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<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 04:40:21 GMT</lastBuildDate>
<item>
	<title>Unity Support :: RE: Question on Colliders and such.</title>
	<category>Unity Support</category>
	<dc:creator>birvin</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232651#232651</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232651#232651</link>
	<pubDate>Sat, 21 Nov 2009 04:39:45 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2852&quot; target=&quot;_blank&quot;&gt;birvin&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:39 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37233"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I guess i make things to complicated just made a box in blender and can walk up one side thats not to steep but the other side is to steep.  Damn i love you Unity.  Just one question since steps aint realy suppose to function as a ramp can you walk up objects if its not to high.  Sci fi fps here i come &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_razz.gif&quot; alt=&quot;Razz&quot; border=&quot;0&quot; /&gt;.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>External Tools :: RE: Collada dilemma</title>
	<category>External Tools</category>
	<dc:creator>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232650#232650</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232650#232650</link>
	<pubDate>Sat, 21 Nov 2009 04:38:19 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 5:38 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36368"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Not that I know of. That is why I'm searching for an animated Collada file that Unity WILL load, so I have something to compare to and keep changing mine to match until it works. That was the only way I could figure out why it wouldn't load valid Collada static files and change my exporter to match.&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>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232649#232649</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232649#232649</link>
	<pubDate>Sat, 21 Nov 2009 04:31:11 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 5:31 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;&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;theinfomercial wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Portal.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
portal was overpriced to me.
&lt;br /&gt;
if I hadn't bought it as part of the bundle with the HL2 EPs I would have been more than just slighly pissed.
&lt;br /&gt;
Even when playing the &amp;quot;all new concept&amp;quot; for the first time it didn't take much more than 3h.
&lt;br /&gt;

&lt;br /&gt;
Thats fine for a $4.95 game, but not for anything that costs $9.99 and more.
&lt;br /&gt;

&lt;br /&gt;
They definitely didn't use a lot of potential like physically based variations of the level instead of the same level each time.
&lt;br /&gt;

&lt;br /&gt;
I mean even the flash clones and alike of the game have more replay value than portal.
&lt;br /&gt;

&lt;br /&gt;
I guess with the progress and R&amp;amp;D invested in procedural content in L4D2, there is a pretty high chance that there will be a portal 2 thats not just boring short.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
per $10 a game costs I expect at least 8h of play or &amp;quot;different replay&amp;quot; / meaningfull replay value, otherwise I consider the investment a waste and a proof that graphic slutiness and reality insanity is destroying the fun of playing games that actually brought this industry to where it is.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
do you think Mario, Zelda or FF would be the brands they are if Nintendo and Square Enyx would create short time crap a la EA, Ubisoft and CryTek all the time?
&lt;br /&gt;
You can bet that the answer is no and should any of these brands ever come with a that unexistant game time as the common 08-15 ea / ubisoft wanna-be-cool-shooter and alike, that game would be the brands last one due to the significantly hurt reputation.
&lt;br /&gt;

&lt;br /&gt;
Short games are fine when they are on BigFish level and priced on big fish level, but for games that cost $24.99 and more, I expect that the game at least attemts to be immersive and have a real story, not just nice looking graphics and immersion does not just &amp;quot;ploff in and be there&amp;quot;, it has to be built up, same goes for stories.
&lt;br /&gt;

&lt;br /&gt;
There are not many games today that actually have high visuals and an immersive world (especially nearly no MMO as they are all &amp;quot;blueprint quest with blueprint character&amp;quot; driven, no UO alike games anymore). I consider Assassin's Creed to be one of the few that gets you to the point where you think like an assassin and enjoy having fun with your combat tricks.
&lt;br /&gt;
In most other games (Farcry 2) you only think about how to do something as fast as possible which kind of shows how shallow its experience is.&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: Please stop that! it's enough!</title>
	<category>iPhone Development</category>
	<dc:creator>JTBentley</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232648#232648</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232648#232648</link>
	<pubDate>Sat, 21 Nov 2009 04:30:30 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=8934&quot; target=&quot;_blank&quot;&gt;JTBentley&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:30 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;&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;daxx2k wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&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;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
&lt;span style=&quot;color: red&quot;&gt;&lt;span style=&quot;font-style: italic&quot;&gt;&lt;span style=&quot;text-decoration: underline&quot;&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;That thing is AWESOME!&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;[/u][/i]&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Bentley
&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;Technical Director &amp;amp; Game Dev&lt;/span&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.nextgenreality.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;NextGen Reality&lt;/a&gt; &amp;amp; &lt;a href=&quot;http://www.thebinarymill.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;TheBinaryMill&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Gossip :: RE: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>theinfomercial</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232647#232647</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232647#232647</link>
	<pubDate>Sat, 21 Nov 2009 04:23:06 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=4018&quot; target=&quot;_blank&quot;&gt;theinfomercial&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:23 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;Portal.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Siggy&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Player -&amp;gt; Trigger works, but Trigger -&amp;gt; Player doesn't</title>
	<category>Scripting</category>
	<dc:creator>rozgo</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232646#232646</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232646#232646</link>
	<pubDate>Sat, 21 Nov 2009 04:22:13 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2968&quot; target=&quot;_blank&quot;&gt;rozgo&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:22 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36445"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;The sleep state of a rigidbody is an optimization that should not affect the simulation. And should not require manual intervention.
&lt;br /&gt;

