• RELEVANCY SCORE 5.02

    DB:5.02:Wheel Colliders Created At Runtime Strange Behavior 9c





    Yes! Change gameobject parent DOES corrupt data!

    wheel = new GameObject();
    wheel.transform.parent = transform;
    wheel.transform.localPosition = Vector3.zero;
    wheel.name = wheelNames[i];
    wheels.push(wheel);
    wheel.AddComponent(WheelCollider);
    wheelColliders.push(wheel.GetComponent(WheelCollider));
    wheelColliders[i].motorTorque = 0.0;



    That solved the problem!

    DB:5.02:Wheel Colliders Created At Runtime Strange Behavior 9c


    Yes! Change gameobject parent DOES corrupt data!

    wheel = new GameObject();
    wheel.transform.parent = transform;
    wheel.transform.localPosition = Vector3.zero;
    wheel.name = wheelNames[i];
    wheels.push(wheel);
    wheel.AddComponent(WheelCollider);
    wheelColliders.push(wheel.GetComponent(WheelCollider));
    wheelColliders[i].motorTorque = 0.0;



    That solved the problem!

  • RELEVANCY SCORE 4.33

    DB:4.33:Wheel Colliders Created At Runtime Strange Behavior a1





    Yes! Change gameobject parent DOES corrupt data!

    wheel = new GameObject();
    wheel.transform.parent = transform;
    wheel.transform.localPosition = Vector3.zero;
    wheel.name = wheelNames[i];
    wheels.push(wheel);
    wheel.AddComponent(WheelCollider);
    wheelColliders.push(wheel.GetComponent(WheelCollider));
    wheelColliders[i].motorTorque = 0.0;



    That solved the problem!

    DB:4.33:Wheel Colliders Created At Runtime Strange Behavior a1


    Yes! Change gameobject parent DOES corrupt data!

    wheel = new GameObject();
    wheel.transform.parent = transform;
    wheel.transform.localPosition = Vector3.zero;
    wheel.name = wheelNames[i];
    wheels.push(wheel);
    wheel.AddComponent(WheelCollider);
    wheelColliders.push(wheel.GetComponent(WheelCollider));
    wheelColliders[i].motorTorque = 0.0;



    That solved the problem!

  • RELEVANCY SCORE 2.87

    DB:2.87:Do Wheel Colliders Account For Wheel Width? ac





    You are correct, WheelCollider does not account for wheel width. It's not even a paper thin circle, actually. It is simply a single ray, with a bunch of extra bells and whistles. Generally speaking, you can't make your wheel model represent your wheel collider, as using a mesh collider would require it to be convex and would be prohibitively taxing for the physics engine.


    Some people create their own with joints and/or the other simple colliders, like the sphere collider or capsule collider. They lean more towards simulations and racing games, though. Most who have ventured down that path have put tons of work into it, and are less likely to freely share the finer details - which is completely understandable once you start diving into it - and their results usually show up in the asset store rather than unityAnswers responses.


    If your sandbox project doesn't need simulation quality, I suggest you stick with the stock WheelCollider approach. A few tips for that:


    1) User Edy has posted pretty helpful stuff in the forums. Particularly, he has posted some great beginner values for the wheel traction parameters and supplied a little script that gives and arcade-like anti-swaybar that will help the car from rolling. It has a small side effect that makes it feel like the hand of god is keeping it stable but if your game is more arcadelike than simulation it works superb. Search the forums for his posts.


    2) adjust the center of gravity by creating an empty gameobject to sit within your model so that you can position that object in the editor, and assign the CoG of the cars rigidbody to that gameobjects position when your car script starts up (instead of the default behavior where the rigidbody just picks the middle of all attached colliders). Position the CoG near the floorboards and slightly forward of center.


    3) (and I just did this myself - never saw anybody else post this) don't position your colliders on the centerline of the wheel. Position them at the wheel face, so that the outer limits of the wheel are represented by the WheelCollider.


    4) If you haven't downloaded unity's car tutorial, do so.


    5) If you haven't checked out the optional advanced physics model inside that tutorial, do so!

    DB:2.87:Do Wheel Colliders Account For Wheel Width? ac


    You are correct, WheelCollider does not account for wheel width. It's not even a paper thin circle, actually. It is simply a single ray, with a bunch of extra bells and whistles. Generally speaking, you can't make your wheel model represent your wheel collider, as using a mesh collider would require it to be convex and would be prohibitively taxing for the physics engine.


    Some people create their own with joints and/or the other simple colliders, like the sphere collider or capsule collider. They lean more towards simulations and racing games, though. Most who have ventured down that path have put tons of work into it, and are less likely to freely share the finer details - which is completely understandable once you start diving into it - and their results usually show up in the asset store rather than unityAnswers responses.


    If your sandbox project doesn't need simulation quality, I suggest you stick with the stock WheelCollider approach. A few tips for that:


    1) User Edy has posted pretty helpful stuff in the forums. Particularly, he has posted some great beginner values for the wheel traction parameters and supplied a little script that gives and arcade-like anti-swaybar that will help the car from rolling. It has a small side effect that makes it feel like the hand of god is keeping it stable but if your game is more arcadelike than simulation it works superb. Search the forums for his posts.


    2) adjust the center of gravity by creating an empty gameobject to sit within your model so that you can position that object in the editor, and assign the CoG of the cars rigidbody to that gameobjects position when your car script starts up (instead of the default behavior where the rigidbody just picks the middle of all attached colliders). Position the CoG near the floorboards and slightly forward of center.


    3) (and I just did this myself - never saw anybody else post this) don't position your colliders on the centerline of the wheel. Position them at the wheel face, so that the outer limits of the wheel are represented by the WheelCollider.


    4) If you haven't downloaded unity's car tutorial, do so.


    5) If you haven't checked out the optional advanced physics model inside that tutorial, do so!

  • RELEVANCY SCORE 2.81

    DB:2.81:[Closed] Select Car - Multiple Prefabs 9a



    I've got it now. Forgot to add wheel colliders to cars. Just copied each model and decided that I would add wheel colliders later.


    No wonder they were disappearing from the scene since they just fell through the ground...


    Thanks everyone for your help.

    DB:2.81:[Closed] Select Car - Multiple Prefabs 9a


    I've got it now. Forgot to add wheel colliders to cars. Just copied each model and decided that I would add wheel colliders later.


    No wonder they were disappearing from the scene since they just fell through the ground...


    Thanks everyone for your help.

  • RELEVANCY SCORE 2.72

    DB:2.72:Visual C++ 2005 Runtime Issue (Unexpected Dll Loading Error) k7


    I am attempting to create an application using a DLL created by the Matlab Compiler Runtime. The main DLL of the Matlab Compiler runtime is mclmcrrt710.dll which was apparently built with Visual C 2005. When trying to run my application, the
    DLL fails to load. When using Dependency walker to debug the problem, I saw some strange results. mclmcrrt710.dll directly depends on MSVCR80.DLL and MSVCP80.dll, and they both load successfully from the proper SxS directory, however MSVCP80.dll
    has a dependency on MSVCR80.dll that is unsatisfied. This is very surprising to me, I don;t understand how the DLL could load once successfully and then fail all within the same process.
    Using Procmon.exe, I see the DLL loaded successfully from the SxS directory, but later in the log I see failed attempts to load it (Operation:QueryOpen, Result:NAME NOT FOUND)from the current directory and each directory in %PATH% with no attempts
    to get it from the SxS directory (where it resides, and thus would be successful).
    Adding MSVCR80.dll somewhere in the path allows the program to load; but, as expected, generates a R034 runtime error for loading the DLL without a manifest.
    I have tried the following, which did not solve the issue:

    Uninstalling all VC2005 runtimes and reinstalling Adding manifests calling out the VC80 CRT to everything in the chain (my exe, my dll, and mclmcrrt710.dll)
    Modifying the SxS policy files to force it to load a different version of the CRT

    A screenshot of Dependency Walker showing the unexpected behavior:

    DB:2.72:Visual C++ 2005 Runtime Issue (Unexpected Dll Loading Error) k7

    Hello,

    Would you mind letting me know the result of the suggestions? If you need further assistance, feel free to let me know. I will be more than happy to be of assistance.

    Best regards,
    JesseJesse Jiang [MSFT]
    MSDN Community Support | Feedback to us
    Get or Request Code Sample from Microsoft
    Please remember to mark the replies as answers if they help and unmark them if they provide no help.

  • RELEVANCY SCORE 2.68

    DB:2.68:Im Trying To Create A Car From Scratch Help!!! Plz 3c



    There's the unity car tutorial in the resources section, which also has a car setup without wheel-colliders.

    DB:2.68:Im Trying To Create A Car From Scratch Help!!! Plz 3c


    There's the unity car tutorial in the resources section, which also has a car setup without wheel-colliders.

  • RELEVANCY SCORE 2.60

    DB:2.60:Strange Behavior With "First Level Locations" d1



    Apparently ever since the Dublin release, we are seeing strange behavior with a scheduled job called "First Level Locations".

    This scheduled job existed prior to Dublin. It was apparently created last updated by "glide.maint" on 6/1/2009.

    Now however, the "system" account is updating this scheduled job every 15 minutes. Not just executing as scheduled, but actually updating the record of the scheduled job.

    Is there any reason for this?

    Cheers,

    Geoff.

    DB:2.60:Strange Behavior With "First Level Locations" d1


    Hi, Geoff. Since that scheduled job is a Scheduled Report Summary Generation type it will update the scheduled job definition record every time it runs so that the Summary field points to the most recent summary set. Likely it was not running prior to your Dublin upgrade so the scheduled job definition wasn't being updated. The 'First Level Locations' Scheduled Report Summary Generation record is included in the Dublin updates so when you did upgrade it probably kick started or at least activated that job.

    Thanks.

    - Steve

  • RELEVANCY SCORE 2.60

    DB:2.60:Strange Behavior With .War Deployment xc


    DB:2.60:Strange Behavior With .War Deployment xc

    also posting to servlet newsgroup.

    "Robert Hayes" robert.hayes@hartfordlife.com wrote in message
    news:3d9471e1@newsgroups.bea.com...

    I have a WLS 6.1 cluster. After server restart, I get the following error
    when
    trying to access the login page of my war file.

    259 ####Sep 24, 2002 12:32:12 AM JST Error HTTP ingsunas08
    Server1
    ExecuteThread: '8' for queue: 'default' 101017
    [WebAppServletContext
    (2298566,e-service-intra,/e-service-intra)] Root cause of
    ServletException
    260 javax.servlet.jsp.JspException: Cannot find ActionMappings or
    ActionForm
    Beans collection
    261 at
    org.apache.struts.taglib.html.FormTag.lookup(FormTag.java:816
    )
    262 at
    org.apache.struts.taglib.html.FormTag.doStartTag(FormTag.java
    :528)
    263 at jsp_servlet.__login._jspService(__login.java:217)

    If I go through the console and undeploy then redeploy my application
    works and
    the error goes away. This is a problem as when a server in the cluster
    fails,
    the same action is required again to get the surviving server to work. Any
    ideas?
    TIA

    Robert

  • RELEVANCY SCORE 2.59

    DB:2.59:New To Car Race 9d



    Car physics is a pretty advanced topic. You need to worry about the center of mass, wheel colliders, etc. I would suggest you start by making more basic types of movement and not worry about making it feel like a real car, yet.


    If you really want to get cars working, you should read up on the various types of Colliders (including Wheel Collider, but they are especially hard to use), and rigidbodies. Make sure you read all the documentation.

    DB:2.59:New To Car Race 9d


    Car physics is a pretty advanced topic. You need to worry about the center of mass, wheel colliders, etc. I would suggest you start by making more basic types of movement and not worry about making it feel like a real car, yet.


    If you really want to get cars working, you should read up on the various types of Colliders (including Wheel Collider, but they are especially hard to use), and rigidbodies. Make sure you read all the documentation.

  • RELEVANCY SCORE 2.58

    DB:2.58:Player Floats In Penelope Tutorial c9



    Time to hit my head against a wall: my StandIn was created using spheres and capsules, and I got colliders as bonus. These made a bad combination with Character Controller. CC thought the colliders were steps and it just climbs the invisible steps. Removing the colliders made everything works as Newton predicted.

