, micro stéréo) ; un SDK développé par Intel permettant de récupérer des événements captés par la caméra. Le SDK permet de réaliser les tâches suivantes :

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • How to disable the auto resizing of Windows when you touch the top or bottom

    - by L. D. James
    Can someone tell me how to stop the autoresizing behavior of Windows in Ubuntu 14.04 when you touch the top or bottom when resizing the window. There is an undesirable effect of the the bottom resizing all the way to the bottom when you only want to resize the top, or vice-versa. In the past it was possible to disable this effect by unchecking grid in CCSM. Then came Unity Tweak tool which made it easy to remove. You could remove it by turning off Window snapping and Hotcorners. Now in Ubuntu 14.04 I have all those feature turned off and yet I can't resize only the top or only the bottom without the other end automatically moving.

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  • Adding 'swerve' to a direction

    - by Skoder
    Hey. I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on vectors and such so I can use the direction and power information to shoot the ball with the correct velocity. What I don't understand is how the 'Swerve' information is used. What formula connects the Swerve information with the Direction and Power? (This is all in 2D) Thanks for any advice.

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  • Ubuntu slow on HP 2000 notebook with Apu e1-1200

    - by user169861
    I am using HP 2000 notebook which initially came with Windows 7 64bit. It has 4gb ram, AMD APU E1-1200 (1.4ghz) with Radeon 7310. With Windows it worked ok, so I decided to switch to Ubuntu. I installed 13.04 64bit at first, but responsiveness wasn't that good (opening windows, menus, Firefox, dash search) even if it was way better during the testing from live USB. I tried different kind of drivers for graphic card, 13.6beta, 13.4, fgrlx proprietary, upgraded kernel but the situation was the same. Then I tried installing 32bit version but the results were identical. After that I tried LTS version 12.04 and Xubuntu 13.04.. Responsiveness wasn't that different at all. Not sure what to do, and I wouldn't want to go back to Windows. This machine is not a beast, but it should be enough to deal with Unity or Xfce without troubles. Oh yes, I have insydeH20 BIOS with not so many options at my disposal. Thanks and best regards,

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  • How to cull liquids

    - by Cyral
    I use culling on my Tiles in my 2D Tile Based Platformer, so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the normal Draw, which does checks against tiles, makes it flow, etc. So how should I cull liquid updates in my game? Not culling is to slow, culling only on screen looks awkward when you move. What do you think would be best for the player? Maybe someway of culling the visible tiles PLUS also adding the width/height of the viewport to start culling tiles at a fast enough rate in front of the player so it dosent look awkward when moving? (Not sure how to do this though, something with MaxSpeed of player and width of screen)

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • How to use the float value from Noise function in voxel terrain?

    - by therealjohn
    Im using Unity, although this question is not really specific to that engine. Im also using an asset from the store called Coherent Noise. It has some neat noise functionality built it. I am using those functions to produce some noise values. I am getting a value between 0 and 1 (floats). I have an array of blocks (for minecraft like voxel terrain) and I am confused on how to use this float value for terrain? Do I do something like <= 0 == Solid block etc etc? I am confused on how to use the floating values that the noise functions produce to use for height values of an array of say a height of 16. Thanks for any guidance.

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • No windows whatsoever after compiz reset

    - by Shashank Singh
    Currently using 12.04. This time I was trying to use the application switcher, and it asked me to resolve a few conflicts most of which were not easy to comprehend. So after some yes and no dialogue boxes leading me nowhere, I thought a reset should set things fine. However, after preferences-reset to default, I can't see any window!! NONE whatsoever except the log out one when I press ctrl+alt+del All I can see is the wallpaper and the mouse pointer. I cant even see the terminal or anything when I press alt+f2. I am posting this when I switch to ubuntu 2d (I cant make out the difference between the two, but this just works for now almost the same way)

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • How do I disable changing proxy settings?

    - by gap
    I've got several machines, running 14.04.1, for kids to access. Each machine has accounts for each kid, as well accounts for several adults. Although I've set a system wide proxy use policy, it doesn't get used by Chrome. Instead, I had to log into each kids account and set a proxy use policy, pointing to tinyproxy/dansguardian, for safe internet access. The problem is that, should the kids get an ounce of computer savvy, they'll figure out that they can launch the proxy settings config panel from Unity, then change the proxy settings to None, and completely bypass the "safe" internet scheme I've setup. Can anyone tell me how I can disable those user accounts from being able to modify their proxy settings (not the "system wide" ones... those arent used.. this is the per-user settings). Thanks

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  • problem with task switcher and ccsm

    - by user2427
    I'm trying to make a simpler task switcher work, instead of the default with unity. I installed ccsm, and then the extras to be able to access to static task switcher. The problem right now is that I can enable static task switcher but only if I run ccsm as sudo. When I try to enable running ccsm without sudo it doesn't let me enable anything. All the checkboxes are disabled. And enabling as sudo doesn't make the task switcher work. Does anyone know how to make this work?

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