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	<title>Comments on: Detonator release today?</title>
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	<link>http://variancetheory.com/detonator-release-today/</link>
	<description>The work of Ben Throop - Artist, Designer, and Developer</description>
	<lastBuildDate>Wed, 13 Jul 2011 00:20:11 -0500</lastBuildDate>
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		<title>By: Martin</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-2102</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 14 Dec 2010 04:55:57 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-2102</guid>
		<description>Hi Ben.
I&#039;ve recently downloaded and checked out Detonator, awesome work :D

I have an issue you may be able to give some advice on. I&#039;m able to open the unity scene in my project and it runs no problem. But when I try to use the prefabs in my own scene I can&#039;t see anything. The explosions do appear in the hierarchy when instantiated though when I pause and look in to the instantiated explosion inspector, it shows all the material texture slots as being empty. When I do this in the detonator scene, all the textures can be found. Can you tell me how to resolve this issue?

Sorry I can&#039;t be more specific as I&#039;m not at my Unity computer right now. Please let me know if I can pass you more details.

Thanks for any help you can give, and for Detonator :D

Best regards,
Martin</description>
		<content:encoded><![CDATA[<p>Hi Ben.<br />
I&#8217;ve recently downloaded and checked out Detonator, awesome work <img src='http://variancetheory.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I have an issue you may be able to give some advice on. I&#8217;m able to open the unity scene in my project and it runs no problem. But when I try to use the prefabs in my own scene I can&#8217;t see anything. The explosions do appear in the hierarchy when instantiated though when I pause and look in to the instantiated explosion inspector, it shows all the material texture slots as being empty. When I do this in the detonator scene, all the textures can be found. Can you tell me how to resolve this issue?</p>
<p>Sorry I can&#8217;t be more specific as I&#8217;m not at my Unity computer right now. Please let me know if I can pass you more details.</p>
<p>Thanks for any help you can give, and for Detonator <img src='http://variancetheory.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Best regards,<br />
Martin</p>
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	<item>
		<title>By: Steffan</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-428</link>
		<dc:creator>Steffan</dc:creator>
		<pubDate>Tue, 26 Jan 2010 21:36:47 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-428</guid>
		<description>Hello i have a little problem- when I&#039;m loading the explosion, with Explode on start=1 everything&#039;s fine, but when it&#039;s =0 and i wanna use 	Explode() unity showing the error with &quot;Unknown identifier: &#039;Explode&#039;.&quot; what I&#039;m doing wrong ? pleas help</description>
		<content:encoded><![CDATA[<p>Hello i have a little problem- when I&#8217;m loading the explosion, with Explode on start=1 everything&#8217;s fine, but when it&#8217;s =0 and i wanna use 	Explode() unity showing the error with &#8220;Unknown identifier: &#8216;Explode&#8217;.&#8221; what I&#8217;m doing wrong ? pleas help</p>
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	</item>
	<item>
		<title>By: Daily Digest for September 21st &#171; Shambling Rambling Babbling</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-79</link>
		<dc:creator>Daily Digest for September 21st &#171; Shambling Rambling Babbling</dc:creator>
		<pubDate>Tue, 22 Sep 2009 04:56:23 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-79</guid>
		<description>[...] Shared Detonator release today? [...]</description>
		<content:encoded><![CDATA[<p>[...] Shared Detonator release today? [...]</p>
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	<item>
		<title>By: Slippy Douglas</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-72</link>
		<dc:creator>Slippy Douglas</dc:creator>
		<pubDate>Thu, 17 Sep 2009 17:01:22 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-72</guid>
		<description>Ben,

You beat me to the punch! This issue really makes me curious why Unity doesn&#039;t have a sure-fire way to check if it&#039;s Pro or not and why Pro doesn&#039;t have a &quot;Indie test&quot; mode in which it turns off all the Pro features temporarily. Hmm…

