<?xml version="1.0" encoding="iso-8859-1" ?>
<rss version="0.92" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<docs>http://backend.userland.com/rss092</docs>
	<title>Unity Community</title>
	<link>http://forum.unity3d.com//</link>
	<description></description>
	<managingEditor>forum@unity3d.com (Unity Technologies)</managingEditor>
	<webMaster>forum@unity3d.com (Unity Technologies)</webMaster>
	<lastBuildDate>Sat, 21 Nov 2009 02:06:13 GMT</lastBuildDate>
<item>
	<title>Gossip :: RE: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232597#232597</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232597#232597</link>
	<pubDate>Sat, 21 Nov 2009 02:01:19 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=938&quot; target=&quot;_blank&quot;&gt;Eric5h5&lt;/a&gt;&lt;br /&gt;
Subject: Re: Shorter Game = Better Game?&lt;br /&gt;
Posted: Sat Nov 21, 2009 3:01 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37240"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I actually find I often prefer shorter games these days, like World of Goo and Braid, where they are &amp;quot;dense&amp;quot; and not drawn out with a lot of filler.
&lt;br /&gt;

&lt;br /&gt;
--Eric&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Scale</title>
	<category>Unity Support</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232596#232596</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232596#232596</link>
	<pubDate>Sat, 21 Nov 2009 02:00:04 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2238&quot; target=&quot;_blank&quot;&gt;Jessy&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:00 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37044"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;That's not true.  1 Blender unit = 1 Unity unit.  Check to see if your modeling app allows for adjustment.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: How to load Fractscape splat map manually in 2.6?</title>
	<category>Unity Support</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232595#232595</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232595#232595</link>
	<pubDate>Sat, 21 Nov 2009 01:59:26 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=938&quot; target=&quot;_blank&quot;&gt;Eric5h5&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:59 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37227"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;grnbriar wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;It shows in UNity as compressed DXT5&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
As the error says, you have to set it to RGBA 32 (in Unity); compressed textures don't work.  (Although, come to think of it, I believe compressed textures will actually work in 2.6 if I changed the script to allow it.  However, uncompressed is better in any case.)
&lt;br /&gt;

&lt;br /&gt;
--Eric&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Wish List :: RE: Online Billing System</title>
	<category>Wish List</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232594#232594</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232594#232594</link>
	<pubDate>Sat, 21 Nov 2009 01:57:29 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=938&quot; target=&quot;_blank&quot;&gt;Eric5h5&lt;/a&gt;&lt;br /&gt;
Subject: Re: Online Billing System&lt;br /&gt;
Posted: Sat Nov 21, 2009 2:57 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37243"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I think something like this is the purview of third-party developers, not a core Unity feature.  As a third-party developer, I do actually have a system for Unity that covers some of your features.  &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;  You can see it in action by downloading &lt;a href=&quot;http://www.starscenesoftware.com/Fractscape&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;this&lt;/a&gt;.  Right now it's limited to PayPal; Google Checkout is still too limited in terms of countries that are covered, last I checked (the majority of my sales are international).  I'm interested in the Amazon system though.
&lt;br /&gt;

&lt;br /&gt;
--Eric&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Scale</title>
	<category>Unity Support</category>
	<dc:creator>rygoody</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232593#232593</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232593#232593</link>
	<pubDate>Sat, 21 Nov 2009 01:57:01 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12010&quot; target=&quot;_blank&quot;&gt;rygoody&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:57 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37044"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I noticed that the Unity FBX importer defaults to a scale of .1
&lt;br /&gt;

&lt;br /&gt;
Was wondering if this is the ideal way to interface with 3D apps. Make everything in the app at 10x the size, and import it to Unity at .1
&lt;br /&gt;