    DB:2.58:Player Floats In Penelope Tutorial c9


    Time to hit my head against a wall: my StandIn was created using spheres and capsules, and I got colliders as bonus. These made a bad combination with Character Controller. CC thought the colliders were steps and it just climbs the invisible steps. Removing the colliders made everything works as Newton predicted.

  • RELEVANCY SCORE 2.53

    DB:2.53:Is The Child Collider Still Static Even If I Parent Them With A Rigidbody ? 3p



    No, it's not. The the rigidbody aggregates all of the colliders under it at runtime. Plus, colliders with rigidbodies aren't considered static colliders, and the table doesn't include them for the reason of having to recalculate the entire collision matrix every time one is moved, as you noted.


    It is safe to have several colliders childed to a single rigidbody, and to only move objects with colliders that also have rigidbodies attached.


    Excellent question!

    DB:2.53:Is The Child Collider Still Static Even If I Parent Them With A Rigidbody ? 3p


    No, it's not. The the rigidbody aggregates all of the colliders under it at runtime. Plus, colliders with rigidbodies aren't considered static colliders, and the table doesn't include them for the reason of having to recalculate the entire collision matrix every time one is moved, as you noted.


    It is safe to have several colliders childed to a single rigidbody, and to only move objects with colliders that also have rigidbodies attached.


    Excellent question!

  • RELEVANCY SCORE 2.48

    DB:2.48:How To Make A Rigidbody Move With Wheels? z7



    You should use hinge joints between the body object and the wheel objects. All objects has to have their own colliders and rigidbodies.


    If you can attach the hinge joints correctly, your car will move on the wheels. You can apply the material to wheel objects' colliders.


    I prefer simple mesh colliders for wheels.


    Steps :


    Right now, I'm at work, so I can't test it m self but it should be like this:


    1)Create the car body with a cube(and a collider on it)


    2)Add a rigidbody to it.


    3)Create the wheel with a cylinder(and a mesh collider on it)


    4)Add a rigidbody to the wheel.


    5)Select the collider mesh as a cylinder mesh.


    6)Don't parent the wheel under the body in hierarchy window. They must be separate objects.


    7)Add a hinge joint on the wheel.


    8)Set the axis direction according to where it must be (you can see a orange little line as an axis in the editor window).


    9)Set the connectedBody to the car body object.


    By doing these, body and wheel moves together. Wheel rotates and body moves on it. You can apply motor force to the hinge joint. So it can basically act like a motor too.

    DB:2.48:How To Make A Rigidbody Move With Wheels? z7


    Download this package..


    You will get everything you need..


    Unity Car

  • RELEVANCY SCORE 2.48

    DB:2.48:Why Does Rigidbody Rotate Randomly On Its Own? s3



    Swap the Spheres for wheel colliders and make sure the bike and the wheels are not able to collide with each other in the Collision Matrix

    DB:2.48:Why Does Rigidbody Rotate Randomly On Its Own? s3


    Swap the Spheres for wheel colliders and make sure the bike and the wheels are not able to collide with each other in the Collision Matrix

  • RELEVANCY SCORE 2.48

    DB:2.48:Wheel Colliders Horrible Problems Is This Really Me? k8



    i figured it out from the tutorial. cheers. here is the video:


    http://www.youtube.com/watch?v=8VHjYsEloFg

    DB:2.48:Wheel Colliders Horrible Problems Is This Really Me? k8


    i figured it out from the tutorial. cheers. here is the video:


    http://www.youtube.com/watch?v=8VHjYsEloFg

  • RELEVANCY SCORE 2.47

    DB:2.47:How To Keep Player On Screen In Side Scroller Game? jp



    I am assuming that the camera is always the same distance from the player (or that it is ortho). Set two colliders just outside of the camera's view to the left and right. Attach the colliders to the camera. This way, when the camera pans, so does the colliders. Now the player will not be able to go off screen without hitting the colliders.


    You will probably want to make the colliders triggers. You would want to do that to a) prevent enemies from being pushed by the colliders. b) prevent the player from standing still and letting the colliders physics attempt to push the player. That could cause some strange interractions.


    When the trigger detects the player, it should just move the player to be right outside of the trigger again. With square triggers, this can be easily done:

    if(other.tag == Player)
    {
    //current position
    float py = other.gameObject.position.y;
    float pz = other.gameObject.position.z;

    //place at new position
    other.gameObject.transform.position = new Vector3(transform.x + .5f, py, pz);
    }



    This code takes the player and moves the player .5 along the x axis from the center of the collider. This assumes that the collider has an x axis scale of x. This will work regardless of how far into the collider the player moved. For the right side collider, just subtract .5f.

    DB:2.47:How To Keep Player On Screen In Side Scroller Game? jp


    I am assuming that the camera is always the same distance from the player (or that it is ortho). Set two colliders just outside of the camera's view to the left and right. Attach the colliders to the camera. This way, when the camera pans, so does the colliders. Now the player will not be able to go off screen without hitting the colliders.


    You will probably want to make the colliders triggers. You would want to do that to a) prevent enemies from being pushed by the colliders. b) prevent the player from standing still and letting the colliders physics attempt to push the player. That could cause some strange interractions.


    When the trigger detects the player, it should just move the player to be right outside of the trigger again. With square triggers, this can be easily done:

    if(other.tag == Player)
    {
    //current position
    float py = other.gameObject.position.y;
    float pz = other.gameObject.position.z;

    //place at new position
    other.gameObject.transform.position = new Vector3(transform.x + .5f, py, pz);
    }



    This code takes the player and moves the player .5 along the x axis from the center of the collider. This assumes that the collider has an x axis scale of x. This will work regardless of how far into the collider the player moved. For the right side collider, just subtract .5f.

  • RELEVANCY SCORE 2.46

    DB:2.46:Strange Behavior On 3550; Vlan Doesnt Get Created zd



    Hi, I am wondering what's wrong:

    On my 3550, I created VLAN 10 successfully. However, I attempt to create other vlans and 'show vlan' shows no vlan besides vlan 10 gets created. Please clarify if you have ever seen such a thing and how I can solve this ?

    Output is attached.

    DB:2.46:Strange Behavior On 3550; Vlan Doesnt Get Created zd


    Interesting. I restarted the switch and now it works. Very interesting.

  • RELEVANCY SCORE 2.45

    DB:2.45:Im Trying To Create A Car From Scratch Help!!! Plz 39



    There's the unity car tutorial in the resources section, which also has a car setup without wheel-colliders.

    DB:2.45:Im Trying To Create A Car From Scratch Help!!! Plz 39


    There's the unity car tutorial in the resources section, which also has a car setup without wheel-colliders.

  • RELEVANCY SCORE 2.41

    DB:2.41:Applying Torque To Wheelcollider mj



    If you would like to know how wheel Colliders really work, in that unlike the comment from Fattie they not only apply suspension but also apply drive and braking, then take a look at something like this: http://carpe.com.au/slawia/2009/08/unity-wheel-collider-part-2/

    DB:2.41:Applying Torque To Wheelcollider mj


    If you would like to know how wheel Colliders really work, in that unlike the comment from Fattie they not only apply suspension but also apply drive and braking, then take a look at something like this: http://carpe.com.au/slawia/2009/08/unity-wheel-collider-part-2/

  • RELEVANCY SCORE 2.40

    DB:2.40:Jdeveloper 11g Studio Install On Mac Os 1x


    I've followed the steps listed in the install guide. I'm running 10.5.6 on an Intel Mac. I get the following errors when running java -jar jdevstudio11110install.jar

    2009-01-30 12:11:18.416 java[7512:10b] Apple AWT Startup Exception : *** -[NSCFArray insertObject:atIndex:]: attempt to insert nil
    2009-01-30 12:11:18.417 java[7512:10b] Apple AWT Restarting Native Event Thread

    I end up with a com.bea.plateng.wizard.WizardController process running and the java command just hanging.

    I've changed my java preferences with the Java Preferences.app to point to java 1.6. My /System/Library/Frameworks/JavaVM.framework/Versions directory looks like:
    lrwxr-xr-x 1 root wheel 5 Oct 3 14:26 1.3 - 1.3.1
    drwxr-xr-x 3 root wheel 102 Sep 29 2007 1.3.1
    lrwxr-xr-x 1 root wheel 5 Oct 3 14:26 1.4 - 1.4.2
    lrwxr-xr-x 1 root wheel 3 May 6 2008 1.4.1 - 1.4
    drwxr-xr-x 8 root wheel 272 Mar 7 2008 1.4.2
    lrwxr-xr-x 1 root wheel 5 Oct 3 14:26 1.5 - 1.5.0
    drwxr-xr-x 9 root wheel 306 Jan 30 11:40 1.5.0
    lrwxr-xr-x 1 root wheel 5 Oct 3 14:27 1.6 - 1.6.0
    drwxr-xr-x 8 root wheel 272 May 6 2008 1.6.0
    drwxr-xr-x 8 root wheel 272 Oct 3 14:27 A
    lrwxr-xr-x 1 root wheel 5 Jan 30 11:50 Current - 1.6.0
    lrwxr-xr-x 1 root wheel 5 Jan 30 11:40 CurrentJDK - 1.5.0

    java -version returns:
    Java(TM) SE Runtime Environment (build 1.6.0_07-b06-153)
    Java HotSpot(TM) 64-Bit Server VM (build 1.6.0_07-b06-57, mixed mode)

    I created the jre/lib directory in the 1.6.0/Home and linked classes.jar to rt.jar as specified in the Known Issues document.

    DB:2.40:Jdeveloper 11g Studio Install On Mac Os 1x

    No I have not been able to install Jdevloper 11g. I've given up for the moment.

  • RELEVANCY SCORE 2.39

    DB:2.39:Strange Behavior In Ie Status Bar When Using Web Publishing Tool (Lv 8.5.1) mp



    I created a web page with a LV panel using the Web Publishing Tool (LV 8.5.1). It worksgreat.
    But I realized thatmybrowser (Internet Explorer) displays continuallyseveral messages at the windows status bar:
    Downloading pictures http://myIP/.snap?.....

    Is there a way to hide this useless information?

    I know that this is a normal behavior of the IE status barbut it seems so weird and uncontrolled when used to display a LV panel.

    Has anybody an idea?

    Thanks in advance.

    Klein

    DB:2.39:Strange Behavior In Ie Status Bar When Using Web Publishing Tool (Lv 8.5.1) mp


    Sorry to come into this thread so late.

    Klein, Did LabVIEW generate that javascript code with a '1' instead of '1000'? If so that is a bug.

    IE will display in the status bar that the web page is downloading the snapshot everytime that it refreshes. Is this still a problem? Your last post implied that it was no longer an issue when the snapshot refreshes every second.

    If you would like the window status to not change at all you could try some trick like the following:

    function LVUpdate(index) { LVImages[index].src=LVSrcs[index] + '' + Math.random();

    window.status = '';

    }

    Keep in mind that this is just a trick and many users configure their browser to prevent javascript from playing with the status bar. As tst said- the javascript is just refreshing an image and it is IE itself that is changing the status bar.

    Thanks,

    Nathan

  • RELEVANCY SCORE 2.39

    DB:2.39:How To Connect Wheel Colliders To Chassis j8



    No, I've decided. (Sorry about the deleted posts). Make sure the wheels don't have rigidbodies, and then make all four wheels transform children of the body. It works just like any other compound collider, only with weird physics on the end.

    DB:2.39:How To Connect Wheel Colliders To Chassis j8


    No, I've decided. (Sorry about the deleted posts). Make sure the wheels don't have rigidbodies, and then make all four wheels transform children of the body. It works just like any other compound collider, only with weird physics on the end.

  • RELEVANCY SCORE 2.39

    DB:2.39:Starnge Behavior On The Collection Created By Ip Subnets fz


    Hi I have strange behavior when I created collection by AD Site the result was 200 Machines and when I created another collection with the same subnets that's member of the AD Site the result was 90.
    any advise

    Ahmed Ali

    DB:2.39:Starnge Behavior On The Collection Created By Ip Subnets fz

    Double click on any client which is not the member of that subnet collection and see if the IP subnets property is populated.

