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  • Cursor seems to freeze in the first attempt to type - Unity 3D, 12.04

    - by Denis
    It happens in the first attempt of typing, no matter is after the startup, or 5 minutes later, or then after. The cursor (or maybe it's the system) seems to freeze, no matter the application I use, taking up 4 to 5 sec to appear what is typed. Subsequently, everything is normal, using another applications. @Anwar Shah suggested it could be a daemon waiting to run before the lauching of the first application. Turning off Zeitgest didn't help. It occurs only with Unity-3d. Tested with Unity-2d, everything is fine. Tried to change some Compiz settings, nothing worked, although not tested with every single parameter. Also I deactivated Ati proprietary driver, no effect. My system: AMD E350 1.6Gh, 2G-Ram, ATI graphics - Ubuntu 12.04, 64bits. Is that what I should expect, or can be fixed or improved? Thanks.

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  • Unity-2D ALT F1,F2 custom configuration

    - by LGB
    I have been using Ubuntu since the first public version (I used Debian before). I always have had the policy to change between 8 workspaces with ALT F1...F8. I know this is not a "standard" or so, but I prefer this. It worked well with Unity (Unity-2D, I mean) too, after some configuration. But currently the odd thing happened that after a system restart this is not the case anymore, I am totally lost what could happened. Now ALT F3...F8 works, but not ALT-F1...F2, which just focuses launcher/dash, which is not the thing I want. I know this is the standard meaning of these key combinations (AFAIK) but defining my own key combinations worked before and now it stopped working ... If someone have any idea how to restore my custom configured meaning for ALT F1...F2 too, please share with me. Thanks!

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  • Issue with dynamic Quicklist in Unity

    - by costales
    I would like to add a Quicklist to Gufw app, but it isn't working. The code is here (you can install reading the INSTALL file): http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/files/3 I added lines 52-54 to the view (a simple example) from the official API web: http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/view/head:/gufw/view/gufw.py https://wiki.ubuntu.com/Unity/LauncherAPI self.launcher = Unity.LauncherEntry.get_for_desktop_id ("gufw.desktop") self.launcher.set_property("progress", 0.42) self.launcher.set_property("progress_visible", True) But nothing happen. But if I run this file with Gufw running: http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/view/head:/gufw/test_launcher.py $ python test_launcher.py The progress bar appears! :/ I don't know what am I missing? :P Any idea? Thanks in advance! The environment is Ubuntu 13.04.

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  • How to fix Fullscreen focus error in Unity?

    - by Vagrant232
    Recently, I've been experiencing an error with programs that have a fullscreen mode with low resolution (80xx600 and below) in Unity. The problem isn't valid in gnomeshell. Whenever I launch an application, unity would enlarge the screen more than it should be and would only show me the upper left corner of the screen (I only see a magnified quarter of the screen). At first I thought that it was an issue related to wine but I later found out that native applications (such as world of goo) are affected as well. Apps that taken on the full screen but have a larger resolution don't face such an issue. Is it possible to get this fixed manually? Or do I have to wait for updates?

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  • Unity: Nautilus folder opens in background

    - by JJD
    I am used to open a folder from the keyboard with a shortcut. The alternatives are: Use Unity Dash with the shortcut SUPER + F to open the Dash File Lens Open Kupfer with the configured shortcut (CTRL + ALT + SPACE, in my case) Then I type the name of the folder and press ENTER if it is selected. However, the window that opens up is not active but in the background. I have to press ALT + TAB to bring it into foreground. I use Ubuntu Precise (12.04.). Question: How can I configure Ubuntu, Unity, Nautilus so newly opened windows become foreground immediately? Edit: This behavior only happens when another application is already open such as GEdit. It does not happen when the only other selectable entity is the Desktop.

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  • Intercepting the Unity logout

    - by qbi
    I want to copy some data from another machine to a local computer on a regular basis. At the moment I'm researching different solutions and try to find the one which fits best. Basically I want to open a network connection (or use an existing one), make a VPN connection and start a rsync process. This should be done on every logout of my desktop session or on shutdown. One possible solution might be to somehow intercept the Unity shutdown and execute a script. So is there a possibility to execute a script on GNOME/Unity shutdown? I'm aware that you can do it on system shutdown. How can I do this?

