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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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  • window decoration command change

    - by Pedro
    I'm quite new to Ubuntu, and I don't know how to fix this: I have been experiencing the problem with window decorations that go away. I have been told that I could correct that with compiz fusion icon, just restarting the graphics whenever it happened. This solution only fixed the problem for like 30 seconds. Then I found out that the command inside the window decorator had changed, so I only had to reset it to default (/usr/bin/compiz-decorator). The only problem is that it keeps changing the command by itself once or twice a day. I can live with that, but I would like to find a more permanent solution, if there is one. I am running Ubuntu 11.10

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  • Blank Screen after inactive time

    - by Hari K T
    I am using Ubuntu 11.04 , on a DELL Vostro 1510. If I am inactive for a certain time, the screen usually gets locked and the login prompt will be there. Yes sometimes I am able to see the login screen and logging in as normal. But sometimes after its locked and when the mouse or keyboard is moved also nothing happens. This is happening for the second time. And its not happening always . I can switch from one terminal to other from the locked screen with Alt + + Ctrl F1 etc . But when I switch to the graphical one with Alt + Ctrl + F7 ( from the locked time ) I can see only a blank screen. I tried once login in ( Alt + Ctrl + F1 ) and trying to startx, but it said something was locked and want to delete the lock and try. So I removed don't remember what exactly it was . But it too was not a success , I was forced to press the powerbutton. Is this a bug ? I saw some but all are happening for switching users. Never experienced after logging out, but this happens only when its locked automatically actually. Update : I strongly feel this is a Bug. As I upgraded to 11.10 , I didn't noticed the same issues. But at some point if any one has an answer, you can post it. I can approve.

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Icons missing from launcher, system settings, folders

    - by Giannis Rizos
    Various icons from launcher are missing. The first one is from Home folder menu the second from Terminal the last one from Desktop Switcher. This happened after I upgraded to 11.10 from 11.04. I have created a New (Untitled Folder) folder in my desktop and the icon is missing too. The same occurs in System Settings menu too. Some icons like Appearance, Keyboard Layout are missing too. Sorry but I can't post a screenshot due to my reputation. Any suggestions?

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  • Upgrade from 10.10 to 11:04 to 11.10. X starts, Unity desktop not there

    - by Stefan Lasiewski
    I upgraded my Ubuntu Desktop 10.10 system to 11.04 and then 11.10. Now, when I start Ubuntu, the Unity desktop doesn't start correctly. Here's what I do: Start computer I log in via the GUI login screen The X Window System starts. I can see an arrow icon for the mouse, and can move it around the screen. Nothing else starts. There are no desktop icons, no launcher, no taskbar, etc. Right clicking on desktop does nothing. I've tried some common keyboard shortcuts ("Alt-tab" "Ctrl-Alt-T" "Ctrl-Alt-Backspace") but nothing happens. If I go to another Virtual Console, and run the command unity, the Unity desktop will start on my primary X desktop. However I'm seeing many problems like windows which are only half-drawn, some applications run without the familiar "Minimize, Maximize, Close" What's happening here? It seems that the X Window System started, but Unity did not start? How can I debug this?

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  • Screen has 1px vertical dead area on the right side

    - by pileofrocks
    Meaning that I can not click anything on that 1px vertical area (such as scrollbars). Illustration (purple = screen, black = the dead area): I am thinking Compiz has to be the main suspect, especially as on a guest account, this problem does not exist. I have a dual-monitor setup and this does not happen on the 2nd screen. However, turning off the 2nd display does not make any difference. I had this issue already before upgrading to 13.10 and while doing that, I also resetted all Compiz settings and re-loaded my profile configuration file. I have tried disabling all Compiz plugins under "Window Management" What next?

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  • What is a correct step by step logic of exporting scene with baked occlusion for loading it at runtime?

    - by myWallJSON
    I wonder what is a correct step by step logic of exporting scene with baked occlusion (Culling data) for loading that scene at runtime (on fly from the internet for example))? So currently my plan looks like this: I create prefabs Place them onto my scene (into Hierarchy) (say create 20 buffolows and some hourses and some buildings) Create empty prefab and drag all my scene objects from hierarchy onto it Export prefab So generally I put all my scene objects into one large prefab and export it but it seems that all objects that were marked as static get this property turned off when loading them at runtime and so no Frustrum Culling, and no Occlusion culling happens. So I wonder what is a correct way of exporting Sceen + Objecrts + Occlusion (and onther culing) data for future load of such scene at runtime? I wonder about current 3.5.2 Pro and future 4 Pro versions of U3D.

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

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  • UK Pilot Event: Fusion Applications Release 8 Simplified UI: Extensibility & Customization of User Experience

    - by ultan o'broin
    Interested? Of course you are! But read on to understand the what, why, where, and the who and ensure this great opportunity is right for you before signing up. There will be some demand for this one, so hurry! What: A one-day workshop where Applications User Experience will preview the proposed content for communicating the user experience (UX) tool kit intended for the next release of Oracle Fusion Applications. We will walk through the content, explain our approach and tell you about our activities for communicating to partners and customers how to customize and extend their Release 8 user experiences for Oracle Fusion Applications with composers and the Oracle Application Development Framework Toolkit. When and Where: Dec. 11, 2013 @ Oracle UK in Thames Valley Park Again: This event is held in person in the UK. So ensure you can travel! Why: We are responding to Oracle partner interest about extending and customizing Simplified UIs for Release 7, and we will be use the upcoming release as our springboard for getting a powerful productivity and satisfaction message out to the Oracle ADF enterprise methodology development community, Fusion customer implementation and tailoring teams and to our Oracle partner ecosystem. This event will also be an opportunity for attendees to give Oracle feedback on the approach too, ensuring our messaging and resources meets your business needs or if there is something else needed to get up and running fast! Who: The ideal participants for this workshop are who will be involved in system implementation roles for HCM and CRM Oracle Fusion Applications Release 8, as well as seasoned ADF developers supporting Oracle Fusion Applications. And yes, Cloud is part of the agenda! How to Register: Use this URL: http://bit.ly/UXEXTUK13 If you have questions, then send them along right away to [email protected]. Deadline: Please RSVP by November 1, 2013.

