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  • Pinning based on origin of a reprepro repository.

    - by Shtééf
    I'm on Ubuntu 10.04, and trying to set up a repository using reprepro. I'd also like the pin everything in that repository to be preferred over anything else, even if packages are older versions. (It will only contain a select set of packages.) However, I cannot seem to get the pinning to work, and believe it has something to do with the repository side of things, rather than the apt configuration on the client. I've taken the following steps to set up my repository Installed a web server (my personal choice here is Cherokee), Created the directory /var/www/apt/, Created the file conf/distributions, like so: Origin: Shteef Label: Shteef Suite: lucid Version: 10.04 Codename: lucid Architectures: i386 amd64 source Components: main Description: My personal repository Ran reprepro export from the /var/www/apt/ directory. Now on any other machine, I can add this (empty) repository over HTTP to my /etc/apt/sources.list, and run apt-get update without any errors: Ign http://archive.lan lucid Release.gpg Ign http://archive.lan/apt/ lucid/main Translation-en_US Get:1 http://archive.lan lucid Release [2,244B] Ign http://archive.lan lucid/main Packages Ign http://archive.lan lucid/main Sources Ign http://archive.lan lucid/main Packages Ign http://archive.lan lucid/main Sources Hit http://archive.lan lucid/main Packages Hit http://archive.lan lucid/main Sources In my case, now I want to use an old version of Asterisk, namely Asterisk 1.4. I rebuilt the asterisk-1:1.4.21.2~dfsg-3ubuntu2.1 package from Ubuntu 9.04 (with some small changes to fix dependencies) and uploaded it to my repository. At this point I can see the new package in aptitude, but it naturally prefers the newer Asterisk 1.6 currently in the Ubuntu 10.04 repositories. To try and fix that, I have created /etc/apt/preferences.d/personal like so: Package: * Pin: release o=Shteef Pin-Priority: 1000 But when I try to install the asterisk package, it will still prefer the 1.6 version over my own 1.4 version. This is what apt-cache policy asterisk shows: asterisk: Installed: (none) Candidate: 1:1.6.2.5-0ubuntu1 Version table: 1:1.6.2.5-0ubuntu1 0 500 http://nl.archive.ubuntu.com/ubuntu/ lucid/universe Packages 1:1.4.21.2~dfsg-3ubuntu2.1shteef1 0 500 http://archive.lan/apt/ lucid/main Packages Clearly, it is not picking up my pin. In fact, when I run just apt-cache policy, I get the following: Package files: 100 /var/lib/dpkg/status release a=now 500 http://archive.lan/apt/ lucid/main Packages origin archive.lan 500 http://security.ubuntu.com/ubuntu/ lucid-security/multiverse Packages release v=10.04,o=Ubuntu,a=lucid-security,n=lucid,l=Ubuntu,c=multiverse origin security.ubuntu.com [...] Unlike Ubuntu's repository, apt doesn't seem to pick up a release-line at all for my own repository. I'm suspecting this is the cause why I can't pin on release o=Shteef in my preferences file. But I can't find any noticable difference between my repository's Release files and Ubuntu's that would cause this. Is there a step I've missed or mistake I've made in setting up my repository?

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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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  • How to debug a kernel created using ubuntu-vm-builder?

    - by user265592
    Aim: Trying to perform a code walkthrough of what functions are getting called for sending and receiving packets over the network. I am building a kernel and using gdb for debugging/ tracing purposes. I have build a vm using the following command : time sudo ubuntu-vm-builder qemu precise --arch 'amd64' --mem '1024' --rootsize '4096' --swapsize '1024' --kernel-flavour 'generic' --hostname 'ubuntu' --components 'main' --name 'Bob' --user 'ubuntu' --pass 'ubuntu' --bridge 'br0' --libvirt 'qemu:///system' And I can run the VM successfully in qemu using the following command: qemu-system-x86_64 -smp 1 -drive file=tmpGgEOzK.qcow2 "$@" -net nic -net user -serial stdio -redir tcp:2222::22 Now, I want to debug the kernel using gdb. For this I need an executable with debug symbols(vmlinux), which apparently I don't have, as the vm-builder never asked for any such options and simply created a .qcow2 file. Question 1: Am I taking the correct approach to solve the problem and is there an easier way to do it? Question 2: Is there a way to debug this kernel using GDB? P.S: I don't have hardware support for KVM. Please correct me if I am wrong. 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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  • 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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  • How to set up port forwarding on a dedicated server running CentOS 5.4 to use Ubuntu 9.0.4

