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Error which You are getting is standard error generated by Android when given certyficate can't be full checked. Try to validate Your certyficate with tools like: https://www.digicert.com/help/. Yours admin should fix it if its not valid. If You can't fix certificate then its needed to modify your company plugin to use custom ssl factory/trust manager for ...


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Instead of using Input.getMouseButton try this if you want to detect only one screen touch use this: if (Input.GetTouch(0).phase == TouchPhase.Ended) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, Mathf.Infinity, levelLayer)) if (hit.collider.tag == "Replaceable") { ...


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I Solve the Problem using attached Player rigidbody2d to the Inspector. Create object of Rigidbody2D Public Rigidbody2d PlayerRigidBody; and Attach Player to the PlayerRigidBody in Inspector then Solve The problem. Thank to all who give me any suggestion.


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Surprisingly, glLineWidth() makes points larger too: GLES20.glLineWidth(8); // Make the edges (and points!) thicker GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 38);// 38 is number of my vertexes


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I found what was the source of the error. In the Load() method I was passing the path with a space at the end and that was why on Android it wasn't able to reach the file. Apparently, when playing from the Unity editor it was still able to access the path even with the space at the end.


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You can disable a component (or even destroy it - it'll be removed from your gameObject) to tell Unity to stop calling its Update method. To disable a component, from inside your tilt component, you can do this in the Update method: if ( PlayerControll.instance.isAlive == false ) { this.enabled = false; } To destroy your tilt component (remove it ...


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This is called arrival. It's a steering behavior. The basic concept is: Apply an acceleration towards the target position (alternatively, you can simply set the velocity if you're not using acceleration) When within a defined range of the target object, start applying acceleration away from the object, this acceleration is scaled based on the distance to ...


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You'll have to change the velocity after your object reaches the correct position. You could store the target position in your script, and you could check the distance to the target during Update. Once the object has arrived, set the velocity back to zero. Arrival should be determined by some non-zero minimum distance to the target, because the object is ...


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The documentation isn't clear about the ordering of the scores. When the documentation doesn't guarantee any kind of order, guarantee it yourself. I suggest you simply iterate through the list, keeping track of the largest (for O(N) time).


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There are a lot of different kinds of transition. To concretely answer this question clarify which kind of transition you are looking for. If you want to do a blended transition, you'll need to render a single frame of the old scene to a buffer, render a single frame of the new scene to a buffer, and then do the transition animation. Here's a pointer for ...


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If you zoom the second image - you can see that green square rendered twice and on it to, so probably you have two draw calls for your green square...


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The rule of thumb of designing difficulty curves is that you want to let the players progress as soon as they have demonstrated that they possess the necessary skills for the next level. A large number of games with a low score does not demonstrate skill (rather the opposite, in fact). A single high score in a single game might be an indicator of skill, or ...


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error: y has private access in Polygon This simply means, that the y field is private in the Polygon class. Instead of trying to use balls1.y to reach that variable, use setPosition(float x, float y), getX() and getY()


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It's hard to know what's going on without images or code so not sure if this addresses your particular issue or not, but 'Linear' in this context means that OpenGL applies a bilinear filter to the texture when it is sampled. A bilinear filter is an average of the pixels from the original image around the sample position so you may get slightly blurry ...


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Result: it's not possible. surfaceView.setZOrderOnTop(true) will cause SF to be on the very top, so you just can't draw anything over it. And with setZOrderOnTop(false), you can put views over SF, but its background won't be transparent (and that's what I need too..). And that's quite sad.


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So the best way is server side saving? Convert all save needed info to json string and store it to own mysql server as string data and when need to load, connect to server and restore it?


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Pressuming you have the android sdk installed: Put your phone into developer mode plug it into the computer, and enable adb Open command prompt and navigate to the adb folder inside the sdk adb devices after this type: adb install apkname.apk or the other way enable allow installs from unkown sources put the apk on your phone navigate to it and then ...


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The splash screen can just be another scene and you can transition between them using scene transition effects. Just change the code to match this Director::getInstance()->replaceScene(TransitionFade::create(0.5, mainMenuScreen, Color3B(0,255,255))); This creates a fade effect between your screens. Hope it gives you the desired effect.


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Here goes some useful information for your problem related to texture resolutions: http://answers.unity3d.com/questions/563094/mobile-max-texture-size.html


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You could use the xml layout fIle to play out different scenes within an activity. For example you can make a text visible and invisible when certain actions have been done ( press a button/timer etc.). This way you don't need an activity for every scene. Hope I helped you on your way a bit.



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