&lt;br /&gt;
I'm not sure if triggers should activate (or trigger) when moving into rigidbodies, but its arguably something you would expect.'
&lt;br /&gt;

&lt;br /&gt;
EDIT: (From manual)
&lt;br /&gt;
If you have a sleeping rigidbody and you move a static collider (A collider without a Rigidbody attached) into the rigidbody or pull it from underneath the rigidbody, the sleeping rigidbody will not awake.
&lt;br /&gt;

&lt;br /&gt;
@BogdanDude, as andeee said, kinematic will do for you.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;rozgo aka Alexander Orozco
&lt;br /&gt;
independent game developer
&lt;br /&gt;
past: Munkyfun | Lucas Arts | long story ...
&lt;br /&gt;
&lt;a href=&quot;http://www.rozgo.com&quot; target=&quot;_blank&quot;&gt;http://www.rozgo.com&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Gossip :: RE: Fighting piracy by sueing.</title>
	<category>Gossip</category>
	<dc:creator>Asvarduil</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232645#232645</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232645#232645</link>
	<pubDate>Sat, 21 Nov 2009 04:14:01 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 5:14 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37101"&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;Bones3D wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;If even one person enjoys what I created, regardless of what they pay me for it, then I've done my job.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Amen, brother.  Amen.&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 do u freeze the cursor like in fps games</title>
	<category>Unity Support</category>
	<dc:creator>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232644#232644</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232644#232644</link>
	<pubDate>Sat, 21 Nov 2009 04:13:53 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 5:13 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37247"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Just follow the link offered above.
&lt;br /&gt;

&lt;br /&gt;
You will realize that the script reference isn't there just for fun, decoration and linking &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;&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>External Tools :: RE: Collada dilemma</title>
	<category>External Tools</category>
	<dc:creator>Colin Holgate</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232643#232643</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232643#232643</link>
	<pubDate>Sat, 21 Nov 2009 04:12:19 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=1934&quot; target=&quot;_blank&quot;&gt;Colin Holgate&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:12 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36368"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;None of the files I've tested with have animation.
&lt;br /&gt;

&lt;br /&gt;
I've had a reply from someone on the SketchUp team about some of the issues I've told them about. The main one that affects Unity is that the Autodesk FBX converter won't handle the files, and it doesn't give any sort of error to be able to then figure out why it's failing.
&lt;br /&gt;

&lt;br /&gt;
One question, when trying to import the DAE there is a white document as part of the blue cube icon in the project list, and the Console shows:
&lt;br /&gt;

&lt;br /&gt;
ImportFBX Errors:
&lt;br /&gt;
Couldn't import file /path_to_the_dae.
&lt;br /&gt;
Unidentified error
&lt;br /&gt;

&lt;br /&gt;
Is there any way to find out what the unidentified error is?&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>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232642#232642</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232642#232642</link>
	<pubDate>Sat, 21 Nov 2009 04:09:55 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 5:09 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;ARGB 32 will apply (after checking readable box), but the snow is now under the water as the base! &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;
No RGBA 32 except compressed given as an option&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>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232641#232641</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232641#232641</link>
	<pubDate>Sat, 21 Nov 2009 04:07:18 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 5:07 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;I'm not getting RGBA as a format option in UNity, only uncompressed 32 is ARGB 32, which gives the same error.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Gossip :: RE: Fighting piracy by sueing.</title>
	<category>Gossip</category>
	<dc:creator>Bones3D</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232640#232640</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232640#232640</link>
	<pubDate>Sat, 21 Nov 2009 04:06:01 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=3368&quot; target=&quot;_blank&quot;&gt;Bones3D&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 5:06 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37101"&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;n0mad wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;I could return the question : did you ever work very hard on a product ?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Yes, I have worked hard on a project. (In fact, I have one that's been four years in the making...) But, I don't go into a project with a chip on my shoulder about how others are going to somehow screw me out of the credit I'm due.
&lt;br /&gt;

&lt;br /&gt;
I do the projects I do because I &lt;span style=&quot;font-style: italic&quot;&gt;enjoy&lt;/span&gt; doing them!
&lt;br /&gt;

&lt;br /&gt;
I'm perfectly aware of the threat of piracy, but I don't concern myself with it because it is an inevitable truth of the industry we operate within. Software gets pirated, but I'm not going to stop programming because of it.
&lt;br /&gt;

&lt;br /&gt;
If even one person enjoys what I created, regardless of what they pay me for it, then I've done my job. I have no reason to regret anything after that.
&lt;br /&gt;

&lt;br /&gt;
Making money on the side is definitely nice, but I'm not going to start shedding tears if a project I'm working on ends up losing money in the end. The enjoyment and experience gained from the project itself more than makes up for it.
&lt;br /&gt;

&lt;br /&gt;
That's just how I am.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>External Tools :: RE: Collada Animated files fail even from Max - anim formats ?</title>
	<category>External Tools</category>
	<dc:creator>Vimalakirti</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232638#232638</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232638#232638</link>
	<pubDate>Sat, 21 Nov 2009 03:56:10 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=11318&quot; target=&quot;_blank&quot;&gt;Vimalakirti&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:56 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37194"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;David,
&lt;br /&gt;