    If it does not populated it will not be a member of that collection.

    I've seen this kind of behaviorif theIP subnet is not added in Ad sites and services.

    Kindly mark as answer/Vote as helpful if a reply from anybody helped you in this forum. Delphin

  • RELEVANCY SCORE 2.39

    DB:2.39:How To Have A Correct Collision On Wheel Collider pj



    A partial solution found was to use more wheel colliders on the same wheel rotated at different angles. It's not the best but with some fine tuning you can get a decent result.

    DB:2.39:How To Have A Correct Collision On Wheel Collider pj


    Thank you. Do you know if Edy's vehicle solve this problem ?

  • RELEVANCY SCORE 2.39

    DB:2.39:The Focus Is Not On The Good Element After Sorting A Column j9


    Hi,

    I was told to post my problem in the JDeveloper forum.
    So here is the point:

    On the table-form page, I have set the columns to be sortable. Now when I click on a header to sort the data, the focus goes on the dropdown between the next and previous element (with Internet Explorer) and if the user use the mouse wheel to scroll down the screen, the next range of data is diplayed.

    On the other hand, in Firefox when I do the same thing, the focus does not go in that dropdown, so If the user use the mouse wheel to scroll down the screen, the screen goes down and it stay on the first 25 rows.
    Now, my application must be used with Internet Explorer and I need to have the same behavior as in Firefox...
    Do you know by any chance, how I can achieve this?

    I have discovered, that when putting an id attribute in the sortableHeader tag, if I click on the text, I'm not having the strange behavior. But if I click on the header, around the text, the strange behavior is back again!!!!

    Thanks for your help.
    Martin

  • RELEVANCY SCORE 2.39

    DB:2.39:Car Flips, Wheel Colliders md



    Still not fixed, thanks for help.

  • RELEVANCY SCORE 2.39

    DB:2.39:Car Sinking Into Ground After Putting Wheel Collider cs



    Do not add wheel colliders to the actual wheel geometry. They don't collide with geometry like other colliders. Place it onto an empty gameobject and place the gameobject at the same place as wheel geometry.


    Another trick before you get stuck again is that you should make wheel colliders a tad bit bigger in radius than actual wheel. This will facilitate detecting whether the wheel is grounded.

    DB:2.39:Car Sinking Into Ground After Putting Wheel Collider cs


    Do not add wheel colliders to the actual wheel geometry. They don't collide with geometry like other colliders. Place it onto an empty gameobject and place the gameobject at the same place as wheel geometry.


    Another trick before you get stuck again is that you should make wheel colliders a tad bit bigger in radius than actual wheel. This will facilitate detecting whether the wheel is grounded.

  • RELEVANCY SCORE 2.39

    DB:2.39:Wheel Working Strange Or Not Working At All 1k



    I've purchased anew Sansa View 8GB three months ago, andhave used it only couple of times since.

    Yesterday the wheelstarted behaving strange:

    At first it works perfectly, but afterswithcing menu orswitching to play mode, it stops responding. At this pointtherest of the buttons (up/down/left/right on the wheel) works fine, but the scroll function is not responding.

    Now comes the strange part: if I waitseveral seconds, and let the device go into the blank screen mode, I can awake the device by using the scroll whell, and then the scrollworks again, until switching menu or switching to play mode...

    I though it has somethingto do with software problems so Iformatted the device and re-installed a new firmware.It didn't solve the problem.

    Any idea what ishapenning? can it be hardware problem? Anyoneencounted similar behavior?

    Thanks.

  • RELEVANCY SCORE 2.39

    DB:2.39:Is It Normal For Unity To Only Show Mesh Colliders In Green At Runtime When They're Static? xx




    Using Unity free license 3.3, no, mesh collider doesn't show up. It only shows when I check convex.
    Still, it does work. From Unity reference




    http://unity3d.com/support/documentation/Components/class-MeshCollider.html





    Two mesh colliders doesn't collide unless one of those has convex checked.

    DB:2.39:Is It Normal For Unity To Only Show Mesh Colliders In Green At Runtime When They're Static? xx



    Using Unity free license 3.3, no, mesh collider doesn't show up. It only shows when I check convex.
    Still, it does work. From Unity reference




    http://unity3d.com/support/documentation/Components/class-MeshCollider.html





    Two mesh colliders doesn't collide unless one of those has convex checked.

  • RELEVANCY SCORE 2.38

    DB:2.38:Re: Strange Behavior On New Wiki Page pm



    Created ~7 pages. All went well except 1. When you load it all of the buttons are not clickable (actions, edit wiki page, etc). Dumb images. The attachments are also not clickable. Any ideas? This is very strange since all of the other wiki pages worked just fine.







    Solved!
    Go to Solution.

    DB:2.38:Re: Strange Behavior On New Wiki Page pm


    I have attached a sample.It seems to be raw HTML copied from another Wiki service. I guess at a minimum I need the two broken wiki pages deleted if they cant be fixed.










    Attachments:







    htmldata.txt ‏2 KB

  • RELEVANCY SCORE 2.38

    DB:2.38:Strange External Drive Behavior? dj


    for some time now I have noticed funny behavior when ejecting my WD external harddrive, I ejects alright but it takes alot longer than it used to. I get the wheel of fortune for about a half a minute and then it ejects. Where it used to do it within seconds, can anyone help with this issue? Thanks.

    DB:2.38:Strange External Drive Behavior? dj

    Thanks everyone, I think this helped me locate the problem, it was a mess up in the PC partition part of the drive. Thanks again for Your help, all the best

    Rafi

  • RELEVANCY SCORE 2.38

    DB:2.38:Problem With Folio Builder - Added Articles Are "Spinning" mz



    Hello,

    today we are experiencing strange problems with Folio Builder. We are adding new artcles to folio created today and all added articles have same issue - spinning wheel in folio builder. Such articles we can't see in Content viewer until we delete existing folio.

    Thanks for help

    DB:2.38:Problem With Folio Builder - Added Articles Are "Spinning" mz


    Seems rather related to version of Folio builder - we used older version, after update problem disapeared.

    Martin

  • RELEVANCY SCORE 2.38

    DB:2.38:Wheel Colliders, Hinge, And Springe Joints 2d. ps



    Car Testing unitypackage


    I created this, being interested in the matter myself. You should be able to just drag the prefab into the scene. Left/ right should slightly move the car and rotate it around the z-Axis, while up/down are flipping it. Considering 2D colliders not actually being able to be rotated you might just have a separate visual GameObject on each body part to flip when necessary.

    DB:2.38:Wheel Colliders, Hinge, And Springe Joints 2d. ps


    Car Testing unitypackage


    I created this, being interested in the matter myself. You should be able to just drag the prefab into the scene. Left/ right should slightly move the car and rotate it around the z-Axis, while up/down are flipping it. Considering 2D colliders not actually being able to be rotated you might just have a separate visual GameObject on each body part to flip when necessary.

  • RELEVANCY SCORE 2.38

    DB:2.38:Strange Behavior In Timertask xd



    Hi,

    i have an application which logs if an application is in the foreground or background. I created a timertask and checks the applicationdescriptor object and see if there's a new running application in the foreground. My problem here is that, it looks like TimerTask object only get's called once. I use the scheduleFixrate of the program.

    public TMObject extends TimerTask{ public void run(){ System.out.println("running"); }}

    DB:2.38:Strange Behavior In Timertask xd

    If the Timer is not used outside of the same application instance/process, then why do you need to place the a TimerTaskManager into a RuntimeStore? Also, you may want to cancel the existing timer task (if any) inside activate before scheduling a new one.

  • RELEVANCY SCORE 2.38

    DB:2.38:Stop Wheel Colliders From Flipping Over sd



    Lower the rigidbody center of mass. Consider an anti-roll solution : http://projects.edy.es/trac/edy_vehicle-physics/wiki/TheStabilizerBars

    DB:2.38:Stop Wheel Colliders From Flipping Over sd


    Lower the rigidbody center of mass. Consider an anti-roll solution : http://projects.edy.es/trac/edy_vehicle-physics/wiki/TheStabilizerBars

  • RELEVANCY SCORE 2.37

    DB:2.37:Car Script / Powering Wheel Colliders zs



    The car script in the Car Tutorial is easy to use and sufficient for an arcade racer. Start with that, it may not do everything, but it is simple enough to help you get answers to the above. It even does skid marks ☺.

    DB:2.37:Car Script / Powering Wheel Colliders zs


    The car script in the Car Tutorial is easy to use and sufficient for an arcade racer. Start with that, it may not do everything, but it is simple enough to help you get answers to the above. It even does skid marks ☺.

  • RELEVANCY SCORE 2.36

    DB:2.36:Skid Steer With Wheel Colliders 1x



    The default settings for the wheel colliders have very high grip, skid steer requires quite a bit of slip.


    Try messing with those settings and see what happens.

    DB:2.36:Skid Steer With Wheel Colliders 1x


    The default settings for the wheel colliders have very high grip, skid steer requires quite a bit of slip.


    Try messing with those settings and see what happens.

  • RELEVANCY SCORE 2.35

    DB:2.35:Flickering Wheel Colliders ff



    What is your texture type? I had the same problem. Try changing the wheel color to transparent, even if the texture is not. Worked for me. Good luck :)

    DB:2.35:Flickering Wheel Colliders ff


    I had a flickering problem and solved it by using WheelCollider.GetGroundHit instead of Physics.Raycast. The commented-out code caused flickering:

    // RaycastHit hit;
    WheelHit hit;
    Vector3 wheelPos;

    //if (Physics.Raycast(transform.position, -transform.up, out hit,wheelCollider.radius+wheelCollider.suspensionDistance) ){
    // wheelPos = hit.point+transform.up * wheelCollider.radius;
    // wheelTransform.position = wheelPos;
    // airborne = false;
    //}
    if (wheelCollider.GetGroundHit(out hit))
    {
    // Code from http://answers.unity3d.com/questions/13180/using-wheel-colliders.html
    wheelPos = wheelTransform.localPosition;
    wheelPos.y -= Vector3.Dot(wheelTransform.position - hit.point, transform.up) - wheelCollider.radius;
    wheelTransform.localPosition = wheelPos;
    airborne = false;
    }
    else {
    // We're airborne. If we were already airborne in the previous frame, do nothing.
    if (!airborne)
    {
    wheelPos = transform.position - transform.up * wheelCollider.suspensionDistance;
    wheelTransform.position = wheelPos;
    }
    airborne = true;
    }

  • RELEVANCY SCORE 2.35

    DB:2.35:Raycast Not Detecting Distance Of My Gameobject 98



    Yes and both of them are assigned this tag.. Just now I found something that Both my cars were having Box Colliders and by looks both colliders were infront of each other and on runtime I just slightly reduced the Y position of one Box Collider on 1st car and it started detecting the 2nd car and 2nd car also started detecting the 1st one.


    That was annoying for me because they were just at the right positions but were not detecting each other untill I check and set the positions of the colliders :(

    DB:2.35:Raycast Not Detecting Distance Of My Gameobject 98


    Yes and both of them are assigned this tag.. Just now I found something that Both my cars were having Box Colliders and by looks both colliders were infront of each other and on runtime I just slightly reduced the Y position of one Box Collider on 1st car and it started detecting the 2nd car and 2nd car also started detecting the 1st one.


    That was annoying for me because they were just at the right positions but were not detecting each other untill I check and set the positions of the colliders :(

  • RELEVANCY SCORE 2.35

    DB:2.35:Can A Jvm Abruptly Kill A Shutdown Hook Thread? pa


    I am noticing a strange behavior in how the shutdown hook thread works. When due to a runtime exception the JVM is shutting down as a consequence of a System.exit(1) call from the exception block I see a strange behavior in how the shutdown hook thread is handled by the JVM. It starts correctly every time but the shutdown hook thread is often abruptly terminated. While on occasions it does executes to completion but this behavior is not consistent. Any idea why this is happening?

    I am using SUN JDK 1.6.0-b105.

    Any help would be welcome!