&lt;br /&gt;
If not, is there anyway to make the default import scale 1 instead of .1?&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>iPhone Development :: RE: Please stop that! it's enough!</title>
	<category>iPhone Development</category>
	<dc:creator>daxx2k</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232592#232592</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232592#232592</link>
	<pubDate>Sat, 21 Nov 2009 01:54:22 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=9870&quot; target=&quot;_blank&quot;&gt;daxx2k&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:54 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37070"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;you gonna be kidding me:
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=DXrABnUgQDY&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=DXrABnUgQDY&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Normal mapping flipped.</title>
	<category>Unity Support</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232591#232591</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232591#232591</link>
	<pubDate>Sat, 21 Nov 2009 01:49:31 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2238&quot; target=&quot;_blank&quot;&gt;Jessy&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:49 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37245"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=24639&quot; target=&quot;_blank&quot;&gt;http://forum.unity3d.com/viewtopic.php?t=24639&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Application.ExternalCall not working...seriously?</title>
	<category>Scripting</category>
	<dc:creator>slgooding</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232590#232590</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232590#232590</link>
	<pubDate>Sat, 21 Nov 2009 01:45:29 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=5313&quot; target=&quot;_blank&quot;&gt;slgooding&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:45 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37226"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;At the bottom of the page, just before &amp;lt;/body&amp;gt; I have the default google code added:
&lt;br /&gt;

&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;
&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;
&lt;br /&gt;
var gaJsHost = &amp;#40;&amp;#40;&amp;quot;https&amp;#58;&amp;quot; == document.location.protocol&amp;#41; ? &amp;quot;https&amp;#58;//ssl.&amp;quot; &amp;#58; &amp;quot;http&amp;#58;//www.&amp;quot;&amp;#41;;
&lt;br /&gt;
document.write&amp;#40;unescape&amp;#40;&amp;quot;%3Cscript src='&amp;quot; + gaJsHost + &amp;quot;google-analytics.com/ga.js' type='text/javascript'%3E%3C/script%3E&amp;quot;&amp;#41;&amp;#41;;
&lt;br /&gt;
&amp;lt;/script&amp;gt;
&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;
&lt;br /&gt;
try &amp;#123;
&lt;br /&gt;
var pageTracker = _gat._getTracker&amp;#40;&amp;quot;UA-XXXXXXX-X&amp;quot;&amp;#41;;
&lt;br /&gt;
pageTracker._setDomainName&amp;#40;&amp;quot;.mydomain.com&amp;quot;&amp;#41;;
&lt;br /&gt;
pageTracker._trackPageview&amp;#40;&amp;#41;;
&lt;br /&gt;
&amp;#125; catch&amp;#40;err&amp;#41; &amp;#123;&amp;#125;&amp;lt;/script&amp;gt;
&lt;br /&gt;
&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Multiplayer Networking :: RE: Physics and Laaaaggg</title>
	<category>Multiplayer Networking</category>
	<dc:creator>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232589#232589</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232589#232589</link>
	<pubDate>Sat, 21 Nov 2009 01:42:36 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=3247&quot; target=&quot;_blank&quot;&gt;dreamora&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:42 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37239"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;There is very little you can do.
&lt;br /&gt;
thats why physics were not used as elemental game play aspects in MP up to DX10 where the gpu power reached the required base so they can be calculated in a numerically stable and safer environment (-&amp;gt; through shaders).
&lt;br /&gt;

&lt;br /&gt;
Crysis is about the best example for that as physics only exist if you play the MP with Vista and DX10. The DX9 game and its servers have no physics.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Technologies: Unity Pro, iPhone Advanced
&lt;br /&gt;
Site: &lt;a href=&quot;http://www.gayasoft.ch&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;GayaSoft &amp;amp; PatchLaunch Technology&lt;/a&gt;
&lt;br /&gt;
My Blogs:&lt;a href=&quot;http://gayasoft.blogspot.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;My Development&lt;/a&gt; &amp;amp; &lt;a href=&quot;http://www.realmcrafterblog.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Persistent Online Worlds&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Camera errors upon start.</title>
	<category>Unity Support</category>
	<dc:creator>Befall</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232588#232588</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232588#232588</link>
	<pubDate>Sat, 21 Nov 2009 01:40:24 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13147&quot; target=&quot;_blank&quot;&gt;Befall&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:40 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37231"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Murcho wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Your problem is coming from having objects too far from the origin.  I assume by having objects that far away you are moving the camera near them at some point as well.
&lt;br /&gt;

&lt;br /&gt;
Can I ask why you need objects that far from the origin?  Seems a little excessive.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
The camera is that far away. It spawns that way. And any object I spawn does so near the camera.
&lt;br /&gt;