&lt;br /&gt;
I've been using FBX exports from Max and they've been working very smoothly. Texture mapping, animations, the whole enchilada. Use it! Have some fun!&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Player -&amp;gt; Trigger works, but Trigger -&amp;gt; Player doesn't</title>
	<category>Scripting</category>
	<dc:creator>Discord</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232637#232637</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232637#232637</link>
	<pubDate>Sat, 21 Nov 2009 03:53:52 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6251&quot; target=&quot;_blank&quot;&gt;Discord&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:53 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36445"&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;cjcurrie wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;If it is a matter of the rigidbody being asleep, you can send out messages on swing for the player.ridigbody.WakeUp(), which will prepare the player rigidbody for collision.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
It sounds as though it doesn't swing unless it triggers the trigger. So you would probably have to check the distance from the weapon to the player, and after it dips below a certain distance, then wake up the rigidbody.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Trapped
&lt;br /&gt;
&lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=27751&quot; target=&quot;_blank&quot;&gt;http://forum.unity3d.com/viewtopic.php?t=27751&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=zZsMjt82SsY&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=zZsMjt82SsY&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
Blue Balls
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=_Ea7CswiQoI&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=_Ea7CswiQoI&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>External Tools :: RE: Exporting animated models from 3Ds Max.</title>
	<category>External Tools</category>
	<dc:creator>Vimalakirti</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232636#232636</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232636#232636</link>
	<pubDate>Sat, 21 Nov 2009 03:53:11 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=11318&quot; target=&quot;_blank&quot;&gt;Vimalakirti&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:53 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37120"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;or try this:
&lt;br /&gt;

&lt;br /&gt;
Link the IK solvers to an empty game object, and link the COG to that dummy, too. Then move that dummy.
&lt;br /&gt;

&lt;br /&gt;
Everything seems to work out if you put dummys or empty game objects in between.
&lt;br /&gt;

&lt;br /&gt;
lolafkbrb&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: How do u freeze the cursor like in fps games</title>
	<category>Unity Support</category>
	<dc:creator>X-Developer</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232635#232635</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232635#232635</link>
	<pubDate>Sat, 21 Nov 2009 03:52:45 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12000&quot; target=&quot;_blank&quot;&gt;X-Developer&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:52 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37247"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Can you show me an example. &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_biggrin.gif&quot; alt=&quot;Very Happy&quot; border=&quot;0&quot; /&gt;&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>iPhone Development :: RE: Issue using Unity 2.6 and iPhone 1.5</title>
	<category>iPhone Development</category>
	<dc:creator>Moondog90210</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232634#232634</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232634#232634</link>
	<pubDate>Sat, 21 Nov 2009 03:51:58 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=4186&quot; target=&quot;_blank&quot;&gt;Moondog90210&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:51 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37172"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;@wozik Not sure how to find the case number. I sent bug direct from the 2.6 crash.
&lt;br /&gt;

&lt;br /&gt;
Just as an FYI - I did a test last night importing the asset directories one by one. Everything came in okay. Just lots of script errors on anything iPhone specific.
&lt;br /&gt;

&lt;br /&gt;
Let me know if you want to dig into this. I'll install the official release and see if it still happens.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Nic.
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://www.dokidokigames.com&quot; target=&quot;_blank&quot;&gt;http://www.dokidokigames.com&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.myspace.com/dantejones&quot; target=&quot;_blank&quot;&gt;http://www.myspace.com/dantejones&lt;/a&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>grnbriar</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232633#232633</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232633#232633</link>
	<pubDate>Sat, 21 Nov 2009 03:51:39 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 4:51 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;So how do I uncompress your texture?
&lt;br /&gt;
I didn't see any non compressed export option.
&lt;br /&gt;
Can I set Fractscape to always export them in a format Unity can read as exported?&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: XML, TXT custom-generated keys (JS)</title>
	<category>Scripting</category>
	<dc:creator>Gaiyamato</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232632#232632</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232632#232632</link>
	<pubDate>Sat, 21 Nov 2009 03:51:35 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13059&quot; target=&quot;_blank&quot;&gt;Gaiyamato&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:51 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37248"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I'd love to see a solution to this, I was thinking of somthing similar for the AI in one of my older games.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Transition between textures</title>
	<category>Unity Support</category>
	<dc:creator>Discord</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232631#232631</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232631#232631</link>
	<pubDate>Sat, 21 Nov 2009 03:51:21 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6251&quot; target=&quot;_blank&quot;&gt;Discord&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:51 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;Hmmm. I guess that solution never crossed my mind, ha. I'll give that a try.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Trapped
&lt;br /&gt;
&lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=27751&quot; target=&quot;_blank&quot;&gt;http://forum.unity3d.com/viewtopic.php?t=27751&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=zZsMjt82SsY&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=zZsMjt82SsY&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
Blue Balls
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=_Ea7CswiQoI&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=_Ea7CswiQoI&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Moving The Camera</title>
	<category>Scripting</category>
	<dc:creator>Gaiyamato</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232630#232630</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232630#232630</link>
	<pubDate>Sat, 21 Nov 2009 03:49:20 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13059&quot; target=&quot;_blank&quot;&gt;Gaiyamato&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:49 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 cannot get the enable/disable for scripts to work in Unity Indie 2.6 either.
&lt;br /&gt;