    Regards,
    Hitesh

    DB:2.35:Can A Jvm Abruptly Kill A Shutdown Hook Thread? pa

    marct wrote:
    Are you using java.exe or javaw.exe to launch your application? I am seeing this issue when launching my Java System Tray application with javaw.exe. I have got the application to run the shutdown hook but it either doesn't always run because the JVM shutsdown before hand or it runs a little bit before the JVM shutsdown. In either way it is unpredictable and unusable.

    I am still trying to find a solution for this that doesn't involve the SUN work around of "Why don't you use the java.exe to launch the app" to which my response is, "Because I don't want the big console window visible to all my end users!!!!"

    MarcYou really might have wanted a new thread this one is pretty old and dusty.

    The shutdown hook works. But there is a dependency on how the JVM is being shutdown. For example shutting down the OS can cause the VM to be axed before it gets shutdown the way you want.

    More information about your particular problem is required. Running "before" the JVM shuts down is almost certainly a bug in your code I have never seen that behaviour otherwise. You might want to also think about running your program as a service if that's appropriate.

  • RELEVANCY SCORE 2.35

    DB:2.35:Car Stops Turning With A Box Collider ap



    Have you tried Wheel colliders?

  • RELEVANCY SCORE 2.35

    DB:2.35:Graphics Embedded On Form cm


    Hi,
    I created a chart on a form with a graphic based on a data block of the form.
    Then I opened the graphic whith og.pll.
    The Pie graphic drill-down behavior is good in both runtime and runtime web.(I can click for drill-downing all the times I want)

    The Bars graphic behavior is not good in runtime web, because it desappears when a click 23 times for drill-downing, but it still functions even if bars not are present.

    Why??
    Is it a cache problem ?... What can I do?

    DB:2.35:Graphics Embedded On Form cm

    Hi,
    I created a chart on a form with a graphic based on a data block of the form.
    Then I opened the graphic whith og.pll.
    The Pie graphic drill-down behavior is good in both runtime and runtime web.(I can click for drill-downing all the times I want)

    The Bars graphic behavior is not good in runtime web, because it desappears when a click 23 times for drill-downing, but it still functions even if bars not are present.

    Why??
    Is it a cache problem ?... What can I do?

  • RELEVANCY SCORE 2.35

    DB:2.35:Character Controller For A Vehicle? 9m



    Even when not aiming for realism, a character controller rarely works well at all for a vehicle. It's really strictly for characters, as the name suggests. You don't need to use wheel colliders, but you should avoid character controllers in this case.

    DB:2.35:Character Controller For A Vehicle? 9m


    I used the CharacterController in a bike once, and set its height and radius so that it became a sphere instead of a capsule - but the original shape may work as well. The CharacterController itself doesn't rotate, but the transform can be rotated freely to align to the ground. Take a look at this question, which uses a CharacterController - my answer shows a way to align to the ground smoothly. @SirGive (the question poster) also posted another interesting method to do the same, maybe more suitable for a bike.

  • RELEVANCY SCORE 2.35

    DB:2.35:Created Gui Title Not Found In Pbo sj


    hi folks,in se80 I had a dump when I want to expand the tree where the gui titles are listed. the dump was because out of memory.now I have the strange behavior that my changes of the gui titles are ineffective.I created a new gui title and its visible and activated in se80 but when I call the set titlebar statement in pbo at runtime it returns a sy-subrc = 4 (title not found).has anyone an idea how I can clean this inconsistency?

    DB:2.35:Created Gui Title Not Found In Pbo sj

    solution:in the coding was the language set to another language than the original language and the gui title was still translated.so I had to adapt the gui title in the other language.

  • RELEVANCY SCORE 2.35

    DB:2.35:Car Wheels Sink Through The Ground sc



    Try adding wheel colliders to them

  • RELEVANCY SCORE 2.35

    DB:2.35:Difference Between Execution Time Of A Package cx


    I've a package which was created in BIDS (2008), When executing it, the runtime duration is approximately 90 seconds.
    I've deployed the package and connected to Integration Service engine via SSMS to run the package,the runtime durationwas 20-25 (!) minutes.
    I'm using 32 bit runtime env and SQL Server 2008R2
    What can cause this abnormal behavior of the duration?
    Thanks

    DB:2.35:Difference Between Execution Time Of A Package cx

    Hi
    below are the list of causes
    1) may be problem in CPU performance
    2) problem in network connectivity

    3) accessing table from many people
    4) If u r accessing VPN .. definitely package will slow
    thanksnathan

  • RELEVANCY SCORE 2.35

    DB:2.35:Character Controller For A Vehicle? zk



    Even when not aiming for realism, a character controller rarely works well at all for a vehicle. It's really strictly for characters, as the name suggests. You don't need to use wheel colliders, but you should avoid character controllers in this case.

    DB:2.35:Character Controller For A Vehicle? zk


    I used the CharacterController in a bike once, and set its height and radius so that it became a sphere instead of a capsule - but the original shape may work as well. The CharacterController itself doesn't rotate, but the transform can be rotated freely to align to the ground. Take a look at this question, which uses a CharacterController - my answer shows a way to align to the ground smoothly. @SirGive (the question poster) also posted another interesting method to do the same, maybe more suitable for a bike.

  • RELEVANCY SCORE 2.35

    DB:2.35:[Closed] Why Are The Reflected Bullets In My 2d Game Acting Strange? m8



    I figured it out.


    I forgot to enable isTrigger on the colliders for the shot prefab and playerShip prefab. This caused some confusion in the physics engine, presumably since I am affecting the .velocity directly rather than using AddForce. I don't claim to understand it in detail, but by changing the colliders to isTrigger, it works great.

    DB:2.35:[Closed] Why Are The Reflected Bullets In My 2d Game Acting Strange? m8


    I figured it out.


    I forgot to enable isTrigger on the colliders for the shot prefab and playerShip prefab. This caused some confusion in the physics engine, presumably since I am affecting the .velocity directly rather than using AddForce. I don't claim to understand it in detail, but by changing the colliders to isTrigger, it works great.

  • RELEVANCY SCORE 2.34

    DB:2.34:Car Wheels Error/Glitch/Bug, Please Help. 71



    Check your wheel colliders pivot and your wheel's pivot if you are making them reference to eachother at runtime.

    DB:2.34:Car Wheels Error/Glitch/Bug, Please Help. 71


    Check your wheel colliders pivot and your wheel's pivot if you are making them reference to eachother at runtime.

  • RELEVANCY SCORE 2.34

    DB:2.34:Super Strange Distribution ds



    Hi,

    I just discovered one super strange strange behavior of QV.

    If we refer to the following, it's a distribution created for a QVW.

    the NTNAME field is actually the CN object from LDAP.

    Now, take a look at the section access.

    user type: All authenticated user.

    and it's based on WINDOWS ID !!!

    Why are there such a gap?

    aren't those distribution supposed to be standardized?

    Imagine you have 200 users to distribute to, previously was CN object from LDAP.

    and just because we switch to section access, we have to use WINDOWS ID?

    isnt that strange? sooooo strange no?

    DB:2.34:Super Strange Distribution ds


    Hi,

    I just discovered one super strange strange behavior of QV.

    If we refer to the following, it's a distribution created for a QVW.

    the NTNAME field is actually the CN object from LDAP.

    Now, take a look at the section access.

    user type: All authenticated user.

    and it's based on WINDOWS ID !!!

    Why are there such a gap?

    aren't those distribution supposed to be standardized?

    Imagine you have 200 users to distribute to, previously was CN object from LDAP.

    and just because we switch to section access, we have to use WINDOWS ID?

    isnt that strange? sooooo strange no?

  • RELEVANCY SCORE 2.34

    DB:2.34:Invert Mouse Scroll j3



    I have ProE users who are used to the inverted zoom with the scroll wheel.

    Is it possible to invert the scroll wheel zoom in VeSys 2.0 to match the behavior in ProE?

    DB:2.34:Invert Mouse Scroll j3


    Sorry Brian - that's not possible

  • RELEVANCY SCORE 2.34

    DB:2.34:Two 3925 Routers Strange Behavior 37



    Hi

    We have two 9325 routers in place, and noticed when we configure some commands on either one of them, the same thing copied in the same way to the other. for example: when I configure new dial-peer on the first router and switch to the second router the same dial-peer is created in the same way.

    How is that possible?

  • RELEVANCY SCORE 2.33

    DB:2.33:Weird Rigidbody Behavior With Tiled Mesh Colliders 7c



    We encountered the same problem and have found only one solution yet: create a meshcollider at runtime that contains all pieces in one connected mesh.

    DB:2.33:Weird Rigidbody Behavior With Tiled Mesh Colliders 7c


    We encountered the same problem and have found only one solution yet: create a meshcollider at runtime that contains all pieces in one connected mesh.

  • RELEVANCY SCORE 2.33

    DB:2.33:4.0.5 Ga Ejb3 And Temporary Destinations k7



    I have created 2 mdbs and have seen some strange behavior on deployment.I initially created the mds with no implementation code in them. I saw that on deployment each had a temporary destination created.I was able to view them in the jmx-console in the jboss.mq.destination section.When I added persistence EntityManagerFactory I got different behavior@PersistenceUnit(unitName = PersistenceBase.GUI)private EntityManagerFactory factory;There was no temporary destinations created and nothing in the jboss.mq.destination section of the jmx-console. There were no deployment errors and the queue worked just fine.Any insight on this behavior would be appreciated.

    DB:2.33:4.0.5 Ga Ejb3 And Temporary Destinations k7


    I have created 2 mdbs and have seen some strange behavior on deployment.I initially created the mds with no implementation code in them. I saw that on deployment each had a temporary destination created.I was able to view them in the jmx-console in the jboss.mq.destination section.When I added persistence EntityManagerFactory I got different behavior@PersistenceUnit(unitName = PersistenceBase.GUI)private EntityManagerFactory factory;There was no temporary destinations created and nothing in the jboss.mq.destination section of the jmx-console. There were no deployment errors and the queue worked just fine.Any insight on this behavior would be appreciated.

  • RELEVANCY SCORE 2.33

    DB:2.33:Using Cylinder Colliders As Wheels. zj



    the main difference between wheel collider and any other that wheel collider has different settings for forward and sideways frictions, like a normal wheel. you should calculate these manually for your collider


    also, there's no cylinder collider in unity. you need mesh collider for it that is strongly not recommended due to performance issue

    DB:2.33:Using Cylinder Colliders As Wheels. zj


    the main difference between wheel collider and any other that wheel collider has different settings for forward and sideways frictions, like a normal wheel. you should calculate these manually for your collider


    also, there's no cylinder collider in unity. you need mesh collider for it that is strongly not recommended due to performance issue

  • RELEVANCY SCORE 2.33

    DB:2.33:Car Not Turning On Plane. js



    If you're making any sort of vehicle, not using a Wheel Collider is a dumb move, especially if your only reason is because I don't know how to script for it. There are quite a few examples out there of using Wheel Colliders with Unity, have you searched the forums, Google, and the Unify Community Wiki?


    And most important of all, read the Wheel Collider Documentation, which outlines all the functions and how you use them (there's even example code in there).


    If you use a Wheel Collider, turning your car is really easy (using steerAngle).

    DB:2.33:Car Not Turning On Plane. js


    If you're making any sort of vehicle, not using a Wheel Collider is a dumb move, especially if your only reason is because I don't know how to script for it. There are quite a few examples out there of using Wheel Colliders with Unity, have you searched the forums, Google, and the Unify Community Wiki?


    And most important of all, read the Wheel Collider Documentation, which outlines all the functions and how you use them (there's even example code in there).


    If you use a Wheel Collider, turning your car is really easy (using steerAngle).

  • RELEVANCY SCORE 2.32

    DB:2.32:I Need Help With Wheelcolliders 9s



    You don't add wheel colliders to wheel models, if the wheel model rotates it'll mess up the wheel colliders as they are actually just rays pointing down.


    Create a body for the car and give it 4 children to store each wheel model and another 4 children to store 1 wheel collider each.


    If you want the wheel models to rotate you can use transform.Rotate() on the wheel models based on the wheel collider rpm variable.