&lt;br /&gt;
Any way I can set the coordinates of my current view in the Inspection view?&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Wish List :: RE: File System Access or local cache outside internet cache</title>
	<category>Wish List</category>
	<dc:creator>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232587#232587</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232587#232587</link>
	<pubDate>Sat, 21 Nov 2009 01:36:19 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=3247&quot; target=&quot;_blank&quot;&gt;dreamora&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:36 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=13707"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thank you for the answer HiggyB
&lt;br /&gt;

&lt;br /&gt;
I fully agree with you and UTs stance that uncontrolled IO access is definitely no solution for anything.
&lt;br /&gt;

&lt;br /&gt;
But on a restricted and/or user grant base, I don't see a problem, thats why I called it artificial as there is no reason to totally block it.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;Restricted Access&lt;/span&gt;: Only rw access to browser cache or user temp folder
&lt;br /&gt;

&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;User Grant Base&lt;/span&gt;: Similar to UAC, Rev4's webplayer and iPhone regulations, an attempt to access files with System.IO could generate a confirmation dialog that tells the user if read or write was attempted and in the optional details what file would be accessed.
&lt;br /&gt;
This access would allow rw access to above folders + user documents and appdata/roaming
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
I personally would prefer the User Grant Base, because the temporary folders of browser and user are a fine place but &amp;quot;stealthy users&amp;quot; commonly have tools that flush both on shutdown&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Technologies: Unity Pro, iPhone Advanced
&lt;br /&gt;
Site: &lt;a href=&quot;http://www.gayasoft.ch&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;GayaSoft &amp;amp; PatchLaunch Technology&lt;/a&gt;
&lt;br /&gt;
My Blogs:&lt;a href=&quot;http://gayasoft.blogspot.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;My Development&lt;/a&gt; &amp;amp; &lt;a href=&quot;http://www.realmcrafterblog.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Persistent Online Worlds&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>iPhone Development :: RE: GOOGLE ANDROID | Vote here to get it</title>
	<category>iPhone Development</category>
	<dc:creator>iEarthHero1</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232586#232586</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232586#232586</link>
	<pubDate>Sat, 21 Nov 2009 01:33:11 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=9574&quot; target=&quot;_blank&quot;&gt;iEarthHero1&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:33 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36554"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I am glad to hear this.  Maybe GOOGLE will get their butt in gear with a real promotion store that will generate some traffic.
&lt;br /&gt;

&lt;br /&gt;
Thanks.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Joshua Doyon: Aerospace Engineer / Biomedical Researcher
&lt;br /&gt;
PLAN: Eat, sleep, breath UNITY iPhone
&lt;br /&gt;
GOAL: Become a UNITY iPhone Super Hero
&lt;br /&gt;
PURPOSE: APP sales for Lithographic Carbon Bonding research to stop global warming.
&lt;br /&gt;
&lt;a href=&quot;mailto:joshua.doyon@iearthhero.com&quot;&gt;joshua.doyon@iearthhero.com&lt;/a&gt; / &lt;a href=&quot;http://www.iearthhero.com&quot; target=&quot;_blank&quot;&gt;www.iearthhero.com&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.iearthhero.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;&lt;img src=&quot;http://www.iearthhero.com/banner.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: Normal mapping flipped.</title>
	<category>Unity Support</category>
	<dc:creator>Peter G</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232585#232585</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232585#232585</link>
	<pubDate>Sat, 21 Nov 2009 01:27:13 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13151&quot; target=&quot;_blank&quot;&gt;Peter G&lt;/a&gt;&lt;br /&gt;
Subject: Normal mapping flipped.&lt;br /&gt;
Posted: Sat Nov 21, 2009 2:27 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37245"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Yay its my first post.
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&lt;br /&gt;
I am using blender to create normal maps for characters and when I bring the character and map into Unity, where ever the map was creating a outward effect, Unity made an inward effect.  The monkey is just a place holder, but it is the same with all my models.  Please help me fix the problem without having to create the high poly model in reverse.  The first picture is the Blender render and the second is the game Unity rendering (Please excuse the texturing, I was in a hurry)  .  They Unity rendering has dents in his head paticularly between his eyes where it should be bumps.  Thanks Peter.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Can someone please tell me US eastern time relative to GMT.  Thanks.&lt;/span&gt;