-Slippy</description>
		<content:encoded><![CDATA[<p>Ben,</p>
<p>You beat me to the punch! This issue really makes me curious why Unity doesn&#8217;t have a sure-fire way to check if it&#8217;s Pro or not and why Pro doesn&#8217;t have a &#8220;Indie test&#8221; mode in which it turns off all the Pro features temporarily. Hmm…</p>
<p>-Slippy</p>
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	</item>
	<item>
		<title>By: Slippy Douglas</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-71</link>
		<dc:creator>Slippy Douglas</dc:creator>
		<pubDate>Thu, 17 Sep 2009 16:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-71</guid>
		<description>Alright, I investigated further and it seems that:

• The problem occurs with all explosion types (in the test scene), not just the one(s) using heatwave distortions.

• The exceptions can be prevented for all explosion types (even the ones using Pro features) by replacing the 2 occurrences of «Shader.Find(&quot;HeatDistort&quot;)» with «Shader.Find(&quot;Bumped Diffuse&quot;)». It doesn&#039;t look pretty, but it works.

I&#039;m sure you&#039;re thinking what I&#039;m thinking for a solution; either:

• Have both a HeatDistortPlain and a HeatDistortSubshader shader and have the code choose the one to use depending on Unity type or graphics card (I&#039;m still not sure which is the culprit).

• Have the HeatDistort shader decide whether to use subshaders or not internally.

Regardless, (now that I can see it in action) the framework looks fantastic! I&#039;m trying to figure out we can work it into our Unity Awards entry… I don&#039;t know if I can survive now without explosions of this caliber. ;-D

Great job and keep up the good work!

-Slippy</description>
		<content:encoded><![CDATA[<p>Alright, I investigated further and it seems that:</p>
<p>• The problem occurs with all explosion types (in the test scene), not just the one(s) using heatwave distortions.</p>
<p>• The exceptions can be prevented for all explosion types (even the ones using Pro features) by replacing the 2 occurrences of «Shader.Find(&#8221;HeatDistort&#8221;)» with «Shader.Find(&#8221;Bumped Diffuse&#8221;)». It doesn&#8217;t look pretty, but it works.</p>
<p>I&#8217;m sure you&#8217;re thinking what I&#8217;m thinking for a solution; either:</p>
<p>• Have both a HeatDistortPlain and a HeatDistortSubshader shader and have the code choose the one to use depending on Unity type or graphics card (I&#8217;m still not sure which is the culprit).</p>
<p>• Have the HeatDistort shader decide whether to use subshaders or not internally.</p>
<p>Regardless, (now that I can see it in action) the framework looks fantastic! I&#8217;m trying to figure out we can work it into our Unity Awards entry… I don&#8217;t know if I can survive now without explosions of this caliber. ;-D</p>
<p>Great job and keep up the good work!</p>
<p>-Slippy</p>
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	</item>
	<item>
		<title>By: Ben</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-70</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 17 Sep 2009 16:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-70</guid>
		<description>@slippy - Heh, well your graphics card is certainly capable... it&#039;s because my checks for Unity Indie didn&#039;t work. I did not test on Indie and should have... I put in one check and crossed my fingers. 

So, basically, just switch to one of the other explosions in the test scene and I the assert will go away. I&#039;ll improve that check asap.

Re: Github... yeah whatever will give the project the most life. I haven&#039;t taken the Git plunge yet but that could be a good reason.</description>
		<content:encoded><![CDATA[<p>@slippy &#8211; Heh, well your graphics card is certainly capable&#8230; it&#8217;s because my checks for Unity Indie didn&#8217;t work. I did not test on Indie and should have&#8230; I put in one check and crossed my fingers. </p>
<p>So, basically, just switch to one of the other explosions in the test scene and I the assert will go away. I&#8217;ll improve that check asap.</p>
<p>Re: Github&#8230; yeah whatever will give the project the most life. I haven&#8217;t taken the Git plunge yet but that could be a good reason.</p>
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	</item>
	<item>
		<title>By: Slippy Douglas</title>
		<link>http://variancetheory.com/detonator-release-today/#comment-69</link>
		<dc:creator>Slippy Douglas</dc:creator>
		<pubDate>Thu, 17 Sep 2009 16:20:35 +0000</pubDate>
		<guid isPermaLink="false">http://variancetheory.com/?p=501#comment-69</guid>
		<description>Hey Ben,