    - by mairtinh
    The basic situation that I have is a dedicated server running CentOS 5.4 At the moment I have one VM running Ubuntu 9.0.4. Later on, I will want to add another VM running Windows Server 2003 but at the moment I am focusing on getting Ubuntu up and running. The Ubuntu installation is working fine but I'm seriously struggling to get port forwarding working so that I can access websites to be hosted on the Ubuntu VM. As a newbie to Linux, I am confused about the relationship between IPTables and VMWare's own port forwarding. Here's what I've tried so far. The IP of my server is xxx.xxx.xxx.xxx and the provider support have told me that the subnet mask is 255.255.255.0, the gateway address is xxx.xxx.xxx.1 and the network address is xxx.xxx.xxx.0. (Those latter two surprise me a bit, I expected private gateway/network address rather than public ones.) First of all I tried Bridged Networking but had no success at all in communicating with the machine other than through the VMware console. I tried pinging it from the host (using ssh into the host) but no joy; also no Inernet access from the VM. I changed the interfaces configuration from DHCP to Static, using a static address of 192.168.1.100 and setting the gateway to xxx.xxx.xxx.1 as advised by the provider. No real difference, still cannot ping the guest from the host or vice versa and no Internet access from the guest. Then I tried NAT. The host automatically set the IP address to 192.168.132.128 with a gateway of 192.168.132.2 Now the guest has Internet access out and when I do a VNC to the host and open Firefox with 192.168.132.128 I can see the hosted website okay but I still cannot get into it from outside. I mentioned that I'm a bit confused about IPtables and VMware port forwarding, what I meant is that I'm not sure whether IPtable forwarding should be set to the IP address of the guest interface (192.168.132.128 in this case) or the gateway address 192.168.132.2 . I have a feeling that I'm missing something very simple here, can anybody tell me what it is?

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the 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 figure that my problem occur 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; } and its look like this in my mobile phone in portrait: and in landscape mode:

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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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  • How do I morph between meshes that have different vertex counts?

    - by elijaheac
    I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This utility works best when there are an equal number of vertices between the two meshes. Is there some way to equalize the vertex count between a set of meshes? I don't mean that this would reduce the vertex count of a mesh, but would rather add redundant vertices to any meshes with smaller counts. However, if there is an alternate method of handling this (other than increasing vertices), I would like to know.

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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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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  • Posting to facebook from unity3d on iOS and android

    - by Guye Incognito
    I've made a game in unity3d for iOS and android. We have our own server to manage high scores and stuff like that. We'd also like to have the possibility post high scores to facebook, and also do things like this.. If you and your friend are have both posted a score for our game to facebook and you post a better score then you can send them a notification. I'm reading around about this now, but I'm wondering whats the normal way people do this? Possible ways.. Use the unity facebook SDK Looks like it would work but there are different versions for iOS and android. Call the facebook graph API directly from our server. This would unify the iOS and android versions and also it makes sense as our server holds / deals with all the highscore info. I can just imagine difficulties with logging in / authentication

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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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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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • 404 when doing safe-upgrade in lucid 64 box?

