#StackBounty: #unity #plugins #extension #mir Plugins and customization in Unity 8 + Mir

Bounty: 50

Currently, Unity 7 can be customized via Compiz plugins and shell tweaks.

Will Unity 8 and Mir allow similar customizations, perhaps something like Gnome extensions or KDE addons?

For example, if I wanted to have my workspaces laid out in a grid instead of the current Unity 8 layout, would I be able to write an extension or a plugin that would allow me to tweak the behaviour of the graphical shell?


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#StackBounty: #unity #nvidia #multiple-monitors #multiple-desktops Graphics card treats dual monitor as one desktop – need to split int…

Bounty: 50

I’ll include a pic of what I mean to clarify:

enter image description here

That very wide monitor on the right is actually two physical monitors. The graphics card just treats them as one monitor.

Obviously this is pretty annoying since I can only full-screen things on the far left monitor.

I’ve been googling for a solution to this for some time and have given up a few times. I tried using fakexrandr but that just made a total mess and I had to ssh in to fix that.

I’ve seen people suggest using tiled window managers for this, but that doesn’t seem like a great solution.

It feels like telling the unity “treat this as two separate desktops” shouldn’t be too hard. I’ve consistently failed to find a solution though.

I’m currently on Ubuntu 16.10 using Unity window manager.


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#StackBounty: #unity #virtual-reality #htc-vive How to force play area corners to Lighthouses in Unity

Bounty: 50

I’m working for a guy that wants to recreate real environments in VR and superpose them for business demos. Think of one of those mall kiosks where you “enter virtual reality” and at first it looks exactly the same as regular reality until you start interacting with objects and the virtual elements start being superposed. Basically, AR in VR.

To do this, I have an exact model of the kiosk, but I need to be able to force the play area in vive and unity to be always the same and equal to the dimensions of the real space, so that my model can superpose the actual world objects. Is there a way to force the play area to be the same as the distance between the lighthouses?

Additionally, is there a way to force the lighthouses to never recalibrate after the initial setup(as it does when someone moves in front of them for example)?


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#StackBounty: #unity #c# #camera #curves #third-person-view Third Person Camera Splines

Bounty: 100

I’m having trouble coming up with a formula/method of creating third person camera with a variable distance from the player given a specific camera pitch.

This image shows something close to my desired result:

Camera Distance from Pivot and Aim Offsets

I basically only have two requirements. The camera has to be directly calculated from a pitch. The camera should roughly follow a smooth curve between the minimum and maximum camera distance and the halfway point is around 50% of the distance (as seen by the graph in the top right of the image).

So, Option A:

I create a function online to convert a pitch directly to a camera distance and use that. http://www.timotheegroleau.com/Flash/experiments/easing_function_generator.htm

I have this working and it ends up looking close but has two distinct problems. It is rigid and doesn’t allow me to edit any of the offsets or distances without having to create a whole new function and the camera at 0 degrees pitch ends up being around 15-30% of the maximum distance which doesn’t feel as good as if it were closer to 50%.

Option B:

Come up with a spline, perhaps a cubic bezier, between the min and max distances and somehow project the camera on to that spline given a specific pitch. I’m not sure how I would be able to do this. The disadvantages would be that the camera distance curve would not be as smooth without some tweaking and again it would require more work if any of the distances or offsets change.

Option C:

Come up with a specific formula which I have no idea how to find. Given the min and max camera distances, the offsets, and the camera pitch, return a distance that follows a smooth camera distance curve and a mid point of roughly 50% of the max distance.

So my question is can/how do I accomplish Option B or C? Is there a better way?


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#StackBounty: Why are multiple Nav Mesh Agents jittery when the target is inaccessible?

Bounty: 50

I have a simple scene. Most of the land is flat, except for three raised cylindrical platforms coming up from the ground. I have several enemies with Nav Mesh Agent components attached, with their target being the player. I used the Standard Assets’ ThirdPersonCharacter script, and then called character.Move(agent.desiredVelocity, false, false); within the Update() of a character control script.

The agents work great when the player runs around on the ground. When the player hops on the platform (about 2 units above the ground), an agent will walk toward the edge of the platform and then stop, just as expected. However, if I throw in a second agent, both agents work fine only until the player stands on the platform. Then they start to jitter, like they cannot make up their minds on whether to turn left or right when they should really just walk straight. If I add even more agents, the jittering gets worse. With enough, they don’t even move forward and simply turn left and right rapidly.

Clearly, there is a problem with interference, and I understand the agents are designed to avoid obstacles as well as each other, but here is what I found and tried so far:

  • I switched the obstacle avoidance quality to None. The jitter still happens just as much.
  • Some other posts suggested setting IsKinematic to true for moving obstacles. I cannot do this because the character script depends on the rigidbody not being kinematic.
  • I adjusted the height of the platform and re-baked the navmesh. It had no effect. It must be the fact that the platform is not actually accessible, so that the agents can only make a partial path.
  • I messed with the pathfinding settings on the agent, such as turning auto repath off, since it has to do with partial paths. There were no noticeable changes.

Does anyone know what might be causing the jitters and how I could fix this?

Update

As requested, here is how my Nav Mesh agent is configured:
Nav Mesh Agent Inspector


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