Search Results

Search found 4936 results on 198 pages for 'unity 2d'.

Page 53/198 | < Previous Page | 49 50 51 52 53 54 55 56 57 58 59 60  | Next Page >

  • Someone tell me why people writing GNU code use { like that?

    - by Deus Deceit
    I saw the rules on how to type code for UNITY project or GNU software in general. Why do they write code in such an ugly form? Is there a particular reason why they don't put brackets the way (from what I know) most people do? Why like this: for (i = 0; i < 5; i++) { //do something } and not like this: for (i = 0; i < 5; i++) { //Do something } or this: for(i = 0; i < 5l i++) { //Do Something } ???

    Read the article

  • 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?

    Read the article

  • 2D tile-based terrain 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 Terraria. 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 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.

    Read the article

  • 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?

    Read the article

  • 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?

    Read the article

  • How to prevent launcher from influencing window placement?

    - by Jeromy Anglim
    As I understand it, in Ubuntu 11.04 setting the AutoHide setting on Compiz Config - Unity (see here) not only hid the launcher but prevented the launcher from influencing window placement. However, since updating to Ubuntu 11.10 when I open a new window it gets indented the space of the launcher. I just want new windows to open flush left. This is annoying, because I like to have two windows on my large screen, one taking up the left half of the screen and the other taking up the right half of the screen. Indenting causes them to overlap. How can I stop Ubuntu 11.10 thinking that the launcher takes up desktop space when placing windows? The following screen shot shows what I'm talking about. I've just opened chromium and the window is indented by the width of the launcher.

    Read the article

  • 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)

    Read the article

  • 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!

    Read the article

  • 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

    Read the article

  • 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

    Read the article

  • 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?

    Read the article

  • Recommended installation for Asus EEE 1015PEM Netbook

    - by David B
    Hi, I just got my Asus EEE PC 1015PEM netbook with Windows 7 starter... obviously, I'd like to install Ubuntu (not sure yet if I'd like to dual boot or completely remove win7). Anyway, I never had a netbook before. I know about unity but heard some bad stuff about it, so I wonder if I might be better sticking to the desktop edition. What do you think? any recommendations? Also, should I use the 32 bit or 64 bit version?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

    Read the article

  • 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.

    Read the article

  • 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,

    Read the article

  • 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

    Read the article

  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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; } } }

    Read the article

  • 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)

    Read the article

< Previous Page | 49 50 51 52 53 54 55 56 57 58 59 60  | Next Page >