&lt;br /&gt;
And Time takes a few extra lines of code to accurately calculate in Unity, if you use other software to track it unity is always out by small portions of a second each second and is not consistently out.
&lt;br /&gt;
You can count accurately in increments, but by milliseconds is damn hard. &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_razz.gif&quot; alt=&quot;Razz&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
At least I have not found one given solution on the site or forums that actually works accurately when tested.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Transition between textures</title>
	<category>Unity Support</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232629#232629</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232629#232629</link>
	<pubDate>Sat, 21 Nov 2009 03:39:48 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 4:39 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;In that case it seems to me you'd just use the 2-texture shader, and swap the textures in the material as needed.
&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: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>Asvarduil</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232628#232628</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232628#232628</link>
	<pubDate>Sat, 21 Nov 2009 03:39:09 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 4:39 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;&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;Jessy wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;You throw enough controlled chaos into the mix, and even a short game can last you a long time.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
That's what got me thinking - I bought into the &amp;quot;Half-Minute Hero&amp;quot; thing, where you have multiple modes of play with 30 seconds (depending on scenario, challenges, and how much money you amass) to &lt;span style=&quot;font-style: italic&quot;&gt;quickly&lt;/span&gt; figure out a way to get it done.  Of course, the fun dosen't stop there - the next time I borrow my friend's PSP, I'm going to try to beat the opening stages beneath 30 seconds, obtain some alternate endings/titles to missions in Hero-30, and try some different item builds in Knight-30.
&lt;br /&gt;

&lt;br /&gt;
Another thing - think about Zelda: Majora's Mask.  The &amp;quot;three day&amp;quot; limit makes the game a lot more hectic because you're not only fighting the contrived puzzles, the scavenger hunts in and out of dungeons, a couple of reasonably action-packed battles, but the timer as well.  I personally felt defeating the Great Bay Temple to be a major accomplishment because it took so darn long!  And yes, I took the time to hunt fairies for the Defense upgrade from the Bay Great Fairy.
&lt;br /&gt;

&lt;br /&gt;
I know these are two specific examples, but I'm beginning to think sticking a timer on some aspects of game play can be a very positive thing.&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: Transition between textures</title>
	<category>Unity Support</category>
	<dc:creator>Discord</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232627#232627</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232627#232627</link>
	<pubDate>Sat, 21 Nov 2009 03:37:47 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6251&quot; target=&quot;_blank&quot;&gt;Discord&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:37 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;Sorry, I guess I should be more specific.
&lt;br /&gt;

&lt;br /&gt;
Lets say you have three textures you want to cycle through. (Tex1, Tex2, Tex3)
&lt;br /&gt;

&lt;br /&gt;
Instead of just switching back and forth between two textures, it would cycle through the textures.
&lt;br /&gt;

&lt;br /&gt;
Tex1 -&amp;gt; Tex2 -&amp;gt; Tex3 -&amp;gt; Tex1 -&amp;gt; Tex2 -&amp;gt; Tex3 -&amp;gt; ect...
&lt;br /&gt;
And it should fade from one texture to the next.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Trapped
&lt;br /&gt;
&lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=27751&quot; target=&quot;_blank&quot;&gt;http://forum.unity3d.com/viewtopic.php?t=27751&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=zZsMjt82SsY&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=zZsMjt82SsY&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
Blue Balls
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=_Ea7CswiQoI&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=_Ea7CswiQoI&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Newbie guide to Unity Javascript (long)</title>
	<category>Scripting</category>
	<dc:creator>Goody!</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232626#232626</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232626#232626</link>
	<pubDate>Sat, 21 Nov 2009 03:28:34 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=10662&quot; target=&quot;_blank&quot;&gt;Goody!&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:28 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36096"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Great stuff!  Very informative!  If you can, please add to you array section how to access individual things stored in an array.  I don't know how to take array element1 and subtract it from array element2.  For example:
&lt;br /&gt;

&lt;br /&gt;
array of vextor3's
&lt;br /&gt;

&lt;br /&gt;
array element2[2,3,4] - array element1[1,2,3]
&lt;br /&gt;

&lt;br /&gt;
= result of [1,1,1] (somehow).   &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_confused.gif&quot; alt=&quot;Confused&quot; border=&quot;0&quot; /&gt; 
&lt;br /&gt;

&lt;br /&gt;
Thanks again!&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Goody!&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Teaching :: RE: Complete beginner</title>
	<category>Teaching</category>
	<dc:creator>asterix</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232625#232625</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232625#232625</link>
	<pubDate>Sat, 21 Nov 2009 03:28:33 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=9666&quot; target=&quot;_blank&quot;&gt;asterix&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:28 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=35127"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;If you never program object oriented (like me) get into some ActionScript. Things will be much more clear to you what all those . everywhere mean. You will switch easily to UnityScript.
&lt;br /&gt;

&lt;br /&gt;
I wish someone told me that before.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;My blog &lt;a href=&quot;http://feejo.blogspot.com/&quot; target=&quot;_blank&quot;&gt;http://feejo.blogspot.com/&lt;/a&gt;
&lt;br /&gt;
Follow me on twitter &lt;a href=&quot;http://twitter.com/asterix64&quot; target=&quot;_blank&quot;&gt;http://twitter.com/asterix64&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: Physics for pulled wagon with front steering joint</title>
	<category>Unity Support</category>
	<dc:creator>BS-er</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232624#232624</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232624#232624</link>
	<pubDate>Sat, 21 Nov 2009 03:27:20 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=8034&quot; target=&quot;_blank&quot;&gt;BS-er&lt;/a&gt;&lt;br /&gt;
Subject: Physics for pulled wagon with front steering joint&lt;br /&gt;
Posted: Sat Nov 21, 2009 4:27 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37249"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I'm trying to get my pulled wagon to work but the physics aren't coming out right.  The front wheels are part of an assembly that rotates on a hinge.  A force pulls on this, and the hinge rotates the front assembly with the front wheels, but the overall body wants to go in a straight line.  Its rigid body is configured to allow rotation.
&lt;br /&gt;