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  • 12.10 Unity doesn't appear when using Nvidia drivers

    - by Torben Gundtofte-Bruun
    I've just installed 12.10 from scratch. Unity also started okay, but in a poor resolution. I found a setting (I think it was in "software sources") to change the display driver to Nvidia, and then I rebooted. When Ubuntu now starts, it goes to the desktop (I see a file that I saved to the desktop) but there are no other screen elements -- no Unity, no menu bar at the top, no window decoration, nothing. Ctrl-Alt-T and Ctrl-Alt-F2 work as they should, but it's kinda limiting... How can I restore the default driver? I guess I need a way to open those "software sources" settings again - or anything else that could fix it! I hope I don't have to type all this by hand. How can I install a proper Nvidia driver so that I can get up to 1280x1024? My old tricks don't seem to work, but perhaps they might if I solve #1...

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  • Different behavior when launched from terminal instead of Unity launcher

    - by dgkontopoulos
    I have written two Perl/Gtk programs. When launched from the dash menu, they run just fine. However, if I try to launch them from terminal using the very same command found in their .desktop files, their Unity launcher will be blurry and will remain inactive when clicked, if I keep it in the Unity bar. The problem is solved if the Exec part of the desktop file is replaced with perl path_to_script However, that leads to other problems, including a lintian warning and forcing all Perl GUI applications running from terminal to adopt the same launcher. This issue is quite annoying since one of the programs relies on a different (Python) program in order to be launched and this results in having a blurry and inactive launcher.

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  • After install of kubuntu-full, no longer have access to Unity login

    - by ResidentBiscuit
    I installed Ubuntu 13.10 about a week ago. Just today I went ahead and installed kubuntu-full to get KDE and it's associated programs. I want to keep the Unity login screen though (default when you install Ubuntu). I can't seem to get this working. Doing a 'sudo dpkg-reconfigure gdm' or 'sudo dpkg-reconfigure lightdm' and choosing either one of those does not get me there. If I choose gdm, I just end up with a gnome login screen. If I pick lightdm, I end up with a KDE login screen. Doesn't seem to be an option for choosing the unity login screen (whatever it's called). Any assistance?

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  • Can I upgrade Unity

    - by user208455
    Since the bug described here I am moving LTS distros only, however the current LTS is 12.04, and I`ve seen how ubuntu 13.10 looks like, I know that the unity interface is a WOP but, I wanna know is there any possible way to upgrade unity in 12.04? and btw, after that wipeout ,from the post I was reffering to, that sam stupid (to be polite) thing did windows xp, but now I have shortenned the 500GB ntfs partition to 100 GB and added a 100GB ubuntu partition (for /) and a 200+ GB partition for /home and installed ubuntu 12.04 like that (in "something else"). And after a few minor grub issues everything works perfectly, just like it should be

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  • unity: how to have a window on all workspaces

    - by noumenon
    I'm using Precise (12.04.1) and I'm using Unity. I have 3 workspaces. I want a particular window/application (say firefox) to be present on all workspaces. This is easy to do on something like LXDE (e.g. Lubuntu) where I just have to right-click the titlebar and select "show on all workspaces". Then no matter which workspace I move to, the desired window/app is present on each one. I can't find a way to do this in Unity. Please help.

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  • Dual monitor Unity launcher opening on wrong monitor in 11.10

    - by user26381
    I just upgraded to Oneiric and now the Unity Dash launcher is on my left screen. I really want it on my right screen. But how do I do that? Why do I want the Dash on my right screen? My left screen is a smaller older monitor that I use to read/watch documentation or keep my music player open. I work on my right screen, that is bigger and is a better monitor. I have an Nvidia card and in the nvidia settings it is setup that the right monitor is my primary monitor, but Oneiric doesn't follow this setting anymore. I thought this was a bug, but is seems to be intended behavior... https://bugs.launchpad.net/ubuntu/+source/unity/+bug/742544 Some poster in this thread explains that he "patched it locally", but I have no idea how to do this. Does somebody know how to do this? Or maybe there is another solution?