    This is a good tutorial if the official unity one is a bit too long for you:


    http://www.gotow.net/andrew/blog/?page_id=78

    DB:2.32:I Need Help With Wheelcolliders 9s


    You don't add wheel colliders to wheel models, if the wheel model rotates it'll mess up the wheel colliders as they are actually just rays pointing down.


    Create a body for the car and give it 4 children to store each wheel model and another 4 children to store 1 wheel collider each.


    If you want the wheel models to rotate you can use transform.Rotate() on the wheel models based on the wheel collider rpm variable.


    This is a good tutorial if the official unity one is a bit too long for you:


    http://www.gotow.net/andrew/blog/?page_id=78

  • RELEVANCY SCORE 2.32

    DB:2.32:Strange Lock When Setup Colliders And Rigidbody By Scripting... fx



    Here's a weird hack I had to do for some physics init myself: After colliders have been placed on the object with rigidbody (have the rigidbody added first), you can enable and disable the rigidbody. This seems to force a recalculation of inertia etc.

    DB:2.32:Strange Lock When Setup Colliders And Rigidbody By Scripting... fx


    This is still a bug in Unity 4 unfortunately. Now, after adding your wheel colliders, you need to do this:

    gameObject.SetActive(false);
    gameObject.SetActive(true);

  • RELEVANCY SCORE 2.32

    DB:2.32:Objects Should Simulate The Real World Like Fpc sd



    first you need is physic materials to repeat real world's materials for car's surfaces, road, tree and others


    then, for real physics you need a wheel colliders for car (it's easy to move a real car in front-back direction, but very hard in left-right)


    also you need customise wheel colliders for your situation


    and now, you should write some scripts to control cars - like a motorized wheels, turning wheels, speeds and accelerations control etc




    http://u3d.as/content/unity-technologies/car-tutorial/1qU


    did you try this?

    DB:2.32:Objects Should Simulate The Real World Like Fpc sd


    first you need is physic materials to repeat real world's materials for car's surfaces, road, tree and others


    then, for real physics you need a wheel colliders for car (it's easy to move a real car in front-back direction, but very hard in left-right)


    also you need customise wheel colliders for your situation


    and now, you should write some scripts to control cars - like a motorized wheels, turning wheels, speeds and accelerations control etc




    http://u3d.as/content/unity-technologies/car-tutorial/1qU


    did you try this?

  • RELEVANCY SCORE 2.32

    DB:2.32:Strange Behavior With .War Deployment 3f


    DB:2.32:Strange Behavior With .War Deployment 3f

    also posting to servlet newsgroup.

    "Robert Hayes" robert.hayes@hartfordlife.com wrote in message
    news:3d9471e1@newsgroups.bea.com...

    I have a WLS 6.1 cluster. After server restart, I get the following errorwhen
    trying to access the login page of my war file.

    259 ####Sep 24, 2002 12:32:12 AM JST Error HTTP ingsunas08Server1
    ExecuteThread: '8' for queue: 'default' 101017[WebAppServletContext
    (2298566,e-service-intra,/e-service-intra)] Root cause ofServletException
    260 javax.servlet.jsp.JspException: Cannot find ActionMappings orActionForm
    Beans collection
    261 atorg.apache.struts.taglib.html.FormTag.lookup(FormTag.java:816
    )
    262 atorg.apache.struts.taglib.html.FormTag.doStartTag(FormTag.java
    :528)
    263 at jsp_servlet.__login._jspService(__login.java:217)

    If I go through the console and undeploy then redeploy my applicationworks and
    the error goes away. This is a problem as when a server in the clusterfails,
    the same action is required again to get the surviving server to work. Anyideas?
    TIA

    Robert

  • RELEVANCY SCORE 2.31

    DB:2.31:Re: Strange Zoom Behavior In Adt 2005 da


    If I am zooming in or out of a drawing using the wheel on my mouse then
    every so often the drawing becomes jaggy and looks like I've zoomed in on a
    raster image. Then I can't zoom in or out anymore to get the entire view
    back. I didn't experience this in 2004. I'm running a P4 2.8 ghz. 1 gig of
    ram. Nvidia 5200 8X with 128 meg of ram and the latest Nvidia drivers
    (56.72). Has anyone else had this problem with scroll zooming? It's happened
    on two different drawings of mine.

    DB:2.31:Re: Strange Zoom Behavior In Adt 2005 da

    From what I can see Greg started this thread a long time ago. Greg, what
    model of dell does he have? Does this system use an intel 875 chipset?
    Does any when else out there having this problem have specific mobo
    chipset info to share. I have two clients with this problem both on an
    intel 875 chipset. I established a case with autodesk through the reseller
    support channel 3 weeks ago and it has yet to be resolved. The problem is
    prevelent regardless of dwg, o/s, video card type more. Switching to a
    PCI video card typically will stop this bad zoom behavior.

    Thanks,
    Joe Schmidt

    "Gary Higgins" wrote in message
    news:23044453.1091205098151.JavaMail.jive@jiveforu​m2.autodesk.com...
    Hi Jeff, you're correct. It doesn't happen on ALL my drawings with TTF's
    on, just a select few, say 2 out of 10.
    I'm struggling to find the common link I must admit.

    The only way I've found of curing the problem is rebooting and starting a
    clean session. Closing ADT and restarting the program will have a temporary
    effect but as you say, within 5 - 10 commands the problem returns.

    Lets hope some bright spark from Autodesk actually reads this and they can
    pull thier finger out!!!!

    I can provide drawings that exhibit this strange behaviour if anyone from
    Autodesk wants them.

  • RELEVANCY SCORE 2.31

    DB:2.31:How To Deal With *Many* Moving Colliders? p3




    No, you cannot turn off unity's Physics engine, but you -can- utilize it more carefully. OnTriggerEnter, OnCollisionEnter, etc. are only called if they are contained within a behaviour that is attached to a game-object with the proper collider/rigidbody arrangement for that method call, so as long as you only use trigger-colliders (colliders with isTrigger checked), you should be good.


    isKinematic disables all physics effects on the rigidbody, but allows it to affect other rigidbodies. If you want to know whether an object will get a collision call, simply check the corresponding documentation page. Box Collider, sphere collider, capsule collider, mesh collider, and wheel collider are the only ones available, in unity. If there's no physics involved with a given collider, and it's just a trigger, I'd suggest just not using rigidbodies, and sticking to the trigger collider. Otherwise, depending on how complex the physics will be, you may or may not want to use an attached rigidbody.


    Mesh colliders will not collide with other mesh colliders, unless at least one of them is set as convex. However, mesh colliders -will- collide with other colliders that are -not- mesh colliders, with or without being set to convex. However, stick to built in colliders whenever possible. It will likely improve efficiency by quite a bit, as the system knows exactly what the mesh looks like, and is optimized to use it.

    DB:2.31:How To Deal With *Many* Moving Colliders? p3



    No, you cannot turn off unity's Physics engine, but you -can- utilize it more carefully. OnTriggerEnter, OnCollisionEnter, etc. are only called if they are contained within a behaviour that is attached to a game-object with the proper collider/rigidbody arrangement for that method call, so as long as you only use trigger-colliders (colliders with isTrigger checked), you should be good.


    isKinematic disables all physics effects on the rigidbody, but allows it to affect other rigidbodies. If you want to know whether an object will get a collision call, simply check the corresponding documentation page. Box Collider, sphere collider, capsule collider, mesh collider, and wheel collider are the only ones available, in unity. If there's no physics involved with a given collider, and it's just a trigger, I'd suggest just not using rigidbodies, and sticking to the trigger collider. Otherwise, depending on how complex the physics will be, you may or may not want to use an attached rigidbody.


    Mesh colliders will not collide with other mesh colliders, unless at least one of them is set as convex. However, mesh colliders -will- collide with other colliders that are -not- mesh colliders, with or without being set to convex. However, stick to built in colliders whenever possible. It will likely improve efficiency by quite a bit, as the system knows exactly what the mesh looks like, and is optimized to use it.

  • RELEVANCY SCORE 2.31

    DB:2.31:Xmlserializer - 2 Different Runtime Behavior In Dealing With Read-Only Property z3


    Hi,
    It is strange that XmlSerializer has two different runtime behaviours for dealing with classes that have read-only property depending on how your compose the class.
    One way to write read only property is like this:
    public class Person {
    String m_Name;

    public String Name { return m_Name; }

    public Person( String name ) { this.m_Name = name; }

    public Person() {}
    }

    The other way is to use a private setter like this:
    public class Person1 {
    String m_Name;

    public String Name {
    get{ return m_Name; }
    private set { m_Name = value; }

    public Person1() { }
    public Person1{String name) { this.Name = name; }
    }
    These two classes are funcationally the same and yet XmlSerializeris treating them differently at runtime.
    XmlSerailizer handles Person without any problem or raising any exception albeit not serializing the value of m_Name as in conformance to the specification.
    But when XmlSerializer is created for Person1, it throws an InvalidOperationException, which is actually caused by sgen.exe.
    Why are there two distinctly different runtime behaviours for two functionally the same classes?
    Johny

    DB:2.31:Xmlserializer - 2 Different Runtime Behavior In Dealing With Read-Only Property z3

    Hi,
    It is strange that XmlSerializer has two different runtime behaviours for dealing with classes that have read-only property depending on how your compose the class.
    One way to write read only property is like this:
    public class Person {
    String m_Name;

    public String Name { return m_Name; }

    public Person( String name ) { this.m_Name = name; }

    public Person() {}
    }

    The other way is to use a private setter like this:
    public class Person1 {
    String m_Name;

    public String Name {
    get{ return m_Name; }
    private set { m_Name = value; }

    public Person1() { }
    public Person1{String name) { this.Name = name; }
    }
    These two classes are funcationally the same and yet XmlSerializeris treating them differently at runtime.
    XmlSerailizer handles Person without any problem or raising any exception albeit not serializing the value of m_Name as in conformance to the specification.
    But when XmlSerializer is created for Person1, it throws an InvalidOperationException, which is actually caused by sgen.exe.
    Why are there two distinctly different runtime behaviours for two functionally the same classes?
    Johny

  • RELEVANCY SCORE 2.31

    DB:2.31:How To Get Input From Wheel(Car Direction) Joystick? xx



    if ( Input.GetKeyDown ( KeyCode.JoystickXButtonX ) ) - Replace X appropriately for your needs.


    http://docs.unity3d.com/Documentation/ScriptReference/KeyCode.Joystick1Button0.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=Input


    And for wheel colliders / friction http://docs.unity3d.com/Documentation/ScriptReference/WheelCollider.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=wheel

    DB:2.31:How To Get Input From Wheel(Car Direction) Joystick? xx


    if ( Input.GetKeyDown ( KeyCode.JoystickXButtonX ) ) - Replace X appropriately for your needs.


    http://docs.unity3d.com/Documentation/ScriptReference/KeyCode.Joystick1Button0.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=Input


    And for wheel colliders / friction http://docs.unity3d.com/Documentation/ScriptReference/WheelCollider.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=wheel

  • RELEVANCY SCORE 2.30

    DB:2.30:Strange Behavior From Weblogic Web Server j3


    DB:2.30:Strange Behavior From Weblogic Web Server j3

    This doesn't seem to be an EJB issue so I'm responding to the servlet
    newsgroup. Also, why don't you try posting a simple example of the type of
    html/javascript you are serving and/or open a support case with BEA Customer
    support. Additionally, this link might help:

    http://www.weblogic.com/docs51/classdocs/javadocs/weblogic/html/ScriptElement.html

    Thanks,
    Charlie

    __________________________________________________________

    The views expressed in this posting are solely those of the author, and
    BEA Systems, Inc. does not endorse any of

    these views.
    BEA Systems, Inc. is not responsible for the accuracy or completeness
    of the information provided
    and assumes no duty to correct, expand upon, delete or update any of
    the information contained in this posting.
    ___________________________________________________________

    dwang wrote:

    Hi:
    I am using Weblogic web server to serve up my html/jsp pages. I also
    have a javascript function to open up another window if I click on the
    button. But when I click on the button, the index.html file from httpd
    root directory is always displayed on the browser and the javascript
    function is never being excuted completly(I have put an alert statement
    on it and it only excuted the first line of statement). Can someone tell
    me why?