&lt;br /&gt;
I have a simple and very small prefab as a unity package attached.  It's comprised of simple blocks and cylinders. It has a force trying pulling on the front assembly in the +x direction.  You can plop it on a simple flat terrain to demo it.  If anyone cares to grab it and offer some suggestions, it could prove useful once solved.  Or maybe I'm trying something that doesn't lend itself well to physical simulation.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>ShaderLab :: RE: SSAO on custom shaders? Please help =3</title>
	<category>ShaderLab</category>
	<dc:creator>Murcho</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232623#232623</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232623#232623</link>
	<pubDate>Sat, 21 Nov 2009 03:25:18 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=5980&quot; target=&quot;_blank&quot;&gt;Murcho&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:25 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36361"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Right now the reason your see no SSAO on objects using your custom shaders is they aren't being rendered into the Normal/Depth buffer.  In order for that to happen, you need to give them a RenderType (see &lt;a href=&quot;http://unity3d.com/support/documentation/Components/SL-ShaderReplacement.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;here&lt;/a&gt; for more information).
&lt;br /&gt;

&lt;br /&gt;
You may need to create your own RenderType, as your normal/depth information looks to be pretty specific.  If you need to do that grab the Builtin Shader package from the Unity site and add it to the Camera-DepthNormalTexture shader.  You will have to edit the SSAO shader to use this instead of the automated output added in 2.6, and setup manual rendering of the DepthNormal information through script.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: How do u freeze the cursor like in fps games</title>
	<category>Unity Support</category>
	<dc:creator>Shawn</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232622#232622</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232622#232622</link>
	<pubDate>Sat, 21 Nov 2009 03:17:55 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2349&quot; target=&quot;_blank&quot;&gt;Shawn&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:17 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37247"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://unity3d.com/support/documentation/ScriptReference/Screen-lockCursor.html&quot; target=&quot;_blank&quot;&gt;http://unity3d.com/support/documentation/ScriptReference/Screen-lockCursor.html&lt;/a&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Shawn White
&lt;br /&gt;
Visuals/Graphics Programmer - Flashbang Studios, LLC
&lt;br /&gt;
&lt;a href=&quot;http://www.blurst.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Blurst&lt;/a&gt; &lt;a href=&quot;http://technology.blurst.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Unity Tech Blog&lt;/a&gt; &lt;a href=&quot;http://www.capnrat.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;CapnRat&lt;/a&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=232621#232621</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232621#232621</link>
	<pubDate>Sat, 21 Nov 2009 03:17:33 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 4:17 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;you can do that but you wouldn't sync the data forward and backward.
&lt;br /&gt;

&lt;br /&gt;
let the client run its simulation, let the server run its simulation and verify result if they are reasonable on the server (they will likely never be equal due to calculation unprecision)&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>Scripting :: RE: Player -&amp;gt; Trigger works, but Trigger -&amp;gt; Player doesn't</title>
	<category>Scripting</category>
	<dc:creator>cjcurrie</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232620#232620</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232620#232620</link>
	<pubDate>Sat, 21 Nov 2009 03:17:21 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=4929&quot; target=&quot;_blank&quot;&gt;cjcurrie&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:17 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36445"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;If it is a matter of the rigidbody being asleep, you can send out messages on swing for the player.ridigbody.WakeUp(), which will prepare the player rigidbody for collision.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;text-decoration: underline&quot;&gt;CJ Currie&lt;/span&gt;
&lt;br /&gt;
Co-Owner, Black Storms Studios, LLC.
&lt;br /&gt;
Unity Programmer and Game Designer
&lt;br /&gt;

&lt;br /&gt;
Check out my fantasy writing -&amp;gt; &lt;a href=&quot;http://www.cjcurrie.net&quot; target=&quot;_blank&quot;&gt;www.cjcurrie.net&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Moving The Camera</title>
	<category>Scripting</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232619#232619</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232619#232619</link>
	<pubDate>Sat, 21 Nov 2009 03:13:27 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 4:13 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;There's nothing described by the OP that would need Pro.  Also it's usually a bad idea to use FixedUpdate for anything except physics; calculating time isn't a pain that I know of.
&lt;br /&gt;

&lt;br /&gt;
Anyway, use coroutines, something along &lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=31892&amp;amp;start=3&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;these&lt;/a&gt; lines.
&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>Scripting :: XML, TXT custom-generated keys (JS)</title>
	<category>Scripting</category>
	<dc:creator>cjcurrie</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232618#232618</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232618#232618</link>
	<pubDate>Sat, 21 Nov 2009 03:09:06 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=4929&quot; target=&quot;_blank&quot;&gt;cjcurrie&lt;/a&gt;&lt;br /&gt;
Subject: XML, TXT custom-generated keys (JS)&lt;br /&gt;
Posted: Sat Nov 21, 2009 4:09 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37248"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;Hey, I have a harder problem:&lt;/span&gt;
&lt;br /&gt;

