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OK I think I got it: Using "vertex lit" instead of "forward".


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I think your should implement UIKeyInput protocol for your relevant view, set the view's canBecomeFirstResponder to true. When you need the keyboard, just call view.becomeFirstResponder


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I fixed it by changing this: material.SetTexture(0, paperTexture); to this: material.SetTexture("_MainTex", paperTexture); I don't know why the first one worked fine in the unity window but not on the phone. But that's what fixed it. For some reason the more explicit assignment works better. But now everything is rendering properly on the device.


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If you want a velocity of 800, you actually don't want x and y to add up to 800, you wan't the vectors length to be 800. If you already have the correct direction, you could normalize the vector, which would then be a unit-vector (length 1) and multiply this unit-vector by any scalar (number) you want to get the length you need, for example: int ...


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In my HexGridUtilities project (Open Source, MIT Licence) I found it both useful and performant to define the coordinates of a hex as a vector of four integers - the rectangular coordinates and the obtuse (120 degrees between basis vectors) coordinates. Although I initially used Lazy calculations, it turned out to be more performant to always track both. ...


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You'll probably want distance eventually, so I'd use Marco13's solution. However if you only need adjacency, there's a simpler way. Because every other row is offset, the logic is going to be different for odd and even rows. Look around 2,3 (odd y) and you'll see the x==2 column bends to the right like ">". If you look at 2,2 (even y), the x==2 column bends ...


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If I understood you correctly, you only want to know whether two tiles, specified by their 2D offset coordinates, are adjacent or not. For any question related to hexagon grids, I'd recommend to refer to the Hexagonal Grids page by Amit Patel. It contains the mathematical backgrounds as well as excellent animated interactive examples, and probably ...


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replace the link to something like this link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag" + (FB.IsLoggedIn ? FB.UserId : "guest")


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I haven't used SDL or made anything for iOS so I might have missed something, but with that said. I think your best bet would be to look into OpenGL ES (Embedded System), using OpenGL with SDL can be enabled with SDL_SetVideoMode. Normally you would be able to use quadbuffering for stereoscopy in OpenGL, but I don't think the ES allows for that, in that ...


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One simple options is to just draw everything twice. Consider a screenful of your background clouds and other stuff that you want to scroll: +------+ | CC | | RR| +------+ (Assume that CC represents a cloud, and maybe RR represents a rock or some other background object.) If you have a "second copy" (logically or physically) of this background ...


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Try using a program like Charles Web Proxy to see what network calls your game makes to Chartboost. Your game should be sending calls at every bootup and when it caches or shows an interstitial or MoreApps page. If you're not seeing these calls at bootup and when you expect to show a Chartboost ad, look through the integration documentation to be sure you ...


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Personally I use a shared keychain entry enabling Keychain Sharing in the Capabilities of your target. This makes life so much easier especially given that this file is backed up and thus if the user changes the device they will not lose anything.



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