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  • Enabling and Disabling components in Unity

    - by Blue
    I'm trying to create an enable/ disable game objects in Unity. I used GameObject.SetActiveRecursively but it only works one-way. I used a collider in which when an object enters the collider. The game objects become enabled. When they leave or get to a certain point, they disable. How would I make this a two way system, making it able to be enabled while inside the collider and disabled when outside the collider? -- The collider is in the game object who is being disabled and enabled. According to this information from Unity Answers, the object becomes disabled. So how would I make the object enabled?

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  • Force Unity to open any file with any program

    - by Strae
    When you drag a file to the Unity launcher, only the applications that are supposed to open that file will remain active, while all others become deactivated. Is it possible to configure Unity to ignore that setting and open the file, no matter what extension the file has, with any of the applications on the launcher? I'd be glad to get an unsupported file type from the application when I make a mistake instead of losing a bunch of time configuring what application can open what file (that's because it is no longer possible to add a custom application/path in the Open with... menu)

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  • 13.10 login Background without unity

    - by user204477
    I want to change my login screen background (and keep the dots). But I upgraded to cinnamon 2.0 a day ago and then to 13.10 earlier today. I recently became aware of the issue with cinnamon 2.0 and unity on 13.10. This normally would not matter to me since I use cinnamon instead but the only way I know of to change the login screen background is to change unity background. Also all of my backgrounds are jpgs not pngs (in case anyone was gonna say the replace /usr/share/backgrounds/ubuntu-warty.png) and for some reason gimp has issues so converting them is not currently possible for me.

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • how to focus the desktop on unity

    - by user25119
    I'm using Ubuntu 11.10 (unity 4.24.0) and I can't seem to focus the desktop. For example, if I press Mod4+D, the window I had opened stays focused, but the image is see is my wallpaper. If I minimize all windows one by one, the last window I minimize is still focused when the desktop finally appears. This means I can't add desktop icons, nor use the mouse in it. I thought about reporting a bug, but everything works fine on other computers with the latest version of Ubuntu I've used, so I'm wondering about what's happening. Before, when I pressed Mod4+D, the Unity Top Menu would say "Desktop - File Edit ..." and I could use the desktop properly. Thanks in advance!

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  • Unity, Unrealistic Sphere On Inclined Plane

    - by user1086516
    So I am trying to model a ball rolling down an inclined surface in Unity based on what I am observing in real life but it is still quite off. In Unity it takes the ball about 3 seconds to travel from a place to another specified place where in real life it only takes 1 second. The ball isn't as fast to react to the incline as in real life (even though I have tried giving the ball and surface low or zero friction values) The ball does not accelerate as nearly as fast as it does in real life What do I do to give the ball more realistic behavior ? I have tried messing around with mass, physics materials, drag, and angular drag on the ball and surface but it doesn't seem to be helping.

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  • Why doesn't `unity --reset` work?

    - by Elshaer
    I want to reset Unity. But when I type unity --reset I get the following error: Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Compiz (opengl) - Fatal: glXCreateContext failed Compiz (bailer) - Info: Ensuring a shell for your session ... I am not using Compiz! I am using Metacity. Thanks a lot :) EDIT: I am using Unity. And I want to reset it as the sidebar is always shown when I am viewing my desktop (although it hides automatically if I am using other applications) and Alt+Tab switches the windows in a different, poor way (not the default one of Ubuntu 11.10).