&lt;br /&gt;
Using System.IO, is it possible to have instances of a prefab create custom keys (eg prefabName_number_variable) and then somehow search for the keys and reload their values at runtime?
&lt;br /&gt;

&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;Ideally, it would work like this:&lt;/span&gt;
&lt;br /&gt;

&lt;br /&gt;
At runtime, if prefabName_id_variable : Key exists, read it.  Else, create it.
&lt;br /&gt;

&lt;br /&gt;
As prefabName_id_variable changes, write the new value to an .xml, .txt, etc.
&lt;br /&gt;

&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;Now I can probably&lt;/span&gt; use something like
&lt;br /&gt;

&lt;br /&gt;
var prefabName : String = &amp;quot;CubePrefab&amp;quot;;
&lt;br /&gt;
var instanceNumber : int = 3;
&lt;br /&gt;
var customKeyForHealth : String = prefabName + &amp;quot;_&amp;quot; + instanceNumber.ToString() + &amp;quot;_&amp;quot; + &amp;quot;health&amp;quot;;
&lt;br /&gt;

&lt;br /&gt;
which would yield &amp;quot;CubePrefab_3_health&amp;quot; which is great, but how would I search out the key from the .xml, .txt, etc.?  PlayerPrefs has funcitonality similar to this, but as far as I know there is very limited control over how many PlayerPrefs files there can be and where they are in the system.  With custom .xml or .txt files for save games I can control the number and location of them.
&lt;br /&gt;

&lt;br /&gt;
Any help would be greatly appreciated, since this concept is pivotal to a good save game system.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;text-decoration: underline&quot;&gt;CJ Currie&lt;/span&gt;
&lt;br /&gt;
Co-Owner, Black Storms Studios, LLC.
&lt;br /&gt;
Unity Programmer and Game Designer
&lt;br /&gt;

&lt;br /&gt;
Check out my fantasy writing -&amp;gt; &lt;a href=&quot;http://www.cjcurrie.net&quot; target=&quot;_blank&quot;&gt;www.cjcurrie.net&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Scripting :: RE: Player -&amp;gt; Trigger works, but Trigger -&amp;gt; Player doesn't</title>
	<category>Scripting</category>
	<dc:creator>rozgo</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232617#232617</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232617#232617</link>
	<pubDate>Sat, 21 Nov 2009 03:08:59 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=2968&quot; target=&quot;_blank&quot;&gt;rozgo&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 4:08 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36445"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;It seems as if triggers don't trigger when they move into a rigidbody that is asleep.
&lt;br /&gt;

&lt;br /&gt;
This was just a quick observation. I have situation right now where I'll have to figure out if this is really the case.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;rozgo aka Alexander Orozco
&lt;br /&gt;
independent game developer
&lt;br /&gt;
past: Munkyfun | Lucas Arts | long story ...
&lt;br /&gt;
&lt;a href=&quot;http://www.rozgo.com&quot; target=&quot;_blank&quot;&gt;http://www.rozgo.com&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Showcase :: RE: Unity3D--MyDemo--Ancient China</title>
	<category>Showcase</category>
	<dc:creator>X-Developer</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232616#232616</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232616#232616</link>
	<pubDate>Sat, 21 Nov 2009 02:56:49 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12000&quot; target=&quot;_blank&quot;&gt;X-Developer&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:56 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36970"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Great Job!!! Try to get high resolution images of your game. It will look much better.&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: RE: Upside Down problem...</title>
	<category>Unity Support</category>
	<dc:creator>Gaspedal</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232615#232615</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232615#232615</link>
	<pubDate>Sat, 21 Nov 2009 02:54:07 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6618&quot; target=&quot;_blank&quot;&gt;Gaspedal&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:54 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=35307"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;good news guys!
&lt;br /&gt;

&lt;br /&gt;
I have today got following email:
&lt;br /&gt;

&lt;br /&gt;
&amp;quot;We are very sorry for the inconvenience it might have lead to, but the good news are that the problem has been fixed in our next release. 
&lt;br /&gt;
Thanks for your help.
&lt;br /&gt;

&lt;br /&gt;
Best regards
&lt;br /&gt;

&lt;br /&gt;
Unity Technologies
&lt;br /&gt;
&amp;quot;
&lt;br /&gt;

&lt;br /&gt;
@The Scripter: that what you mean is other problem. Read our first postings and you will get the same bug. Also after importing the new Asset folders. As unity said, the bug is known and will be fixed in next release.&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;&lt;a href=&quot;http://ax.itunes.apple.com/WebObjects/MZStore.woa/wa/browserRedirect?url=itms%253A%252F%252Fax.search.itunes.apple.com%252FWebObjects%252FMZContentLink.woa%252Fwa%252Flink%253Fpath%253Dapps%25252fistarforcefighter&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt; iStar Force Fighter on AppStore - made with Unity&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=FQ3_e0Uhfjs&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;&amp;gt;&amp;gt; Video on Youtube &amp;lt;&amp;lt;&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
</description>
</item>
<item>
	<title>Unity Support :: How do u freeze the cursor like in fps games</title>
	<category>Unity Support</category>
	<dc:creator>X-Developer</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232614#232614</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232614#232614</link>
	<pubDate>Sat, 21 Nov 2009 02:51:14 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=12000&quot; target=&quot;_blank&quot;&gt;X-Developer&lt;/a&gt;&lt;br /&gt;
Subject: How do u freeze the cursor like in fps games&lt;br /&gt;
Posted: Sat Nov 21, 2009 3:51 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37247"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;How do u freeze the cursor so it doesn't go at of the window.&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>hypnoslave</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232613#232613</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232613#232613</link>
	<pubDate>Sat, 21 Nov 2009 02:49:00 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=10549&quot; target=&quot;_blank&quot;&gt;hypnoslave&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:49 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;interesting. thanks a lot.
&lt;br /&gt;