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<item>
	<title>iPhone Development :: RE: GOOGLE ANDROID | Vote here to get it</title>
	<category>iPhone Development</category>
	<dc:creator>cheezorg</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232584#232584</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232584#232584</link>
	<pubDate>Sat, 21 Nov 2009 01:26:35 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=3536&quot; target=&quot;_blank&quot;&gt;cheezorg&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:26 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36554"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Kind of interesting... Gameloft is cutting back on Android because they are &amp;quot;selling 400 times more games on iPhone than on Android.&amp;quot; 
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&lt;br /&gt;
&lt;a href=&quot;http://us.mobile.reuters.com/m/FullArticle/p.rdt/CTECH/ntechnologyNews_uUSTRE5AJ1EU20091120&quot; target=&quot;_blank&quot;&gt;http://us.mobile.reuters.com/m/FullArticle/p.rdt/CTECH/ntechnologyNews_uUSTRE5AJ1EU20091120&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Chalk Fighter /  Alpha Runner / Anaglyphs! / BoiledGoose.com&lt;/span&gt;

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</item>
<item>
	<title>Scripting :: Moving The Camera</title>
	<category>Scripting</category>
	<dc:creator>John B</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232583#232583</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232583#232583</link>
	<pubDate>Sat, 21 Nov 2009 01:22:34 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12838&quot; target=&quot;_blank&quot;&gt;John B&lt;/a&gt;&lt;br /&gt;
Subject: Moving The Camera&lt;br /&gt;
Posted: Sat Nov 21, 2009 2:22 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37244"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I've looked at every example I can find and still don't get it.  I have two default camera views that I want to switch between when the user clicks a button.  Click once -- go to view 1, click again -- go to view 2, click again -- go to view 1, and so on.  A simple toggle that smoothly moves the camera to one of two positions.  I've ended up with a pretty simple LateUpdate function that just Slerp's the position and rotation, much like the examples I've seen.
&lt;br /&gt;

&lt;br /&gt;
I've been able to get the camera to move smoothly the first time, but after that the camera just jumps to the end position.  For each position I have a start position and rotation, and an end position/rotation.  Depending on the state of the button, the start and end swap.
&lt;br /&gt;

&lt;br /&gt;
Some things I don't understand:
&lt;br /&gt;

&lt;br /&gt;
How do you know when the camera reaches its end position?  I tried comparing the camera's current position/rotation with the end position/rotation, but that's never true.
&lt;br /&gt;

&lt;br /&gt;
How do you disable the LateUpdate function after the camera has reached its end position?  I tried GetComponent(&amp;quot;CameraControl&amp;quot;).enabled = false (and several other variations), but can't get it to compile.  I can't get it to stop calling the LateUpdate function when the camera doesn't need to move.
&lt;br /&gt;

&lt;br /&gt;
I don't understand how the time parameter works.  All the examples use deltaTime, but if I use that the camera just shakes and never goes anywhere.  The only time parameter I can get to work is (Time.time * someValue).&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Wish List :: Online Billing System</title>
	<category>Wish List</category>
	<dc:creator>imbecile</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232582#232582</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232582#232582</link>
	<pubDate>Sat, 21 Nov 2009 01:22:12 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13149&quot; target=&quot;_blank&quot;&gt;imbecile&lt;/a&gt;&lt;br /&gt;
Subject: Online Billing System&lt;br /&gt;
Posted: Sat Nov 21, 2009 2:22 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37243"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hello, I'm new here, and I never really used Unity (cause I wouldn't get anything else done anymore if I started), but I followed it's development since 1.0. And I think about it a lot occasionally. And one of the things I think it is missing is an integrated billing system. Which of course would be primarily targeted for the independent developers.
&lt;br /&gt;

&lt;br /&gt;
Why would that be a good feature to have?
&lt;br /&gt;