    Many thanks,
    David

  • RELEVANCY SCORE 2.30

    DB:2.30:Car Slides To The Right Or Left When I Accelerate... Why? 1k



    http://answers.unity3d.com/search?q=wheel+collider


    It's simply how the physics model is set up in physX, you'll notice that raptor safari doesn't use the built in wheel colliders and made their own ray cast wheels. You can make sure that the vehicle centre of gravity is perfectly aligned and that the wheels are equally spaced, 4 wheel drive cars are more stable. You can also modify your physics on the fly to stabilise the car yourself like lowering the centre of gravity, adjusting wheel torque, increasing angular drag when not turning etc. That's called tuning.

    DB:2.30:Car Slides To The Right Or Left When I Accelerate... Why? 1k


    Hi


    you can also set Stiffness Factor of sideway friction as per your change log. I am also using Car Tutorial script for my bike game. My bike is rear wheel drive i set 0.083 stiffness Factor for side way friction and it's work better for me.

  • RELEVANCY SCORE 2.30

    DB:2.30:Quick Question About Wheel Colliders km



    Well I am wondering if your wheels are still touching the ground as it seems to me as they might have flipped with car so if you have mesh colliders on the wheel tires the wheel collider might not touch the ground anymore.


    If that's not the case i'd guess that in your case the Force of friction is bigger then the force your wheels are applying. Just as in real life. If your car looses two wheels it won't drive anymore.


    I see two ways how you could approach your problem. So first would be the make a script which will prevent your car body to touch the ground. But I'm not sure how to approach it. Maybe smth like this:


    function OnCollisionEnter() { mainBody.transform.position.y = ground.position.y + 0.0001; }


    or smth like this to prevent them from colliding


    function Upate() { if(mainBody.transform.position.y ground.position.y + 0.0001) { mainBody.transform.position.y = ground.position.y + 0.0001;} }


    or the other way you could do it which might work is that when you delete the two wheels, you create small wheels which will just fit under the right side of the body so that they prevent the car from touching th ground. I think that this might be the best way to keep the car behavior realistic as you are able to modify the friction and/or brake torque of these new wheel(s) to make the car pull to the right side (You can do this too with the first option but I think, that that will be more complicated ).

    DB:2.30:Quick Question About Wheel Colliders km


    Well I am wondering if your wheels are still touching the ground as it seems to me as they might have flipped with car so if you have mesh colliders on the wheel tires the wheel collider might not touch the ground anymore.


    If that's not the case i'd guess that in your case the Force of friction is bigger then the force your wheels are applying. Just as in real life. If your car looses two wheels it won't drive anymore.


    I see two ways how you could approach your problem. So first would be the make a script which will prevent your car body to touch the ground. But I'm not sure how to approach it. Maybe smth like this:


    function OnCollisionEnter() { mainBody.transform.position.y = ground.position.y + 0.0001; }


    or smth like this to prevent them from colliding


    function Upate() { if(mainBody.transform.position.y ground.position.y + 0.0001) { mainBody.transform.position.y = ground.position.y + 0.0001;} }


    or the other way you could do it which might work is that when you delete the two wheels, you create small wheels which will just fit under the right side of the body so that they prevent the car from touching th ground. I think that this might be the best way to keep the car behavior realistic as you are able to modify the friction and/or brake torque of these new wheel(s) to make the car pull to the right side (You can do this too with the first option but I think, that that will be more complicated ).

  • RELEVANCY SCORE 2.30

    DB:2.30:Wheel Collider Performance Problem 9a



    If your game lags when you look at your car, the car is too detailed, or has too intense a shader to be able to run fast on your computer. You need to optimize your model, textures, and shaders. It has nothing to do with rigidbodies or colliders whatsoever.

    DB:2.30:Wheel Collider Performance Problem 9a


    If your game lags when you look at your car, the car is too detailed, or has too intense a shader to be able to run fast on your computer. You need to optimize your model, textures, and shaders. It has nothing to do with rigidbodies or colliders whatsoever.

  • RELEVANCY SCORE 2.30

    DB:2.30:Erratic Volume Output With 30gb Video Ipod sk


    Every so often while listening to music on my 30GB Video iPod, the volume erratically increases to the max, then decreases, then back to loud, etc, etc. Very annoying (and probably bad for my headphones).

    Touching the scroll wheel while this erratic behavior is happening seems to toggle the volume between high (loud) and a low (quite) volume settings. After playing with the scroll wheel the iPod seems to return to normal operation. Also, during this strange behavior the iPod screen displays the normal volume feedback treatment and automatically follows the volume setting (even when I'm not touch the scroll wheel).

    I have updated my iPod's software to the most current (May 2008) and have also tried the standard iPod reset as well. The erratic volume problem remains.

    Any ideas how to fix this?

    DB:2.30:Erratic Volume Output With 30gb Video Ipod sk

    That's just one of many many reports (there are other links that I could have posted) about the issue you experienced.

    Some mobile phones seem to affect the iPod video (and strangely it only appears to be this model iPod that is affected), and others seem not to.

    I don't know of any other cause, nor do I know of any solution.

  • RELEVANCY SCORE 2.30

    DB:2.30:Wheel Collider Performance Problem zp



    If your game lags when you look at your car, the car is too detailed, or has too intense a shader to be able to run fast on your computer. You need to optimize your model, textures, and shaders. It has nothing to do with rigidbodies or colliders whatsoever.

    DB:2.30:Wheel Collider Performance Problem zp


    If your game lags when you look at your car, the car is too detailed, or has too intense a shader to be able to run fast on your computer. You need to optimize your model, textures, and shaders. It has nothing to do with rigidbodies or colliders whatsoever.

  • RELEVANCY SCORE 2.30

    DB:2.30:Script Detecting Collisions Of Child Object? 97



    Collisions detected on Child Objects of the Parent is normal behavior.


    Any Child Colliders are added to the Main Parent Collider and are all treated as one big Collider.


    If you want to remove this functionality, remove the Colliders from the Child Objects.

    DB:2.30:Script Detecting Collisions Of Child Object? 97


    Collisions detected on Child Objects of the Parent is normal behavior.


    Any Child Colliders are added to the Main Parent Collider and are all treated as one big Collider.


    If you want to remove this functionality, remove the Colliders from the Child Objects.

  • RELEVANCY SCORE 2.30

    DB:2.30:Strange Skeleton Behavior While Running An Animation 8a



  • RELEVANCY SCORE 2.29

    DB:2.29:Tree Colliders Not Working With Physics.Checksphere / Capsule fd



    I just checked this, and I cannot replicate the behavior you are describing. CheckSphere does work with Tree Colliders. Are you sure the tree colliders are actually created? Does anything else collide with them? Tree colliders are only created when the prefab used as a tree prototype has a Capsule Collider component.

    DB:2.29:Tree Colliders Not Working With Physics.Checksphere / Capsule fd



    I add a capsule collider to the tree prefab then add it to the terrain and my unity crashes :(

  • RELEVANCY SCORE 2.29

    DB:2.29:Wheel Colliders Stop Working When Hitting Sharp Angles. fm



    Ok, i was able to correct it. It was a mix of the wheel colliders being too small and my vehicle model's tires being poorly made. I believe that I read a couple times on forums tutorials that you want the wheel colliders to be exactly the same size as the model's wheels so thats what I did.


    My guess what was happening was that the wheel collider wasn't fully touching the ground and wasn't distributing the full wheel torque. Once the vehicle was on the slope, only a very small percentage of the collider was only powering the wheels. I increased the wheel radius from 0.45 to 0.465. The wheels don't appear to be floating and the collider is fully sending torque.

    DB:2.29:Wheel Colliders Stop Working When Hitting Sharp Angles. fm


    Ok, i was able to correct it. It was a mix of the wheel colliders being too small and my vehicle model's tires being poorly made. I believe that I read a couple times on forums tutorials that you want the wheel colliders to be exactly the same size as the model's wheels so thats what I did.


    My guess what was happening was that the wheel collider wasn't fully touching the ground and wasn't distributing the full wheel torque. Once the vehicle was on the slope, only a very small percentage of the collider was only powering the wheels. I increased the wheel radius from 0.45 to 0.465. The wheels don't appear to be floating and the collider is fully sending torque.

  • RELEVANCY SCORE 2.29

    DB:2.29:Ownership And Permissions Trainwreck mj


    Several programs started exhibiting very strange behavior over the last week or so (all of which I won't go into, but all indicating inability to access or write to something in my main user account Library), including Mail not being able to save its Preferences, giving me an error every time I try to close it saying the disk may be full or "permissions may not be set correctly" (something to that effect).

    I have discovered that my main user account folder (which was the only account, but I've now created a temporary other admin account) has its "Sharing Permissions" set to "system" and "admin" for Read Write, and my USERNAME/Library folder and the USERNAME/Library/Preferences folder both have "system" and "wheel" set to Read Write. All three of those have "everyone" set to "Custom."

    I tried running BatCHmod to set MYUSERNAME as the owner and group for my main user folder, but it didn't change those three.

    Now Mail is acting strangely, opening with one particular mail account selected every time it's opened or I reboot, no matter what account was selected when I quit, and that account always is scrolled to the very top of the list (which is sorted by date). This never used to happen. It would open to the last mailbox selected, and to the bottom (most recent) in the list.

    Is there any way out of this nightmare?

    DB:2.29:Ownership And Permissions Trainwreck mj

    Marie Avante wrote:
    sudo chown -Rf YOUR-USER-NAME:YOUR-USER-NAME ~/*

    I cant tell if what you wrote is supposed to include the weird accent mark next to the "1" on my main keyboard (on the same key as the tilde, when shifted) or if those are just supposed to be apostrophes.

    To answer the one remaining unanswered question, yes, those are supposed to be "back tics" (left of the "1" key). They cause the enclosed text to be executed as a command, then the result of the that command is substituted into the "outer" command.

  • RELEVANCY SCORE 2.29

    DB:2.29:Usermod Strange Behavior mz



    So... Im into Linux/Unix for some time, but I found something strange and I want to know if this happens only to me.If I add a user to some group, automatically it removes the user from the other groups he belongs too.

    For example, I had my username as member of audio,optic and wheel groups, but then I added it to the camera group and surprisingly I found out that I couldnt change the sound volume anymore because I wasnt in the audio group.

    And here is the proof:
    [root@kyle ~]# grep radu /etc/group
    wheel::10:root,radu
    video:x:91:radu
    audio::92:radu
    optical::93:hal,radu
    power:x:98:radu
    users::100:radu
    slocate:x:21:radu
    camera:x:97:radu
    abs:x:102:radu

    [root@kyle ~]# usermod -G bin radu

    [root@kyle ~]# grep radu /etc/group
    bin::1:root,bin,daemon,radu

    DB:2.29:Usermod Strange Behavior mz


    this is weird. its the first time I see this... anyway, thanks!

  • RELEVANCY SCORE 2.29

    DB:2.29:How Do You Create A Realistic Wheel Of Fortune Style Prize Wheel? a8



    I ran a quick test and ended up with a wheel that worked well and had those suspenseful last peg hits. My recipe:



    Created a flat cylinder for the base.


    Replaced the default capsule collider with a mesh collider on the base.


    Added a Rigidbody to the base.



    Enabled 'Freeze Position' for x,y, and z;


    Turned off gravity


    Enabled 'Freeze Rotation' for x and z (y still allowed to move).


    Added pegs as children. They had colliders, but no Rigidbodies.


    Added flipper.


    Added Rigidbody to flipper


    Added hinge joint to flipper with anchor on the right edge of flipper


    Set joint axis to 'Y'


    Enabled 'Use Spring' and set Spring to 11 and damper to 1


    Added the standard DragRigidbody script to an empty game object.



    I'm sure by playing with the settings you can refine this setup even more.

    DB:2.29:How Do You Create A Realistic Wheel Of Fortune Style Prize Wheel? a8


    I ran a quick test and ended up with a wheel that worked well and had those suspenseful last peg hits. My recipe:



    Created a flat cylinder for the base.


    Replaced the default capsule collider with a mesh collider on the base.


    Added a Rigidbody to the base.