&lt;br /&gt;
well, shit. it certainly seems like physics are a must for most games, at least to the extent of calculating player collisions and stuff like that. I hope it can handle physics on 20 players connected to a server + projectiles...
&lt;br /&gt;

&lt;br /&gt;
??&lt;/span&gt;

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

&lt;br /&gt;
</description>
</item>
<item>
	<title>External Tools :: RE: Question to Modo Users</title>
	<category>External Tools</category>
	<dc:creator>maxfax2009</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232612#232612</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232612#232612</link>
	<pubDate>Sat, 21 Nov 2009 02:47:31 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=5633&quot; target=&quot;_blank&quot;&gt;maxfax2009&lt;/a&gt;&lt;br /&gt;
Subject: you can&lt;br /&gt;
Posted: Sat Nov 21, 2009 3:47 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37083"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;you can import animation from modo to Unity using FBX - just try it &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;&lt;a href=&quot;http://breakneckgames.com&quot; target=&quot;_blank&quot;&gt;http://breakneckgames.com&lt;/a&gt;&lt;/span&gt;

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<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=232611#232611</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232611#232611</link>
	<pubDate>Sat, 21 Nov 2009 02:44:37 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 3:44 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;It depends on what you mean by that.  Two is straightforward.
&lt;br /&gt;

&lt;br /&gt;
Daniel Brauer offers one solution &lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=30258&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;here&lt;/a&gt;, but we might be able to make it easier if you have clear specifications.&lt;/span&gt;

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

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</item>
<item>
	<title>Wish List :: RE: Online Billing System</title>
	<category>Wish List</category>
	<dc:creator>imbecile</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232610#232610</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232610#232610</link>
	<pubDate>Sat, 21 Nov 2009 02:43:59 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;

Posted: Sat Nov 21, 2009 3:43 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;It certainly can be 3rd party. But as I said, stuff like that is not the prime area of competence for game developers, and certainly not the prime area of interest of game developers. So providing a streamlined process to get this kind of stuff out of the way quickly for people that don't want to spend too much effort on it is a great way to prevent people from reinventing the wheel badly all of the time.
&lt;br /&gt;

&lt;br /&gt;
It would be a great and profitable service for unity to offer, and also a great and profitable service for developers to use. Developers that don't have the resources/know how to build or license their own big time engine certainly also would be very pressed to have the resources to do such a billing system right.
&lt;br /&gt;

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Bigger publishers have/build their own system anyway.&lt;/span&gt;

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

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<item>
	<title>Unity Support :: RE: Transition between textures</title>
	<category>Unity Support</category>
	<dc:creator>Discord</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232609#232609</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232609#232609</link>
	<pubDate>Sat, 21 Nov 2009 02:40:38 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=6251&quot; target=&quot;_blank&quot;&gt;Discord&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:40 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;Hypothetically, lets say that I am shader retarded...what would I add to make it handle three textures instead of two?&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;Trapped
&lt;br /&gt;
&lt;a href=&quot;http://forum.unity3d.com/viewtopic.php?t=27751&quot; target=&quot;_blank&quot;&gt;http://forum.unity3d.com/viewtopic.php?t=27751&lt;/a&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=zZsMjt82SsY&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=zZsMjt82SsY&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
Blue Balls
&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=_Ea7CswiQoI&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/watch?v=_Ea7CswiQoI&lt;/a&gt;&lt;/span&gt;

&lt;br /&gt;
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</item>
<item>
	<title>Scripting :: RE: Moving The Camera</title>
	<category>Scripting</category>
	<dc:creator>Gaiyamato</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232608#232608</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232608#232608</link>
	<pubDate>Sat, 21 Nov 2009 02:35:01 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=13059&quot; target=&quot;_blank&quot;&gt;Gaiyamato&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:35 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;If you are using Indie version some of that wont work.
&lt;br /&gt;
Also I use Time.fixedTime a lot. Unity is a bit of a pain with calculating real time you need to count it yourself really.
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&lt;br /&gt;
Can you show us what code you have so far with your script?&lt;/span&gt;

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

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<item>
	<title>Unity Support :: RE: How do I Do Cloth Physics in Unity?</title>
	<category>Unity Support</category>
	<dc:creator>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232607#232607</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232607#232607</link>
	<pubDate>Sat, 21 Nov 2009 02:34:11 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 3:34 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37181"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;it was never present in unity, as such it wasn't removed (cloth is newer than the PhysX version used by Unity from what I recall)
&lt;br /&gt;

&lt;br /&gt;
Also, there is no IK / FK present in unity directly, but you might be lucky as there is the locomotion system
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&lt;br /&gt;
You could try to replicate it, but it will neither be easy nor a small thing to do if you want to use it for more than capes and if it is meant to run performantly, because you will have to do cpu approximation of your metion along the animation (that happens fully on the gpu) to even stand a chance to simulate the cloths on it.&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;

