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  • Half-maximized windows misplaced after switching display

    - by Arild
    I have a laptop which I often plug into a larger screen with another display resolution. Thus I'm frequently changing the screen for the system to use. Also I've recently discovered the advantages of half-maximizing windows when working alternatingly in two or more applications. When changing screens, however the windows basically retain their absolute sizes and positions. So in my case the windows typically have their bottoms outside display, don't fill up half the display, etc. I have to half-maximize the windows again every time I switch screens. I'm thinking this should be subject of a bug report but I find it difficult to know where to file them. Any ideas on what package is responsible?

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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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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my 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 figured that my problem occurs 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; } Its look like this on my mobile phone (portrait): and on landscape mode:

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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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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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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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  • 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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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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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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  • Dropbox indicator icon dissapears right after login

    - by garvamel
    Even though Dropbox's app indicator dissapearing from the tray area seems like a recurrent enough problem, my issue is a litte different. When I login, I can see the app panel populating, and the dropbox icon does indeed appear (config'd as startup application), but after some other icons show up (bluetooth, battery, etc.) it's gone. It's still running though. I'm guessing it's having issues with staying pinned, and I don't know how to start addressing this problem. I have tried many if not all solutions provided here in the forums for the "icon missing" questions. So far: I've whitelisted everything regarding panel Uninstalled-reinstalled (with and without rebooting in between) Overwritten current installation Purged installation from terminal Installed from Software Center and from .deb file batch deleted every "dropbox" ocurrences from terminal (files and folders) and reinstalled Ran sudo apt-get install libappindicator1, it installed, but didn't solve anything I'm on Ubuntu 12.04 LTS - 64 bits. Any insight would me much appreciated!

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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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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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  • How do I configure wvdial to connect using a micromax 353g usb modem?

    - by user72209
    I have Micromax 353g usb modem . M using Ubuntu 11.04... I installed wvdail nd configured wvdial.conf as [Dialer Defaults] Init1 = ATZ Init2 = ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 Init3 = ATS7=60 S30=0 S0=0 Init4 = AT+CGDCONT=1,"aircelgprs.pr" Password = Aircel Phone = *99***# Modem Type = USB Modem Stupid Mode = 1 Baud = 7200000 New PPD = yes Dial Attempts = 1 Modem = /dev/ttyUSB2 ISDN = 0 Username = aircel aftr commanding wvdial it says --> WvDial: Internet dialer version 1.61 --> Initializing modem. --> Sending: ATZ --> Sending: ATQ0 --> Re-Sending: ATZ --> Modem not responding. unable to connect plz help

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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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  • Setting APPMENU_DISPLAY_BOTH for gnome applications does not work on Ubuntu 12.04 LTS

    - by Jack'
    To start the application with the menu enabled in the application and the panel, the following command has to be used: APPMENU_DISPLAY_BOTH=1 appname I recently discovered that this only works for non-gnome applications on Ubuntu 12.04 LTS, i.e. if you replace appname with applications such as gnome-terminal, gedit, evince, empathy, evolution, rhythmbox, nautilus, etc. only global menus will be displayed. However, if you start, for example, gimp or inkscape by using APPMENU_DISPLAY_BOTH, both global and local menus will be shown. The questions is: why is APPMENU_DISPLAY_BOTH not taken into account when starting such gnome applications? P.S. I know how to disable global menus in order to get the local ones (UBUNTU_MENUPROXY trick, removing appmenu-gtk/qt packages, removing the indicator-appmenu, etc.) Thanks for the help!

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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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  • 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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  • Picture lens doesn't find anything

    - by Han Cnx
    I get Facebook results, but nothing from my computer. If I open a terminal and use 'locate' then I can find stuff, but the picture lens is empty. Note that my picture files are on an NTFS partition. I have made a link named 'Pictures' in my home folder that points to the location where the picture files are. Again, this works with the 'locate' command and it also works for the Music lens, which is also a link in my home folder. It also (kinda) works for the Video lens, though it only wants to find videos I have opened, which seems not consistent with the other lenses. (and also not very useful this way)

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  • Desktop interface crashes after software updates

    - by N.C. Weber
    Recently, after installing Ubuntu software updates on the evening of December 7th, 2012, my desktop interface crashes regularly leaving me with a command line screen with a long string of automated commands showing (I assume what goes on behind the pretty desktop). At first, I thought it was only crashing whenever I played DirectX games in WINE, but now it crashes if I open the native Firefox browser or if it's doing nothing at all but sitting there. Apport attempts to report the bugs after restart, but often they crash as well. I've done a SMART check on the hard drive, and everything report OK. No read errors, no bad sectors. I am using an Acer Extensa 4620Z Memory: 2.0 GiB Processor: Intel Pentium Dual CPU T2370 @ 1.73GHz x 2 GraphicsL: Intel 965GM x86/MMX/SSE2 OS: Ubuntu 12.10 32-bit Disk: 116.0 GB with 33.4 GB Available

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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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  • How can I reach over 100% volume with a keyboard shortcut?

    - by suli8
    sometimes the sound of videos isn't enough for me. so i reach the sound indicator , over sound preferences and change it to a level higher than 100%. the question is how can i do it from the keyboard? now i can control the volume from the keyboard but it's maximum is 100%. is there a way to do that? EDIT 1: how to use amixer to do it? (as Lyrositor suggested) EDIT2: the closest answer , as Jo-erland, suggested is to set a hotkey to bring up the gnome-volume-control, and then to use left and right arrows to change volume also beyond the 100% mark. any other suggestions, to make this 1 step only? is it possible to set a hotkey to do a sequence of commands ?

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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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