    Enabled 'Freeze Position' for x,y, and z;


    Turned off gravity


    Enabled 'Freeze Rotation' for x and z (y still allowed to move).


    Added pegs as children. They had colliders, but no Rigidbodies.


    Added flipper.


    Added Rigidbody to flipper


    Added hinge joint to flipper with anchor on the right edge of flipper


    Set joint axis to 'Y'


    Enabled 'Use Spring' and set Spring to 11 and damper to 1


    Added the standard DragRigidbody script to an empty game object.



    I'm sure by playing with the settings you can refine this setup even more.

  • RELEVANCY SCORE 2.29

    DB:2.29:Car Wheels Animation mm


    Hi I'm doing some animation on cars and I'm having some problems with the wheels, what I need is :The Front Wheels :-spin-toe in or out-rotation for the direction -a slight rotate on the vertical axis #40;as in real world when you rotate any car wheel it will not stay 100% vertical #41;The Rear Wheels :-spin -toe in or outnow the problem is when I try to spin the wheel #40; with a toe in #41; it just do a strange behavior and I cannot do the slight rotation on the vertical axis when I rotate the wheel

    DB:2.29:Car Wheels Animation mm

    I'm curious. With the wheels out of alignment #40;toe in, toe out#41;, are you going to be showing different car motion than if the wheels were in alignment? Are you going to be showing wear on the tire treads? Are the wheels going to be wobbling as a result of the toe misalignment? What, exactly, are you trying to depict?



    3D Studio 2015Maya 2015BOXX 8550RAM 12 GBIntel Xeon CPU X5680 @ 3.33GHzNVIDIA Quadro FX 5800

  • RELEVANCY SCORE 2.29

    DB:2.29:Attach Character (With Character Controller) To Vehicle With Physics(Wheel Colliders,Rigidbody) 3a



    I also parent the vehicle to the character. do you mean you parent the character to the vehicle? have you tried disabling the character controller as a component temporarily?

    DB:2.29:Attach Character (With Character Controller) To Vehicle With Physics(Wheel Colliders,Rigidbody) 3a


    I mark your answer as answer, though it is not the answer. Because it seems many people look thru the questions. (The original version has 200 views less, than this question.


    Please not, this is a duplicate question!

  • RELEVANCY SCORE 2.29

    DB:2.29:Execution Behaviour Of An Exe And Dll Built Againt Multiple Runtimes x9


    We would like to get the clarification about C-runtime behaviors. The following are more details explained with scenario:
    Static Library (named A.lib) built against VS6.0 runtime
    Static Library (named B.lib) built against VS2005sp1 runtime.
    DLL (named MyDLL.dll) build against VS 2008sp1 runtime
    EXE (named MyAPP.dll) build against VS 2008sp1 runtime

    Scenario1:
    The MyDLL.dll which is created is linked against both the static libraries (A.lib and B.lib).
    1.
    Could you please do let us know if it is acceptable for having multiple runtimes (6.0 and 2005sp1) within a DLL (2008sp1 runtime)?
    a.
    If yes, will the manifest of the DLL have all these dependencies listed.
    b.
    If this is not acceptable, how can these kind of issues be resolved? Is it only having the static libraries built with the same runtime is the solution?

    Scenario2:
    The MyAPP.exe which is created is linked against both the static libraries (A.lib and B.lib). Could you please do let us know if the runtime behavior is same as
    Scenario1 or different. If different, could you please explain the perspectives (runtime behavior, manifest etc) in which these are different.

    If you could point us to the documentation which helps us to understand this behavioral difference for the mentioned scenrio1, scenario2 and also manifest dependencies generation differences between EXE and DLL would really help.

    Thanks for your help,

    DB:2.29:Execution Behaviour Of An Exe And Dll Built Againt Multiple Runtimes x9

    Hi,
    Your question falls into the paid support category which requires a more in-depth level of support. Please visit the below link to see the various paid support options that are available to better meet your needs.
    http://support.microsoft.com/default.aspx?id=fh;en-us;offerprophone
    Thanks!bill boyce

  • RELEVANCY SCORE 2.29

    DB:2.29:How To Programmatically Get A Servicebehavior Defined In Config? px


    I am creating a variable number of service hosts at runtime depending on runtime info. However, each of them should use a common service behavior that is known at design time. As such, I'd like to define the service behavior in my config file
    and apply it to the runtime created hosts. It appears the method to apply a service behavior to a programmatically created service host is:
    host.Description.Behaviors.Add(IServiceBehavior item)

    However, I'm having trouble figuring out how to acquire an IServiceBehavior reference to the behavior defined in the config file. Is there a factory out there I can use or a static WCF construct I can query?
    Thanks.

    DB:2.29:How To Programmatically Get A Servicebehavior Defined In Config? px

    There is no easy way to get that, but you can hack into WCF to do that, by loading the configuration elements programmatically, and (the hack part) calling an
    internal method which creates the IServiceBehavior which can be added to the host.Description.Behaviors list. The code below shows how to retrieve all behaviors for a serviceBehaviors item named MyServiceBehavior:

    public class Post_394dfbb3_99cc_45e4_a6d1_bfa75ca4913b
    {
    public static void Test()
    {
    string configFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
    System.Configuration.ExeConfigurationFileMap fileMap = new System.Configuration.ExeConfigurationFileMap();
    fileMap.ExeConfigFilename = configFile;
    System.Configuration.Configuration config = System.Configuration.ConfigurationManager.OpenMappedExeConfiguration(fileMap, System.Configuration.ConfigurationUserLevel.None);
    System.ServiceModel.Configuration.ServiceModelSectionGroup smsg = config.SectionGroups[system.serviceModel] as System.ServiceModel.Configuration.ServiceModelSectionGroup;
    System.ServiceModel.Configuration.BehaviorsSection bs = (System.ServiceModel.Configuration.BehaviorsSection)smsg.Sections[behaviors];
    ServiceBehaviorElement sbe = bs.ServiceBehaviors[MyServiceBehavior];
    foreach (BehaviorExtensionElement bee in sbe)
    {
    Type behaviorElementType = bee.GetType();
    MethodInfo createBehaviorMethod = behaviorElementType.GetMethod(CreateBehavior, BindingFlags.Instance | BindingFlags.NonPublic);
    if (createBehaviorMethod != null)
    {
    IServiceBehavior behavior = createBehaviorMethod.Invoke(bee, null) as IServiceBehavior;
    Console.WriteLine({0}: {1}, bee, behavior == null ? null : behavior.ToString());
    }
    }
    }
    }

  • RELEVANCY SCORE 2.29

    DB:2.29:Attach Character (With Character Controller) To Vehicle With Physics(Wheel Colliders,Rigidbody) kc



    I also parent the vehicle to the character. do you mean you parent the character to the vehicle? have you tried disabling the character controller as a component temporarily?

    DB:2.29:Attach Character (With Character Controller) To Vehicle With Physics(Wheel Colliders,Rigidbody) kc


    I mark your answer as answer, though it is not the answer. Because it seems many people look thru the questions. (The original version has 200 views less, than this question.


    Please not, this is a duplicate question!

  • RELEVANCY SCORE 2.29

    DB:2.29:How To Make A Vehicle Climb Any Hill ? sk



    When using rigidbodies, the center of mass is calculated from the number and total area of colliders attached to an object. Unity may be setting the COG too high, causing your vehicle to flip easily or to lean outwards too much when turning. This is especially evident when using Wheel Colliders. It is recommended to use some anti-rolling code like that found here:


    How to make a physically real,stable car with WheelColliders


    Or if realism isn't an issue, you can artificially lower the center of mass in-game.

    var centerOfMassOffset : Vector3 = Vector3(0,-0.5,0);

    function Start() {
    rigidbody.centerOfMass += centerOfMassOffset;
    }

  • RELEVANCY SCORE 2.29

    DB:2.29:Enable A Trigger Overlapping Another Trigger Doesn't Cause Ontriggerenter Or Ontriggerstay jj



    I don't think so. Those colliders never collide in the first place, they just overlap which is not detected because colliders only detect collisions that occurs during runtime.

    DB:2.29:Enable A Trigger Overlapping Another Trigger Doesn't Cause Ontriggerenter Or Ontriggerstay jj


    I don't think so. Those colliders never collide in the first place, they just overlap which is not detected because colliders only detect collisions that occurs during runtime.

  • RELEVANCY SCORE 2.29

    DB:2.29:Error Message Inserting Image Swap On Dwt-Created Page 7k


    Using EW2, I am trying to insert an Image Swap behavior on a page created from a dynamic web template.  Each time I try to insert the behavior I get the following Runtime Error and am unable to continue:    Line: 31    Error: Invalid procedure or argumentThis only happens on the page created from the DWT.  When I try pasting the same info into a regular blank page and insert the behavior, it works fine.  Help!!!

    DB:2.29:Error Message Inserting Image Swap On Dwt-Created Page 7k

    There could be a delay if the image to swap to isn't downloaded before it is called.  Depends on how big the image is and how fast the user's connection is.  If you have small, optimized images, it might not be an issue.

  • RELEVANCY SCORE 2.29

    DB:2.29:Wheel Colliders Rotate When Adding Colliders (Unity 5) m8



    sometimes when you add things as children it assumes the positions, rotation, and scale of its parent and has weird results. but from looking at what you are doing it seems to make sense. actual i seen some other posts like this...maybe cause version 5. im still 4.6. anyways, did you try looking at the actual component settings in the inspector under the gameobject? i would think that resetting your center and size might be a fix for you.

    DB:2.29:Wheel Colliders Rotate When Adding Colliders (Unity 5) m8


    Same issure here.


    Wheel Colliders in Unity 5 acts very strange. They're rotating on their will even that their rotation in the inspector is shown as 0,0,0.




    Also there is a lot more of unpredictable behaviours with wheels, like the vehicle that falls from 1m, bounces and goes into space. You can find more examples of a broken behaviours in a videos like this: https://www.youtube.com/watch?v=ZVc5uVtCsR0


    Will this things be fixed soon? Because right now the Wheel Collider is fully broken. And what about documentation, when it will be updated with proper tutorials on how to use the new friction curve parameters, etc?


    Cheers, Gregu

  • RELEVANCY SCORE 2.29

    DB:2.29:Strange Behavior Syncing Pre2 Calendar With Google Calendar 31


  • RELEVANCY SCORE 2.29

    DB:2.29:Wheel Colliders And Rope Bridges sk



    I have another update, still having the same issue. It seems whenever the object underneath the wheel colliders has rotation or velocity this is occuring. I tried to boil down to a much simpler case, so now I have a sphere with locked rotation except in 1 axis and a constrained position, essentially acting as a 'rolling pin' Whenever my car lands on this sphere it bounces with incredible velocity in 1 tick....


    Even more interesting is that the mass of the rolling pin has no effect 0.0001 and 10000 mass still causes the first collision to give the car near infinite velocity, and the rolling pin spins and ridiculous rates on collision


    Man, it would be nice to use wheel colliders with other physics constructs, like a rocking bridge, or rolling pins.

    DB:2.29:Wheel Colliders And Rope Bridges sk


    Don't know if this will help, I had a problem with physics and parts of my object were ejected to the space after about 5-10 sec of applying gravity. Then I realized I have a rigid body on empty object it was parented to. After removing rigid body component from parent, it works just fine

  • RELEVANCY SCORE 2.29

    DB:2.29:Concave Rotation Collision Problem a9



    You probably need to construct convex collider components for this to work well in practice. I my personal experience, non-convex mesh colliders are horrible when used with anything moving due to tunneling artifacts. You can build any concave model from convex composites.


    From looking at your video, the wheel should be constructed using 24 convex colliders (one for each segment that can be made convex) and the cross thing in the middle should be constructed using 6 or so convex colliders (4 for the ends, and 2 shafts).


    There might be other ways around this. Is your character controller physics driven?

    DB:2.29:Concave Rotation Collision Problem a9


    You should be able to use a non-convex mesh collider for the circles as long as the elements that interact with them use primitive colliders (spheres, boxes, capsules) or a convex mesh collider. That way the collider will be the mesh itself and collisions should be precise.