&lt;br /&gt;
1. Game developers want to write games, and not accounting software
&lt;br /&gt;
2. It is a sensitive piece of code, with security and financial implications, which requires extra care and a lot of people don't have the confidence/ability/resources to do it right.
&lt;br /&gt;
3. Allows developers to distribute restricted demos cheaply via torrents, that then can be easily unlocked from within the game (and if it is done right and the pricing is right, it is a lot easier and cheaper to unlock than to find and use cracks).
&lt;br /&gt;
4. If the free version contains a limited billing subsystem, that only lets you, as painlessly as possible, use the billing infrastructure that unity provides (for a low percentage), it provides a whole new revenue stream for unity (no one forces you to use it, you can still roll your own if you want)
&lt;br /&gt;
5. Integration of paypal, google checkout, amazon devpay etc. and of more advanced billing schemes like subscription in the full version (it is conceivable companies like amazon and google would even
&lt;br /&gt;
 pay for integration)
&lt;br /&gt;

&lt;br /&gt;
So how would that work? Add the ability to encrypt in game assets (or just the access to those assets) in a distribution. And the key to access those assets can be acquired via a billing subsystem from within the game.
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&lt;br /&gt;
Just something to make the shareware model painless for the developer and the customer.
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&lt;br /&gt;
I don't know if unity has the know how and man power to implement something like this. Or if it even is compatible with their philosophy. But they would be in a great position to actually do this kind of thing and have an impact. It can be done in a non evil way, while supporting indie game making substantially and provide them with more resources to make unity even better. Only downside would be, if it is a success, all that money would make unity evil &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
And they of course would have to start an arms race with the cracking scene. But as I said, if it is done well and non-evil, and prices stay reasonable, this won't be too much of a problem.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: how many UV channel unity support?</title>
	<category>Unity Support</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232581#232581</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232581#232581</link>
	<pubDate>Sat, 21 Nov 2009 01:21:05 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2238&quot; target=&quot;_blank&quot;&gt;Jessy&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:21 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37182"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;That ought to work perfectly from glancing at it.  Here's something I'm using, where UV 1 is utilized for two tiling textures, and UV2 is for both a lightmap and a splatmap:
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://www.unifycommunity.com/wiki/index.php?title=Blend_2_Textures_by_Lightmap_Alpha&quot; target=&quot;_blank&quot;&gt;http://www.unifycommunity.com/wiki/index.php?title=Blend_2_Textures_by_Lightmap_Alpha&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

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</description>
</item>
<item>
	<title>Unity Support :: RE: Best Car Physics examples, tutorials and implementations</title>
	<category>Unity Support</category>
	<dc:creator>RHD</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232580#232580</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232580#232580</link>
	<pubDate>Sat, 21 Nov 2009 01:17:21 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6634&quot; target=&quot;_blank&quot;&gt;RHD&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:17 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=35080"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Oooh!&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Unity Indie  -  Mac&lt;/span&gt;

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</description>
</item>
<item>
	<title>Unity Support :: RE: XBox 360 controllers take 2</title>
	<category>Unity Support</category>
	<dc:creator>Troy Dawson</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232579#232579</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232579#232579</link>
	<pubDate>Sat, 21 Nov 2009 01:16:29 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12115&quot; target=&quot;_blank&quot;&gt;Troy Dawson&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:16 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36041"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;oops, I'm using the 0.08 drivers from September. No problems with them this month, though I am using a 64-bit control panel that I recompiled from the source.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Collaboration :: RE: Wanted:  Ocean shader</title>
	<category>Collaboration</category>
	<dc:creator>RHD</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232578#232578</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232578#232578</link>
	<pubDate>Sat, 21 Nov 2009 01:15:09 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6634&quot; target=&quot;_blank&quot;&gt;RHD&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:15 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=17621"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Forest Johnson did some nice stuff with ripples but it was Pro only so I couldn't do much with it. I think the thread was called slightly worryingly &amp;quot;Sweet arse water&amp;quot;, but it was a great effect.
&lt;br /&gt;

&lt;br /&gt;
Not a waterfall though.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Unity Indie  -  Mac&lt;/span&gt;

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</description>
</item>
<item>
	<title>Unity Support :: RE: Transition between textures</title>
	<category>Unity Support</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232577#232577</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232577#232577</link>
	<pubDate>Sat, 21 Nov 2009 01:06:57 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2238&quot; target=&quot;_blank&quot;&gt;Jessy&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 2:06 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37238"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://www.unifycommunity.com/wiki/index.php?title=Blend_2_Textures&quot; target=&quot;_blank&quot;&gt;http://www.unifycommunity.com/wiki/index.php?title=Blend_2_Textures&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

