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	<title>Comments for Blurst Technology</title>
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	<link>http://technology.blurst.com</link>
	<description>Tips, tricks, and tutorials from Flashbang&#039;s Unity development experience.</description>
	<lastBuildDate>Mon, 16 May 2011 07:22:11 +0000</lastBuildDate>
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		<title>Comment on UnityDevelop, An Editor for Unity JavaScript by Mårten</title>
		<link>http://technology.blurst.com/unitydevelop-javascript-editor/#comment-462</link>
		<dc:creator>Mårten</dc:creator>
		<pubDate>Mon, 16 May 2011 07:22:11 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=125#comment-462</guid>
		<description>Hello! Just wanted to let you know that I&#039;ve uploaded intrinsic classes for Unity 3.3, to use with UnityDevelop, on our blog. Check it out:

http://www.piecesinteractive.se/blog/unitydevelop-classes-unity-33</description>
		<content:encoded><![CDATA[<p>Hello! Just wanted to let you know that I&#8217;ve uploaded intrinsic classes for Unity 3.3, to use with UnityDevelop, on our blog. Check it out:</p>
<p><a href="http://www.piecesinteractive.se/blog/unitydevelop-classes-unity-33" rel="nofollow">http://www.piecesinteractive.se/blog/unitydevelop-classes-unity-33</a></p>
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	<item>
		<title>Comment on Unity Asset Server Browser by Matthew Wegner</title>
		<link>http://technology.blurst.com/unity-asset-server-web-browser/#comment-440</link>
		<dc:creator>Matthew Wegner</dc:creator>
		<pubDate>Wed, 09 Mar 2011 03:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=223#comment-440</guid>
		<description>@Russ:  Mostly no, it behaves identically to external version control.  The major benefit is integration (simpler for artists/designers/etc to use, versus other applications).

As far as I know there is only one advantage, which is that assets are stored both in their source form and their imported form.  This makes things slightly faster, and also means you don&#039;t need things like Maya to import .mb files and so forth.

Unity &lt;em&gt;did&lt;/em&gt; charge an upgrade fee to the Asset Server Client license for 3.x, but so far there is zero information for any kind of roadmap.</description>
		<content:encoded><![CDATA[<p>@Russ:  Mostly no, it behaves identically to external version control.  The major benefit is integration (simpler for artists/designers/etc to use, versus other applications).</p>
<p>As far as I know there is only one advantage, which is that assets are stored both in their source form and their imported form.  This makes things slightly faster, and also means you don&#8217;t need things like Maya to import .mb files and so forth.</p>
<p>Unity <em>did</em> charge an upgrade fee to the Asset Server Client license for 3.x, but so far there is zero information for any kind of roadmap.</p>
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	<item>
		<title>Comment on Unity Asset Server Browser by Russ Fan</title>
		<link>http://technology.blurst.com/unity-asset-server-web-browser/#comment-439</link>
		<dc:creator>Russ Fan</dc:creator>
		<pubDate>Wed, 09 Mar 2011 02:50:20 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=223#comment-439</guid>
		<description>Came across this post a year after it&#039;s written, but was wondering if you could provide some feedback about Asset Server in general, if you don&#039;t mind.

Does Asset Server do something that External Version Control doesn&#039;t accomplish?  I know that using and External Version Control system will expose the meta files, but does Asset Server do something besides handle meta files?  Does it offer added support for merging the binary .unity files?   It appears that every developer using Unity has run into a workflow problem where they can&#039;t help but stomp another developer&#039;s commits to a unity scene.</description>
		<content:encoded><![CDATA[<p>Came across this post a year after it&#8217;s written, but was wondering if you could provide some feedback about Asset Server in general, if you don&#8217;t mind.</p>
<p>Does Asset Server do something that External Version Control doesn&#8217;t accomplish?  I know that using and External Version Control system will expose the meta files, but does Asset Server do something besides handle meta files?  Does it offer added support for merging the binary .unity files?   It appears that every developer using Unity has run into a workflow problem where they can&#8217;t help but stomp another developer&#8217;s commits to a unity scene.</p>
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		<title>Comment on Packaging Unity Games for the Mac App Store by John Grden</title>
		<link>http://technology.blurst.com/unity-games-and-mac-app-store/#comment-426</link>
		<dc:creator>John Grden</dc:creator>
		<pubDate>Mon, 21 Feb 2011 16:40:10 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=307#comment-426</guid>
		<description>Just a few notes on my experience:
1.  Spaces DID make a difference in the Bundle Name - as far as I could tell, it should match the &quot;appName&quot; of your Bundle ID (ie: com.rockonflash.com.ShellShockHD = Bundle Name would be &quot;ShellShockHD&quot;
2.  I used Unity3D 3.2f4 to make the build.  I still had to use the img2Icns tool to create my icons.  I received an error about a 512x512 icon not being included.  I had realized that I had overridden the icon selection in the IDE, but I would have assumed it would still generate the proper icons.  When I viewed in Previewer, the Unity generated version had fewer icons than the one generated by img2icns.
3.  This was odd to me, but Bundle Version String, short came back with an error from iTunes that it needed to be 3 numeric characters separated by a period (ie: 1.0.0).  It originally had a full string about unity version in there, but changing it to 1.0.0 fixed it.  So it wants just the versioning of your app.