    If that is not the case then your circle needs to be convex because unity's physics engine doesn't support non-convex mesh to mesh collisions. One solution to that would be to approximate the circle with box colliders, but collisions would not be so precise and it takes a lot of work to set up.


    We've developed a component for Unity3D that creates automatically multiple convex colliders for a given object. It could be useful in your case for the circle, which seems to be the most complicated part, in case the previous solutions don't work for you.


    Here is a video to see how it works: YouTube


    It's available at the Asset Store: link

  • RELEVANCY SCORE 2.28

    DB:2.28:Can Anyone Help Me My Wheel Collider Code Doesn't Work xa




    Solved it turns out that rigid body error doesnt mean that i have to make my wheel colliders rigid bodys and attach them to my car with fixed joints.

    DB:2.28:Can Anyone Help Me My Wheel Collider Code Doesn't Work xa



    Solved it turns out that rigid body error doesnt mean that i have to make my wheel colliders rigid bodys and attach them to my car with fixed joints.

  • RELEVANCY SCORE 2.28

    DB:2.28:Cost Of Using Wheel Colliders fs



    If everybody is on flat terrain you could give them just 2 wheels each and restrict the rigidbody rotation to keep them upright.


    I wouldnt worry about wheelcolliders trying to be overly realistic because it is really hard to get them to be. Default they are really really unrealistic.


    I have had lots of wheelcolliders in my scenes. Bit of lag, but I dont think its the wheel colliders ;D http://youtu.be/BWjp6li1Cus

    DB:2.28:Cost Of Using Wheel Colliders fs


    If everybody is on flat terrain you could give them just 2 wheels each and restrict the rigidbody rotation to keep them upright.


    I wouldnt worry about wheelcolliders trying to be overly realistic because it is really hard to get them to be. Default they are really really unrealistic.


    I have had lots of wheelcolliders in my scenes. Bit of lag, but I dont think its the wheel colliders ;D http://youtu.be/BWjp6li1Cus

  • RELEVANCY SCORE 2.28

    DB:2.28:Mouse Wheel Not Responding While Moving Mouse fc



    Hi,for about a week now i have a very strange problem with the behavior of my mouse wheel in QuakeLive (and only in QL, works fine in browser etc). It simply isnt registering every tick, feels like its randomly dropping ticks. It was working perfectly before, tho. An update of the QuakeLive client didnt happen in the relevant time-frame. Only did the occasional pacman -Syu.

    What I tried to solve it up to now: Trying different mouses, testing mouse wheel behavior in other applications, testing in QuakeLive under Windows which works just fine.

    Running Arch x86-64

    €: Just took notice that the mouse wheel isnt working at all (even in a browser window f.e.) when the mouse is moving. So this isnt a QuakeLive problem. Updated the thread title to reflect this.

    Last edited by jaysson (2012-03-25 19:52:42)

    DB:2.28:Mouse Wheel Not Responding While Moving Mouse fc


    The patch from upstream has trickled down to the arch repos and has now fixed the problem for me.
    $ pacman -Qi xorg-server
    Name : xorg-server
    Version : 1.12.3-1
    URL : http://xorg.freedesktop.org
    Licenses : custom
    Groups : xorg
    Provides : x-server
    Depends On : libxdmcp libxfont udev libpciaccess libdrm pixman libgcrypt libxau xorg-server-common xf86-input-evdev
    Optional Deps : None
    Required By : nvidia-utils
    Conflicts With : nvidia-utils=290.10
    Replaces : None
    Installed Size : 3822.00 KiB
    Packager : Andreas Radke andyrtr@archlinux.org
    Architecture : x86_64
    Build Date : Tue Jul 10 02:00:41 2012
    Install Date : Tue Jul 10 13:08:22 2012
    Install Reason : Explicitly installed
    Install Script : No
    Description : Xorg X server

  • RELEVANCY SCORE 2.28

    DB:2.28:How Do I Make 2d Bike Game? 71



    First check out rigidbodies, this will allow you to have physics like the bike in Trials. There are also wheel colliders that will give your bike's wheels something to do. And for the 2d part, check out this tutorial.


    Good luck with the project!

    DB:2.28:How Do I Make 2d Bike Game? 71


    First check out rigidbodies, this will allow you to have physics like the bike in Trials. There are also wheel colliders that will give your bike's wheels something to do. And for the 2d part, check out this tutorial.


    Good luck with the project!

  • RELEVANCY SCORE 2.27

    DB:2.27:Scrol Wheel On Mouse sa


    I cannot get my scroll wheel to work in itunes. When I try to scroll
    through my library, I get sporadic behavior. Any ideas?

    Thanks

    DB:2.27:Scrol Wheel On Mouse sa

    I have the same problem. Please fix this issue!

    I'm using the Microsoft Wireless Laser Mouse 6000.

  • RELEVANCY SCORE 2.27

    DB:2.27:"Strange" Click Wheel Behavior d9


    Hi,

    I recently bought myself a 60Gb Video iPod (my first iPod) and I've noticed that sometimes the first press of a button (play/pause, menu etc) is ignored, if I press it again (or a different button) it works fine. This happens both when the iPod is playing music and I've not pressed anything for a while and when I press a button to wake up the iPod.
    It is almost like the click wheel buttons go to sleep and the first press wakes it all up.

    I've tried resetting it and the hold button is definately off, I've tried recalibrating the click wheel by sliding the hold button on then off and it still does it. It is using the 1.0 software but I am reluctant to update to 1.1 as I've read about some of the problems being reported.

    Is this actually "normal" operation or is something wrong ?

    Many Thanks

    Barney

    DB:2.27:"Strange" Click Wheel Behavior d9

    I noticed that sometimes there is a "lag" after pushing the wheel too many times in a row too fast. I think this is normal. But my clickwheel has stopped clicking by itself a few times also. Oh well...

  • RELEVANCY SCORE 2.27

    DB:2.27:How To Get Input From Wheel(Car Direction) Joystick? z1



    if ( Input.GetKeyDown ( KeyCode.JoystickXButtonX ) ) - Replace X appropriately for your needs.


    http://docs.unity3d.com/Documentation/ScriptReference/KeyCode.Joystick1Button0.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=Input


    And for wheel colliders / friction http://docs.unity3d.com/Documentation/ScriptReference/WheelCollider.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=wheel

    DB:2.27:How To Get Input From Wheel(Car Direction) Joystick? z1


    if ( Input.GetKeyDown ( KeyCode.JoystickXButtonX ) ) - Replace X appropriately for your needs.


    http://docs.unity3d.com/Documentation/ScriptReference/KeyCode.Joystick1Button0.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=Input


    And for wheel colliders / friction http://docs.unity3d.com/Documentation/ScriptReference/WheelCollider.html http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=wheel

  • RELEVANCY SCORE 2.27

    DB:2.27:This Page Shows Strange Behavior: Mibbit Webclient j8



    This page shows strange behavior

  • RELEVANCY SCORE 2.27

    DB:2.27:Bike Wobbles Like Pendulum After Applying Gravity 1m



    First of all, there are no stupid questions as long as you learn from them. As for your question, I'd like to see how you apply the gravity in the code. Also, can you tell how you set the wheel colliders? I might be able to help more with this information.

    DB:2.27:Bike Wobbles Like Pendulum After Applying Gravity 1m


    First of all, there are no stupid questions as long as you learn from them. As for your question, I'd like to see how you apply the gravity in the code. Also, can you tell how you set the wheel colliders? I might be able to help more with this information.

  • RELEVANCY SCORE 2.27

    DB:2.27:Strange Behaviour Of Br 1c


    Hi All,

    I Created "Month" as Runtime prompt in a BR and now I removed "Month" as runtime prompt in the BR, but still "Month" as runtimeprompt in the Planning Application. But Orginally there is no runtime prompt for "Month".

    We are using 9.3.1 Hyperion for Planning and Essbase

    Thanks Regards,
    Sravan Kumar.

    DB:2.27:Strange Behaviour Of Br 1c

    Hi John,

    After restarting the services, its working fine.

    Thanks Regards,
    Sravan Kumar

  • RELEVANCY SCORE 2.27

    DB:2.27:Physics Driven Cars Without Wheel Colliders. Is It Practicable? a9



    Well my suggestion would be to just don't use any colliders on the wheels at all.


    Just calculate the force and collision and so on by yourself using different layers.


    Or just get UnityCar it's a great plugin offering a car system without wheel colliders.

    DB:2.27:Physics Driven Cars Without Wheel Colliders. Is It Practicable? a9


    Well my suggestion would be to just don't use any colliders on the wheels at all.


    Just calculate the force and collision and so on by yourself using different layers.


    Or just get UnityCar it's a great plugin offering a car system without wheel colliders.

  • RELEVANCY SCORE 2.27

    DB:2.27:Rigidbody Collision? cd



    Instead of using a mesh collider for the car use box colliders to approximate the shape, this is not only faster but also more accurate for fast car simulations.


    Make sure that the terrain has a mesh collider, sometimes just importing a mesh doesn't give you any colliders. Click on the level, click on component physics mesh collider, it should appear as a component, the mesh variable should say the name of your mesh and the project view will show a wire frame of the mesh collider, if not it's not worked properly and you need to pick a mesh to drag into the slot. Have you tried creating a unity terrain instead? You can import your buildings and things to go on top of it.


    Generally speaking with driving games it's best not to use thin colliders like lamp posts as your car can get stuck in them at high speeds. Here's a section on wheel colliders, wheel colliders can help you simulate things like wheel slip.


    Here is a tutorial for a driving game that uses wheel colliders

    DB:2.27:Rigidbody Collision? cd


    Instead of using a mesh collider for the car use box colliders to approximate the shape, this is not only faster but also more accurate for fast car simulations.


    Make sure that the terrain has a mesh collider, sometimes just importing a mesh doesn't give you any colliders. Click on the level, click on component physics mesh collider, it should appear as a component, the mesh variable should say the name of your mesh and the project view will show a wire frame of the mesh collider, if not it's not worked properly and you need to pick a mesh to drag into the slot. Have you tried creating a unity terrain instead? You can import your buildings and things to go on top of it.


    Generally speaking with driving games it's best not to use thin colliders like lamp posts as your car can get stuck in them at high speeds. Here's a section on wheel colliders, wheel colliders can help you simulate things like wheel slip.


    Here is a tutorial for a driving game that uses wheel colliders

  • RELEVANCY SCORE 2.27

    DB:2.27:[Closed] Car Is Moving Backword With Up Arrow Key [Solved] kc



    Check Your wheel Colliders. They must be rotated by 180 degree.

    DB:2.27:[Closed] Car Is Moving Backword With Up Arrow Key [Solved] kc


    If you are moving car with its transform than use localPosition and if you are adding force to rigidbody than use AddRelativeForce instead of AddForce. I think that will solve the problem.

  • RELEVANCY SCORE 2.27

    DB:2.27:Physics - Using Wheel Colliders For 2d da



    Edit the parameter stiffness at the WheelColliders friction curves (forwardFriction and sidewaysFriction). Use values between 0.01 and 0.04. This gives the WheelCollider a more realistic behavior. Note that the default stiffness value (1.0) configures a tire with almost infinite grip, so it cannot slide and the vehicle flips over.


    As your game is 2D, then you can easily set up your motorcycle by configuring the rigidbody constraints. I'm assuming that your model's orientation heads to the Z+ axis. You can set it up to move in the 2D plane only (disable the X checkbox for movement, allow vertical Y and longitudinal Z) and rotate longitudinally only (disable Y and Z checkboxes for rotation, allow X only).

    DB:2.27:Physics - Using Wheel Colliders For 2d da


    Edit the parameter stiffness at the WheelColliders friction curves (forwardFriction and sidewaysFriction). Use values between 0.01 and 0.04. This gives the WheelCollider a more realistic behavior. Note that the default stiffness value (1.0) configures a tire with almost infinite grip, so it cannot slide and the vehicle flips over.


    As your game is 2D, then you can easily set up your motorcycle by configuring the rigidbody constraints. I'm assuming that your model's orientation heads to the Z+ axis. You can set it up to move in the 2D plane only (disable the X checkbox for movement, allow vertical Y and longitudinal Z) and rotate longitudinally only (disable Y and Z checkboxes for rotation, allow X only).