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  • Using Unity – Part 6

    - by nmarun
    This is the last of the ‘Unity’ series and I’ll be talking about generics here. If you’ve been following the previous articles, you must have noticed that I’m just adding more and more ‘Product’ classes to the project. I’ll change that trend in this blog where I’ll be adding an ICaller interface and a Caller class. 1: public interface ICaller<T> where T : IProduct 2: { 3: string CallMethod<T>(string typeName); 4: } 5:  6: public class Caller<T> : ICaller<T> where T:IProduct 7: { 8: public string CallMethod<T>(string typeName) 9: { 10: //... 11: } 12: } We’ll fill-in the implementation of the CallMethod in a few, but first, here’s what we’re going to do: create an instance of the Caller class pass it the IProduct as a generic parameter in the CallMethod method, we’ll use Unity to dynamically create an instance of IProduct implemented object I need to add the config information for ICaller and Caller types. 1: <typeAlias alias="ICaller`1" type="ProductModel.ICaller`1, ProductModel" /> 2: <typeAlias alias="Caller`1" type="ProductModel.Caller`1, ProductModel" /> The .NET Framework’s convention to express generic types is ICaller`1, where the digit following the "`" matches the number of types contained in the generic type. So a generic type that contains 4 types contained in the generic type would be declared as: 1: <typeAlias alias="Caller`4" type="ProductModel.Caller`4, ProductModel" /> On my .aspx page, I have the following UI design: 1: <asp:RadioButton ID="LegacyProduct" Text="Product" runat="server" GroupName="ProductWeb" 2: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 3: <br /> 4: <asp:RadioButton ID="NewProduct" Text="Product 2" runat="server" GroupName="ProductWeb" 5: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 6: <br /> 7: <asp:RadioButton ID="ComplexProduct" Text="Product 3" runat="server" GroupName="ProductWeb" 8: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> 9: <br /> 10: <asp:RadioButton ID="ArrayConstructor" Text="Product 4" runat="server" GroupName="ProductWeb" 11: AutoPostBack="true" OnCheckedChanged="RadioButton_CheckedChanged" /> Things to note here are that all these radio buttons belong to the same GroupName => only one of these four can be clicked. Next, all four controls postback to the same ‘OnCheckedChanged’ event and lastly the ID’s point to named types of IProduct (already added to the web.config file). 1: <type type="IProduct" mapTo="Product" name="LegacyProduct" /> 2:  3: <type type="IProduct" mapTo="Product2" name="NewProduct" /> 4:  5: <type type="IProduct" mapTo="Product3" name="ComplexProduct"> 6: ... 7: </type> 8:  9: <type type="IProduct" mapTo="Product4" name="ArrayConstructor"> 10: ... 11: </type> In my calling code, I see which radio button was clicked, pass that as an argument to the CallMethod method. 1: protected void RadioButton_CheckedChanged(object sender, EventArgs e) 2: { 3: string typeName = ((RadioButton)sender).ID; 4: ICaller<IProduct> caller = unityContainer.Resolve<ICaller<IProduct>>(); 5: productDetailsLabel.Text = caller.CallMethod<IProduct>(typeName); 6: } What’s basically happening here is that the ID of the control gets passed on to the typeName which will be one of “LegacyProduct”, “NewProduct”, “ComplexProduct” or “ArrayConstructor”. I then create an instance of an ICaller and pass the typeName to it. Now, we’ll fill in the blank for the CallMethod method (sorry for the naming guys). 1: public string CallMethod<T>(string typeName) 2: { 3: IUnityContainer unityContainer = HttpContext.Current.Application["UnityContainer"] as IUnityContainer; 4: T productInstance = unityContainer.Resolve<T>(typeName); 5: return ((IProduct)productInstance).WriteProductDetails(); 6: } This is where I’ll resolve the IProduct by passing the type name and calling the WriteProductDetails() method. With all things in place, when I run the application and choose different radio buttons, the output should look something like below:          Basically this is how generics come to play in Unity. Please see the code I’ve used for this here. This marks the end of the ‘Unity’ series. I’ll definitely post any updates that I find, but for now I don’t have anything planned.

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  • Chromium quicklist profiles not working, any ideas?

    - by XiaolinDraconis
    I added this X-Ayatana-Desktop-Shortcuts=User1;User2 [User1 Shortcut Group] Name=Draconis Exec=chromium-browser --enable-udd-profiles --user-data-dir="/home/xiaolin/.config/chromium/Default" TargetEnvironment=Unity [User2 Shortcut Group] Name=Snoozie Exec=chromium-browser --enable-udd-profiles --user-data-dir="/home/xiaolin/.config/chromium/Profile 1" TargetEnvironment=Unity to ~/.local/share/applications/chromium-browser.desktop, then logged out and back in, even tried rebooting, also tried adding it in gksu gedit /usr/share/applications/chromium-browser.desktop. Nothing seems to work, all i get is the default quicklist.