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  • How to transform mesh components?

    - by Lea Hayes
    I am attempting to transform the components of a mesh directly using a 4x4 matrix. This is working for the vertex positions, but it is not working for the normals (and probably not the tangents either). Here is what I have: // Transform vertex positions - Works like a charm! vertices = mesh.vertices; for (int i = 0; i < vertices.Length; ++i) vertices[i] = transform.MultiplyPoint(vertices[i]); // Does not work, lighting is messed up on mesh normals = mesh.normals; for (int i = 0; i < normals.Length; ++i) normals[i] = transform.MultiplyVector(normals[i]); Note: The input matrix converts from local to world space and is needed to combine multiple meshes together.

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  • Why is the dash so unresponsive, and is there a way to fix this?

    - by Jon
    I just upgraded to 12.04. When I press the super key to open the dash, there's a lag of 1-3 seconds before it displays, with no other programs running. (This is similar, but not identical, to the issue described in Dash application search unresponsive at startup about 11.10.) At login time, this lag is up to 10 seconds, and sometimes the dash doesn't respond at all to the super key. In contrast, the launcher Kupfer immediately responds to its hotkey, in milliseconds, and responds to my typing an application name also in fractions of a second. Is there a way to load the dash in memory or a RAM disk of some sort to make it more responsive?

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im 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,obscales(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? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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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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  • Placing newly opened windows while having a window maximized?

    - by Wauzl
    I'm often working in a maximized window from which I'm opening new windows, that do not appear maximized. They are placed at the very top at the desktop in the way that I can not see the upper window decoration. The upper dock of the maximized window is in front of it. This is very unhandy, because I can not easily close or move the newly opened window. Is there a way to fix this behaviour? I played around with the Place Windows plugin in compiz but it didn't work at all. Greetings, Wauzl

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  • Ubuntu desktop and dash problems

    - by user170163
    I am not sure if i have posted it to right place, so if no please don't judge me, I am a newbie. I installed Ubuntu 13.04 and I am happy with it. I have two OS's in dual boot. Ubuntu and Windows 7. in Ubuntu I have 2 problems. The first one is when I suspend my system I cannot resume it again. It sometimes show me the password screen (user names and etc. (sorry i don't know the exact name of it)) and sometimes just a blank screen. what can be the problem? The second one is this: When I hit ALT+F2 it looks like this ( but not always. when I restart the system everything is OK till about 30-40 minutes. and then it looks like this. Please help, I really like Ubuntu but these 2 problems ruin my plans about it. Thanks

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • No programs or applications show up in dash

    - by sky
    There are no programs on the dash list (seacher on appmenu). Yesterday I logged into my account and I tried to find a particular program, but there weren't any! Additionally, I tried to view installed programs and manually find programs, but nothing was displayed. And today, when I wanted to turn on Ubuntu Software Center, it just don't turn on. I'm using Ubuntu 11.10 (64bit). I installed this as a "fresh" OS a few days ago. Ubuntu is updated and has many Gigabytes of disk memory available.

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  • Ubuntu crashes with menu bar launcher freeze during software centre use

    - by UbunUser
    I recently reinstalled Ubuntu 12.04 LTS on a Dell Studio 1588 64-bit and ran into crashes as I was installing some software on the software centre. Before this, I had display/screen problems that I needed to fix so I will briefly describe that in case it has any connection to the crashes. The problem was of screen crash/flickering (related to ATI Mobility Radeon HD 5400x) when trying to adjust brightness and so I followed guidance from an earlier chain (question 131967) to (a) use jockey to install fglrx update driver (deactivate experimental beta driver) and (b) edit grub to add acpi_backlight=vendor dell_laptop.backlight=0 The crashes that happened (twice, while software centre was just finishing installation in the background) was that all tabs (on open Firefox window) stayed open along with cursor control with mousepad but all menu bars disappeared completely along with the launcher and the keyboard also turned unresponsive. So there seemed to be no way to close windows or shut down the computer except for a forced hard shut down of the system using the start button. This is very similar to Questions #167540 and #298843, which seem to be closed. Why is this happening? Is there some update or fix I need to make? Thanks!

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  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

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  • No lock screen when the right click menu is open

    - by Shivram
    I just found that the lock screen on my laptop does not show up when the right click menu is open. I discovered this when I pressed the right click button accidentally while closing the lid and the laptop went to sleep, but the lock screen never showed up when I opened the lid again. I am also not able to lock the system manually(with ctrl+alt+L) when the right click menu is open. Is this by design or is it a bug? I would assume that the screen should be locked automatically when the computer goes to sleep, but this doesn't seem to be the case. Anyone have any suggestions? My specs are: Dell Vostro 1500, Ubuntu 12.10

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