I&#039;m getting a large number of NullReferenceExceptions when I try out the Detonator-TestWall scene. I created a clean project (no Standard Assets), added the Detonator.unityPackage, opened the Detonator-TestWall scene and hit run. It seems fine and dandy until I click the scene, at which point it detonates exceptions into the console (but the scene is left without any explosions).

A brief summary of the Exceptions are as follows:

	NullReferenceException
	UnityEngine.Material..ctor (UnityEngine.Shader shader) 
	Detonator.DefaultHeatwaveMaterial ()   (at Assets/Detonator/System/Detonator.cs:434)
	
	NullReferenceException: Object reference not set to an instance of an object
	Detonator.UpdateComponents ()   (at Assets/Detonator/System/Detonator.cs:288)
	
	NullReferenceException
	DetonatorSound.Update ()   (at Assets/Detonator/System/DetonatorSound.cs:27)
		(a whole bunch of these)

Preceding all of them is this message:

	Shader &#039;HeatDistort&#039;: no subshaders can run on this graphics card

Which leads me to believe that either my graphics card is too weak (it&#039;s an NVIDIA GeForce GT 120 512MB GDDR3) or Detonator is relying on some Unity Pro features that I don&#039;t have (I have just Unity Indie). Either way, I hope we can figure this out (I hope it&#039;s not just me forgetting something stupid) and best wishes!

Slippy


P.S. Also consider putting your project up on GitHub. Although it&#039;s less formally organized, it&#039;s open nature might result in Denotator off-shoot libraries that do crazy things you never imagined it could do… without you having to lift a finger. ;-D</description>
		<content:encoded><![CDATA[<p>Hey Ben,</p>
<p>I&#8217;m getting a large number of NullReferenceExceptions when I try out the Detonator-TestWall scene. I created a clean project (no Standard Assets), added the Detonator.unityPackage, opened the Detonator-TestWall scene and hit run. It seems fine and dandy until I click the scene, at which point it detonates exceptions into the console (but the scene is left without any explosions).</p>
<p>A brief summary of the Exceptions are as follows:</p>
<p>	NullReferenceException<br />
	UnityEngine.Material..ctor (UnityEngine.Shader shader)<br />
	Detonator.DefaultHeatwaveMaterial ()   (at Assets/Detonator/System/Detonator.cs:434)</p>
<p>	NullReferenceException: Object reference not set to an instance of an object<br />
	Detonator.UpdateComponents ()   (at Assets/Detonator/System/Detonator.cs:288)</p>
<p>	NullReferenceException<br />
	DetonatorSound.Update ()   (at Assets/Detonator/System/DetonatorSound.cs:27)<br />
		(a whole bunch of these)</p>
<p>Preceding all of them is this message:</p>
<p>	Shader &#8216;HeatDistort&#8217;: no subshaders can run on this graphics card</p>
<p>Which leads me to believe that either my graphics card is too weak (it&#8217;s an NVIDIA GeForce GT 120 512MB GDDR3) or Detonator is relying on some Unity Pro features that I don&#8217;t have (I have just Unity Indie). Either way, I hope we can figure this out (I hope it&#8217;s not just me forgetting something stupid) and best wishes!</p>
<p>Slippy</p>
<p>P.S. Also consider putting your project up on GitHub. Although it&#8217;s less formally organized, it&#8217;s open nature might result in Denotator off-shoot libraries that do crazy things you never imagined it could do… without you having to lift a finger. ;-D</p>
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