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  • Unity stuck in 2D mode, Nvidia Quadro graphics "unknown", Nvidia-Current active but not in use

    - by Jordan Lund
    I've seen this problem reported under several questions, but I haven't been able to resolve any of it so I thought I'd bring it all in under one umbrella. I started a new job and was given a Dell Precision M6400 laptop with Nvidia Quadro FX 2700M graphics card. It had a previous version of Ubuntu on it, but nobody had any passwords for it so I wiped the drive and did a fresh install of 11.10 from scratch. I didn't do any updates during installation, preferring to do them after boot. Updates ran fine and the system works... except Unity is in 2D mode. System Settings - Additional Drivers shows that Nvidia-Current is active but not in use. System Settings - System Info shows Graphics Driver Unknown, Experience Standard Nvidia X Server Settings is installed and working, re-writing the xorg.conf did nothing. /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 2700M/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 285.05.09 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes One suggestion was to do a sudo apt-get --purge remove nvidia* and that resulted in a scrambled screen on boot and a non-bootable installation. Pressing the Delete key on boot allowed me to access the recovery console and do a sudo apt-get install nvidia-current, which brought me back to a working, bootable system. Another suggestion was to edit /etc/default/grub and change the line reading "GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to read "GRUB_CMDLINE_LINUX_DEFAULT="quiet splash vmalloc=192MB" thus allocating more video RAM. I did that, followed by a sudo update-grub and a re-boot. No change. Created a brand new standard user and logged on with that account, no change.

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  • Connect ViewModel and View using Unity

    - by brainbox
    In this post i want to describe the approach of connecting View and ViewModel which I'm using in my last project.The main idea is to do it during resolve inside of unity container. It can be achived using InjectionFactory introduced in Unity 2.0 public static class MVVMUnityExtensions{    public static void RegisterView<TView, TViewModel>(this IUnityContainer container) where TView : FrameworkElement    {        container.RegisterView<TView, TView, TViewModel>();    }    public static void RegisterView<TViewFrom, TViewTo, TViewModel>(this IUnityContainer container)        where TViewTo : FrameworkElement, TViewFrom    {        container.RegisterType<TViewFrom>(new InjectionFactory(            c =>            {                var model = c.Resolve<TViewModel>();                var view = Activator.CreateInstance<TViewTo>();                view.DataContext = model;                return view;            }         ));    }}}And here is the sample how it could be used:var unityContainer = new UnityContainer();unityContainer.RegisterView<IFooView, FooView, FooViewModel>();IFooView view = unityContainer.Resolve<IFooView>(); // view with injected viewmodel in its datacontextPlease tell me your prefered way to connect viewmodel and view.

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  • Unity install removed window borders, and display drivers.

    - by Vivek Sharma
    I installed unity, used for a while. Then i installed gnome-shell, used it for a while. Now decided to switch back to standard. Gnome is not working the way it use to be. I am using T61 with nvidia-latest drivers. Following issues... Window borders are not showing. Installed compiz settings, and re-check window decorations option. I had to re-install nvidia driver, as when I tried to apply normal visual effects, it said no display driver found. Gnome panel is not coming, and mouse pointer is a "cross" than a "arrow". I then opened a terminal and enter gnome-panel. Panel came and window borders came back. Nothing is showing on desktop, and the right click is also not populating the menu. When i loging, an error message saying, docky did not start and it requires compiz to work. After starting gnome-panel from terminal, i went to systempreferencesAppearance. And selected normal visual effects. It activated, i selected keep the settings. Now when i restart or re-login, everything is gone. I have to run gnome-panel manually, and then re-enable visual setting. Ofcourse i can add gnome-panel in startup applications, but i want to know what has installing unity/gnome-shell has done, that these setting are messed up. I manually removed mutter, as Appearance application was showing mutter installed, cant enable effects. What shall i do to get back a standard gnome-desktop back.

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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