Everything else went fine and it&#039;s uploading as I type this ;)   Thanks for the help!</description>
		<content:encoded><![CDATA[<p>Just a few notes on my experience:<br />
1.  Spaces DID make a difference in the Bundle Name &#8211; as far as I could tell, it should match the &#8220;appName&#8221; of your Bundle ID (ie: com.rockonflash.com.ShellShockHD = Bundle Name would be &#8220;ShellShockHD&#8221;<br />
2.  I used Unity3D 3.2f4 to make the build.  I still had to use the img2Icns tool to create my icons.  I received an error about a 512&#215;512 icon not being included.  I had realized that I had overridden the icon selection in the IDE, but I would have assumed it would still generate the proper icons.  When I viewed in Previewer, the Unity generated version had fewer icons than the one generated by img2icns.<br />
3.  This was odd to me, but Bundle Version String, short came back with an error from iTunes that it needed to be 3 numeric characters separated by a period (ie: 1.0.0).  It originally had a full string about unity version in there, but changing it to 1.0.0 fixed it.  So it wants just the versioning of your app.</p>
<p>Everything else went fine and it&#8217;s uploading as I type this <img src='http://technology.blurst.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />    Thanks for the help!</p>
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		<title>Comment on Packaging Unity Games for the Mac App Store by John Grden</title>
		<link>http://technology.blurst.com/unity-games-and-mac-app-store/#comment-425</link>
		<dc:creator>John Grden</dc:creator>
		<pubDate>Mon, 21 Feb 2011 15:22:59 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=307#comment-425</guid>
		<description>One nice tidbit of info on testing your package is that you can run this command line.  It will verify that your app will install correctly when downloaded from the appStore:

sudo installer -store -pkg path-to-package -target /</description>
		<content:encoded><![CDATA[<p>One nice tidbit of info on testing your package is that you can run this command line.  It will verify that your app will install correctly when downloaded from the appStore:</p>
<p>sudo installer -store -pkg path-to-package -target /</p>
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		<title>Comment on UnityDevelop, An Editor for Unity JavaScript by Adam</title>
		<link>http://technology.blurst.com/unitydevelop-javascript-editor/#comment-363</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Tue, 04 Jan 2011 21:15:56 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=125#comment-363</guid>
		<description>Really, really cool.  Not sure why I haven&#039;t discovered this before now.  Anyway, cool resource.  I&#039;d love to see it updated for Unity 3 as well, and would certainly be willing to donate to help it happen.</description>
		<content:encoded><![CDATA[<p>Really, really cool.  Not sure why I haven&#8217;t discovered this before now.  Anyway, cool resource.  I&#8217;d love to see it updated for Unity 3 as well, and would certainly be willing to donate to help it happen.</p>
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		<title>Comment on Packaging Unity Games for the Mac App Store by Oded Sharon</title>
		<link>http://technology.blurst.com/unity-games-and-mac-app-store/#comment-361</link>
		<dc:creator>Oded Sharon</dc:creator>
		<pubDate>Sun, 02 Jan 2011 13:36:08 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=307#comment-361</guid>
		<description>Apparantly you need a new build of Unity if you&#039;re using 3.1</description>
		<content:encoded><![CDATA[<p>Apparantly you need a new build of Unity if you&#8217;re using 3.1</p>
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		<title>Comment on Packaging Unity Games for the Mac App Store by Simon Edis</title>
		<link>http://technology.blurst.com/unity-games-and-mac-app-store/#comment-358</link>
		<dc:creator>Simon Edis</dc:creator>
		<pubDate>Fri, 31 Dec 2010 08:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=307#comment-358</guid>
		<description>Thanks for sharing this info Matt - you saved me days of frustration! Hope I can repay the favour one day. Cheers!</description>
		<content:encoded><![CDATA[<p>Thanks for sharing this info Matt &#8211; you saved me days of frustration! Hope I can repay the favour one day. Cheers!</p>
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		<title>Comment on Packaging Unity Games for the Mac App Store by laurent</title>
		<link>http://technology.blurst.com/unity-games-and-mac-app-store/#comment-356</link>
		<dc:creator>laurent</dc:creator>
		<pubDate>Thu, 30 Dec 2010 19:59:32 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=307#comment-356</guid>
		<description>Thanks for this, I did not even think about releasing my game on the mac app store but you make it sound so easy I will actually do that.</description>
		<content:encoded><![CDATA[<p>Thanks for this, I did not even think about releasing my game on the mac app store but you make it sound so easy I will actually do that.</p>
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		<title>Comment on Getting Tricky with Triggers by Mike Stramba</title>
		<link>http://technology.blurst.com/unity-physics-trigger-collider-examples/#comment-349</link>
		<dc:creator>Mike Stramba</dc:creator>
		<pubDate>Mon, 27 Dec 2010 02:23:18 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=179#comment-349</guid>
		<description>I&#039;m a beginner with Unity.

I&#039;m trying to add a &quot;start-finish&quot; line to the demo car-race game.

I&#039;ve added a cylinder, and resized it to stretch across the road, then buried it, with just a bit exposed.

When the car crosses it, the trigger is firing twice for some reason.

Any ideas  why?

Mike</description>
		<content:encoded><![CDATA[<p>I&#8217;m a beginner with Unity.</p>
<p>I&#8217;m trying to add a &#8220;start-finish&#8221; line to the demo car-race game.</p>
<p>I&#8217;ve added a cylinder, and resized it to stretch across the road, then buried it, with just a bit exposed.</p>
<p>When the car crosses it, the trigger is firing twice for some reason.</p>
<p>Any ideas  why?</p>
<p>Mike</p>
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