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</description>
</item>
<item>
	<title>Unity Support :: RE: How to load Fractscape splat map manually in 2.6?</title>
	<category>Unity Support</category>
	<dc:creator>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232576#232576</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232576#232576</link>
	<pubDate>Sat, 21 Nov 2009 00:55:01 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12936&quot; target=&quot;_blank&quot;&gt;grnbriar&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:55 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37227"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Spoke too soon - I get a tif map that shows the texture application, drag it to UNity, it looks fine, hit Apply Splat Map and I get  - splatmap must be in RGBA 32 bit format. It is a 32 bit RGBA tif file, are there any compression options that can be set?
&lt;br /&gt;
It shows in UNity as compressed DXT5, loads fine, but won't apply. Tried a couple of extra times to see if there were any settings I missed.
&lt;br /&gt;

&lt;br /&gt;
One step at a time tonight!&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Gossip :: RE: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>Asvarduil</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232575#232575</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232575#232575</link>
	<pubDate>Sat, 21 Nov 2009 00:53:21 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13067&quot; target=&quot;_blank&quot;&gt;Asvarduil&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:53 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37240"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Kaelis, I feel the same.
&lt;br /&gt;

&lt;br /&gt;
I agree mainstream gaming is getting repetitive on the graphics.  Since I quit WoW six months ago, I've encountered at least four different games that are either a) WoW Clones, b) use the WarCraft aesthetics, or c) include enough references to WoW that they may as well sell their game to Blizzard.  If I didn't know better, I'd say Pac-Man is running Blizzard *chuckle*.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;-Musician, Programmer, Indie Developer
&lt;br /&gt;
Buy one of my games so I can buy the Pro version!&lt;/span&gt;

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</description>
</item>
<item>
	<title>Gossip :: RE: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>KaelisAsur</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232574#232574</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232574#232574</link>
	<pubDate>Sat, 21 Nov 2009 00:46:37 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6910&quot; target=&quot;_blank&quot;&gt;KaelisAsur&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:46 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37240"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Interesting topic.
&lt;br /&gt;

&lt;br /&gt;
I dont play games a lot (even less ever since i discovered Unity &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt; ), but i did indeed notice games have been getting shorter and shorter for the past few years. Mainstream gaming in particular is all about graphical glitter and copying overused schemes nowadays.
&lt;br /&gt;

&lt;br /&gt;
Greater depth? Perhaps were playing/looking at different games, but id say its the opposite. Except for Indie games, everything feels shallow and flat. Ironically, this makes games getting shorter a good thing - it simply gets boring.
&lt;br /&gt;

&lt;br /&gt;
Oh, the good times when gameplay mattered more than graphics, how i miss ye...&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Collaboration :: RE: programmed rough tower defence engine, looking for team.</title>
	<category>Collaboration</category>
	<dc:creator>Asvarduil</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232573#232573</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232573#232573</link>
	<pubDate>Sat, 21 Nov 2009 00:44:37 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13067&quot; target=&quot;_blank&quot;&gt;Asvarduil&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:44 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37157"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;If you have personal webspace (for storage, I recommend &lt;a href=&quot;http://www.webs.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Webs&lt;/a&gt;), you could upload to that and use some good ol' URL tags on the forums so that people could download your project.
&lt;br /&gt;

&lt;br /&gt;
&lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;-Musician, Programmer, Indie Developer
&lt;br /&gt;
Buy one of my games so I can buy the Pro version!&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: How to load Fractscape splat map manually in 2.6?</title>
	<category>Unity Support</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232572#232572</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232572#232572</link>
	<pubDate>Sat, 21 Nov 2009 00:44:25 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=938&quot; target=&quot;_blank&quot;&gt;Eric5h5&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:44 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37227"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;grnbriar wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Your instructions seem to say Project/Editor/script instead of project/Assets/Editor/script.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
OK, I should clarify that.  Glad you're all set!
&lt;br /&gt;

