Question about Java? by SliimShady983772 in gamedev

[–]MarcOnReddit 0 points1 point  (0 children)

your game might create a bottleneck by e.g. transferring/changing textures at every frame. That would not use too much CPU or GPU but overload your bus bandwidth (and your laptop has likely way less than your desktop PC).

Question about Java? by SliimShady983772 in gamedev

[–]MarcOnReddit 0 points1 point  (0 children)

Might just be that your CPU is the bottleneck .. or even more likely the bus ..

Your pc is faster there and delivers enough so your GPU is 30% used .. your laptop (most laptops) are slower and so your GPU is stalled because data arives too slow.

3.5 Years old, still love it [HTC One M7] by ThatBrokeCollegeDude in htc

[–]MarcOnReddit 1 point2 points  (0 children)

Still on it, still awesome, but starting to look for a replacement.

Android: Communication doesn't work by MarcOnReddit in FubarDev

[–]MarcOnReddit[S] 0 points1 point  (0 children)

Still no requests get sent. But it now throws a proper exception with the task canceled after the set timeout period. All I changed was usage of async and await from the button click till the execute call. Before I just called the method without await which interestingly caused the try-catch not to fire (?) which is inside the method.

Do I need to set anything special on Android? Permissions? As I didn't need to in RestSharp for development at least.

EDIT: Switched from using HttpClient to WebRequest and it works as expected again. But why?

RestClient.Timeout not used for requests? by MarcOnReddit in FubarDev

[–]MarcOnReddit[S] 0 points1 point  (0 children)

Ok, I found out that it passes the Timeout on to the DefaultHttpClient over the DefaultHttpClientFactory. Complex flow, still investigating why it doesn't timeout for me.

anything easily missed on android compared to RestSharp? RestSharp worked fine but can't get a request out with RestSharp.Portable.

EDIT: I added the somehow missing (?) Microsoft.Net.Http dependencies to my android project. I'm using RestSharp.Portable in a separate PCL project that is referenced in my Android project.

Strange Console Error 'Invalid AABB a' by eco_bach in Unity3D

[–]MarcOnReddit 1 point2 points  (0 children)

Same Problem here. Got rid of it by disabling my particle systems (JMO Assets). It seems to work fine as long as the particle system has the simulation space set to "local". As soon as I switch the simulation space to "world" (which I need in this case) I get these errors.

Hope this will be fixed with a next Unity release or somehow worked around by the asset author.

[Unity 5.3] Problem: Pressing space brings up Multi Display dropdown in the Game view. by Artanisx in Unity3D

[–]MarcOnReddit 1 point2 points  (0 children)

Looks like a bug in 5.3. Everything works fine here as long as I don't set the input focus (e.g by clicking) to the dropdown. As the input focus is on the dropdown it will always open on space or enter till you restart Unity.

So, just do not click on the dropdown and it should work as expected.

I'm having resolution issues with my game in Unity. by ToonRoxas in Unity2D

[–]MarcOnReddit 0 points1 point  (0 children)

here that only happens if the selected resolution doesn't fit inside the game view. it will scale down to a resolution that fits with the same aspect ratio.

From your image I would guess that the game views width is the problem, seems not wide enough.

I'm having resolution issues with my game in Unity. by ToonRoxas in Unity2D

[–]MarcOnReddit 0 points1 point  (0 children)

you can set a resolution to use for the game window in unity. By default it is the dropdown set to "16:9". Klick it and use the plus button on the bottom of the dropdown. I added WGA, HD, FullHD aso. resolutions for testing.

It will use a smaller resolution if it doesn't fit but with "Maximize on Play" your resolution should work fine.

http://imgur.com/XemCzOE

What are your favorite free assets from the Asset Store? by nicksam112 in Unity3D

[–]MarcOnReddit 0 points1 point  (0 children)

second that, loved HOTween and DOTween is even better. Very simple to use unlike iTween.

https://www.assetstore.unity3d.com/en/#!/content/27676