    - by Millisami
    Why I see 404 when doing sudo aptitude safe-upgrade in my lucid 64 box? deploy@li167-251:~$ sudo aptitude safe-upgrade Reading package lists... Done Building dependency tree Reading state information... Done Reading extended state information Initializing package states... Done The following packages will be upgraded: apache2 apache2-mpm-prefork apache2-threaded-dev apache2-utils apache2.2-bin apache2.2-common apt apt-utils base-files binutils bzip2 dpkg dpkg-dev gzip ifupdown krb5-multidev language-pack-en language-pack-en-base language-selector-common libatk1.0-0 libatk1.0-dev libavahi-client3 libavahi-common-data libavahi-common3 libbz2-1.0 libc-bin libc-dev-bin libc6 libc6-dev libc6-i686 libcups2 libfreetype6 libfreetype6-dev libglib2.0-0 libglib2.0-dev libgssapi-krb5-2 libgssrpc4 libgtk2.0-0 libgtk2.0-common libgtk2.0-dev libk5crypto3 libkadm5clnt-mit7 libkadm5srv-mit7 libkdb5-4 libkrb5-3 libkrb5-dev libkrb5support0 libldap-2.4-2 libldap2-dev libmysqlclient-dev libmysqlclient16 libnotify-dev libnotify1 libpam-modules libpam-runtime libpam0g libparted0debian1 libpng12-0 libpng12-dev libpq-dev libpq5 libssl-dev libssl0.9.8 libtiff4 libudev0 libusb-0.1-4 linux-libc-dev mountall mysql-client mysql-client-5.1 mysql-client-core-5.1 mysql-common mysql-server mysql-server-5.1 mysql-server-core-5.1 openssh-client openssh-server openssl parted python-apt sudo tzdata udev upstart ureadahead wget xulrunner-1.9.2 xulrunner-1.9.2-dev The following packages are RECOMMENDED but will NOT be installed: colibri debhelper fakeroot hicolor-icon-theme libatk1.0-data libglib2.0-data libgtk2.0-bin libhtml-template-perl manpages-dev notification-daemon notify-osd ssl-cert xauth xfce4-notifyd 88 packages upgraded, 0 newly installed, 0 to remove and 0 not upgraded. Need to get 85.8MB of archives. After unpacking 1712kB will be used. Do you want to continue? [Y/n/?] y Writing extended state information... Done Get:1 http://security.ubuntu.com/ubuntu/ lucid-updates/main libpam-modules 1.1.1-2ubuntu5 [358kB] Get:2 http://security.ubuntu.com/ubuntu/ lucid-updates/main base-files 5.0.0ubuntu20.10.04.2 [70.2kB] Get:3 http://security.ubuntu.com/ubuntu/ lucid-updates/main gzip 1.3.12-9ubuntu1.1 [102kB] Err http://security.ubuntu.com/ubuntu/ lucid-updates/main libc-bin 2.11.1-0ubuntu7.2 404 Not Found [IP: 91.189.88.37 80] Err http://security.ubuntu.com/ubuntu/ lucid-updates/main libc6 2.11.1-0ubuntu7.2 404 Not Found [IP: 91.189.88.37 80] Err http://security.ubuntu.com/ubuntu/ lucid-updates/main libc6-i686 2.11.1-0ubuntu7.2 .........

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  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

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  • Why doesn't light continuous on my model?

    - by nosferat
    I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of textured cubes: What is more odd, the light on the blocks that makes up the floor is continuous. What am I doing wrong? UPDATE This is how it looks like without textures: https://dl.dropbox.com/u/45620018/without%20textures.PNG If I would not know that these are perfect cubes, I'd say there is a slight curve on surface. I also tried lightening the texture but it also didn't help: https://dl.dropbox.com/u/45620018/lighter%20texture.PNG I just simply exported the model from Blender and did not set up any normals or things like that. However I also did not do any special woth the floor brick model.

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • What's the best way to add some particle or laser effects to an already animated character?

    - by Scott
    I just purchased some rigged and animated robot characters from 3drt for a game I'm making in unity. I would like to be able to add some weapon effects to the characters. For example, I would like for the robots to be able to shot lasers out of the hands at enemies. I have know idea where to even start with this task as I'm more of a programmer than a graphics guy. Can some experienced developers / designers please point me in a good direction? Thanks. Note: As of right now I have maya and blender installed on my computer.

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  • Load previous (last) scene used in unity3d

    - by user3666251
    Im making a 2D game for android and I made over 200 levels/scenes.I also made a game over scene that opens when the players collides with an obscale.In the GameOver scene I added a retry button which I wanna make it so it opens the last level played.Im new in Unity and scripting.I've read other similar questions but none of them fixed my issue.Anyone has any idea that could help ? Im doing this because I don't wanna create over 200 game over scenes and edit each obscale in game. Thank you. Edit : Im using javascript.

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • How does Against The Wall create an infinite wall?

    - by Zolani13
    There is a game called Against The Wall, developed by Michael P. Consoli. It's a fantastic game, as I've always been stumped at how the game creates an infinitely spanning wall. In the game, you can fall forever, and the wall will keep spanning. I can fall as long as I like, and still be able to climb back to where I was before. The game is developed in Unity. How can a game do this without crashing, or creating some kind of memory overload?

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