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</item>
<item>
	<title>Unity Support :: RE: Fuzzy texture with mipmap</title>
	<category>Unity Support</category>
	<dc:creator>Eric5h5</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232606#232606</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232606#232606</link>
	<pubDate>Sat, 21 Nov 2009 02:33:55 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 3:33 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36948"&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;ron333 wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Is it possible to get Unity to improve its anisotropic algorithm?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Ask them to make the aniso level go past 9.  &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
--Eric&lt;/span&gt;

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

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</item>
<item>
	<title>iPhone Development :: RE: Why?rgb!=xyz</title>
	<category>iPhone Development</category>
	<dc:creator>dreamora</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232605#232605</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232605#232605</link>
	<pubDate>Sat, 21 Nov 2009 02:31:38 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 3:31 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37246"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;it is x y z, but in object coordinates, not world coordinates&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;

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<item>
	<title>Unity Support :: RE: How do I Do Cloth Physics in Unity?</title>
	<category>Unity Support</category>
	<dc:creator>Mangopork</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232604#232604</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232604#232604</link>
	<pubDate>Sat, 21 Nov 2009 02:15:40 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=10003&quot; target=&quot;_blank&quot;&gt;Mangopork&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:15 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37181"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Can't this just be done procedurally, with a script, though?
&lt;br /&gt;

&lt;br /&gt;
I mean at the very least all you would need is an IK bone tail and basic physics.
&lt;br /&gt;

&lt;br /&gt;
If this feature is no longer a part of unity, why was it removed?
&lt;br /&gt;

&lt;br /&gt;
What performance problem???&lt;/span&gt;

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

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<item>
	<title>iPhone Development :: Why?rgb!=xyz</title>
	<category>iPhone Development</category>
	<dc:creator>Minevr</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232603#232603</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232603#232603</link>
	<pubDate>Sat, 21 Nov 2009 02:13:38 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=3097&quot; target=&quot;_blank&quot;&gt;Minevr&lt;/a&gt;&lt;br /&gt;
Subject: Why?rgb!=xyz&lt;br /&gt;
Posted: Sat Nov 21, 2009 3:13 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=37246"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I remember the red, green and blue correspond to x, y, z axis.
&lt;br /&gt;
Why is this not the same as can be?
&lt;br /&gt;

&lt;br /&gt;
rgb==xyz
&lt;br /&gt;

&lt;br /&gt;
It's in &amp;quot;iPhone Standard Assets/Prefabs/Blob Shadow&amp;quot;
&lt;br /&gt;

&lt;br /&gt;
Why? &lt;img src=&quot;http://forum.unity3d.com//images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;&lt;/span&gt;

&lt;span class="postbody"&gt;&lt;br /&gt;_________________&lt;br /&gt;My Blog:Http://Www.1Vr.Cn
&lt;br /&gt;
Unity Tencent QQ Group:2453819,34643309
&lt;br /&gt;
Development Environment:Unity Pro &amp;amp; iPhone Advanced &amp;amp; MacBook Pro MB226.&lt;/span&gt;

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<item>
	<title>Unity Support :: RE: Fuzzy texture with mipmap</title>
	<category>Unity Support</category>
	<dc:creator>ron333</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232602#232602</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232602#232602</link>
	<pubDate>Sat, 21 Nov 2009 02:13:09 GMT</pubDate>
	<description>Author: &lt;a href=&quot;http://forum.unity3d.com//profile.php?mode=viewprofile&amp;u=5222&quot; target=&quot;_blank&quot;&gt;ron333&lt;/a&gt;&lt;br /&gt;

Posted: Sat Nov 21, 2009 3:13 am (GMT 1)&lt;br /&gt;
Action: &lt;a href="http://forum.unity3d.com/posting.php?mode=reply&amp;t=36948"&gt;Post Reply!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi Eric,
&lt;br /&gt;

&lt;br /&gt;
I am trying to do a realistic driving simulator using Unity.  Hence a driver looks way down the road at the point where the road meets the sky.  Its not good to have fuzzy lane markings.  
&lt;br /&gt;

&lt;br /&gt;
Is it possible to get Unity to improve its anisotropic algorithm?  I have a MacBook with NVIDIA GeForce 9400M.   When I program in OpenGL, and do not use Unity, the lane markings are much better.  
&lt;br /&gt;

&lt;br /&gt;
Ron&lt;/span&gt;

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

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<item>
	<title>Gossip :: RE: Shorter Game = Better Game?</title>
	<category>Gossip</category>
	<dc:creator>Jessy</dc:creator>
        <guid>http://forum.unity3d.com/viewtopic.php?p=232601#232601</guid>
	<link>http://forum.unity3d.com/viewtopic.php?p=232601#232601</link>
	<pubDate>Sat, 21 Nov 2009 02:12:29 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 3:12 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;The thing is, though, is it really that many hours?  I sunk a ton of hours into Kingdom Hearts, and Skies of Arcadia, for example, but it was mainly tedium – the same 5 seconds of gameplay repeated ad nauseum and then some.
&lt;br /&gt;

&lt;br /&gt;
You throw enough controlled chaos into the mix, and even a short game can last you a long time.  My girlfriend and I have surely sunken hundreds of hours into Resident Evil 5's Mercenaries mode, for example - a small subset of the game - and we've loved it.
&lt;br /&gt;

&lt;br /&gt;
(I might add that RE5 is one of the nicest looking games around, and this particular mode is incredibly &amp;quot;short&amp;quot;.)&lt;/span&gt;

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

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