&lt;br /&gt;
--Eric&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Gossip :: RE: Is Unity any easier than UDK?</title>
	<category>Gossip</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232571#232571</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232571#232571</link>
	<pubDate>Sat, 21 Nov 2009 00:44:11 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2238&quot; target=&quot;_blank&quot;&gt;Jessy&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:44 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36040"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Tysoe, I have no idea what you're talking about.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

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<item>
	<title>Unity Support :: RE: Weird rendering</title>
	<category>Unity Support</category>
	<dc:creator>bakno</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232570#232570</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232570#232570</link>
	<pubDate>Sat, 21 Nov 2009 00:43:24 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2099&quot; target=&quot;_blank&quot;&gt;bakno&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:43 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37234"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thank you Shawn&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Andres Martinez
&lt;br /&gt;
baKno Games
&lt;br /&gt;
&lt;a href=&quot;http://www.bakno.com&quot; target=&quot;_blank&quot;&gt;www.bakno.com&lt;/a&gt;&lt;/span&gt;

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</description>
</item>
<item>
	<title>Collaboration :: Exchange: [My] Music and/or Code for [Your] Art!</title>
	<category>Collaboration</category>
	<dc:creator>Asvarduil</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232569#232569</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232569#232569</link>
	<pubDate>Sat, 21 Nov 2009 00:38:35 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13067&quot; target=&quot;_blank&quot;&gt;Asvarduil&lt;/a&gt;&lt;br /&gt;
Subject: Exchange: [My] Music and/or Code for [Your] Art!&lt;br /&gt;
Posted: Sat Nov 21, 2009 1:38 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37242"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hello, I'm reworking a little RPG I made called &amp;quot;Not Another Fantasy RPG&amp;quot; for Unity...the only problem is graphic art isn't my strong point!  I have a &lt;a href=&quot;http://www.toolkitzone.com/games.php?file=681&amp;amp;dl&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;download link to the 2D version of the game here&lt;/a&gt; (it's highly satirical, an aspect I intend to change in the Unity version.)  I am looking for the new assets to be a bit on the cartoony side, as this isn't meant to be serious.  For those that help, I offer my composition and code skills.  I've been re-familiarizing myself with JavaScript, though I know C# as well.
&lt;br /&gt;

&lt;br /&gt;
Ultimately, I am using NAFRPG as an additional means of familiarizing myself with the Unity development system.  I don't intend to sell NAFRPG, but if few enough people (like, one) contribute and we have a well-workable version of the game, I would have no issues with a split of sales of the game (that, however, is going a bit far ahead in the future.)
&lt;br /&gt;

&lt;br /&gt;
If you're interested, bored, or just looking to gain some XP IRL, well, leave a post or a private message!  And when you download the game, please forgive me.  I was young(er.)&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;-Musician, Programmer, Indie Developer
&lt;br /&gt;
Buy one of my games so I can buy the Pro version!&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: How to load Fractscape splat map manually in 2.6?</title>
	<category>Unity Support</category>
	<dc:creator>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232568#232568</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232568#232568</link>
	<pubDate>Sat, 21 Nov 2009 00:35:21 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12936&quot; target=&quot;_blank&quot;&gt;grnbriar&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 1:35 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37227"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;That's the trick, the Editor folder has to be inside Assets. I created the folder as you had it (created it inside Unity) and it puts the folder inside Assets.
&lt;br /&gt;
I tried earlier just dropping the script into assets and it causes an error.
&lt;br /&gt;

&lt;br /&gt;
Your instructions seem to say Project/Editor/script instead of project/Assets/Editor/script.
&lt;br /&gt;

&lt;br /&gt;
But in the second case it worked fine. In the first it does nothing.
&lt;br /&gt;

&lt;br /&gt;
Sorry for the confusion. I have already bought your license and expect to get a lot of use from it. Good tool. Setup was just a little confusing.
&lt;br /&gt;

&lt;br /&gt;
Thanks for getting me up and running!
&lt;br /&gt;

&lt;br /&gt;
&amp;quot;You can't make something idiot proof - they just come along and make a better idiot!&amp;quot;
&lt;br /&gt;
My software developer's motto!
&lt;br /&gt;

&lt;br /&gt;
Now if Unity would just import animation from Collada or anything other than FBX.
&lt;br /&gt;

&lt;br /&gt;
David&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;/span&gt;

&lt;br /&gt;
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