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	<title>Comments on: Summer of Code: Detonator Framework Released!</title>
	<atom:link href="http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Thu, 09 Feb 2012 04:28:46 +0000</lastBuildDate>
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	<item>
		<title>By: Tutorial: Introdução à Unity 3D – parte 3</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-25418</link>
		<dc:creator>Tutorial: Introdução à Unity 3D – parte 3</dc:creator>
		<pubDate>Wed, 15 Jun 2011 14:04:09 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-25418</guid>
		<description>[...] adicionaremos algumas explosões aos mísseis. Faremos isso adicionando um conhecido pacote chamado Detonator Framework. Este é um pacote gratuito o qual possui diversas explosões prontas, evitando assim a necessidade [...]</description>
		<content:encoded><![CDATA[<p>[...] adicionaremos algumas explosões aos mísseis. Faremos isso adicionando um conhecido pacote chamado Detonator Framework. Este é um pacote gratuito o qual possui diversas explosões prontas, evitando assim a necessidade [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Barak</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-22672</link>
		<dc:creator>Barak</dc:creator>
		<pubDate>Wed, 02 Mar 2011 13:50:06 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-22672</guid>
		<description>Disregard the last comment, for some reason it wasn&#039;t posted correctly, I&#039;ll try again:
There&#039;s a bug when one calls Explode() instead of using explode on start. If you play for a long time (more than 1000 seconds), there is a code in Update which deletes the detonator after that time. The code:

private float _lastExplosionTime = 1000f;
void Update () 
{
   if (destroyTime &gt; 0f)
   {
	if (_lastExplosionTime + destroyTime  0)
        {
            Invoke(&quot;KillDetonator&quot;, destroyTime);
        }
    }

    void KillDetonator()
    {
        Destroy(gameObject);
    }</description>
		<content:encoded><![CDATA[<p>Disregard the last comment, for some reason it wasn&#8217;t posted correctly, I&#8217;ll try again:<br />
There&#8217;s a bug when one calls Explode() instead of using explode on start. If you play for a long time (more than 1000 seconds), there is a code in Update which deletes the detonator after that time. The code:</p>
<p>private float _lastExplosionTime = 1000f;<br />
void Update ()<br />
{<br />
   if (destroyTime &gt; 0f)<br />
   {<br />
	if (_lastExplosionTime + destroyTime  0)<br />
        {<br />
            Invoke(&#8220;KillDetonator&#8221;, destroyTime);<br />
        }<br />
    }</p>
<p>    void KillDetonator()<br />
    {<br />
        Destroy(gameObject);<br />
    }</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Barak</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-22671</link>
		<dc:creator>Barak</dc:creator>
		<pubDate>Wed, 02 Mar 2011 13:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-22671</guid>
		<description>There&#039;s a bug when one calls Explode() instead of using explode on start. If you play for a long time (more than 1000 seconds), there is a code in Update which deletes the detonator after that time. The code:

private float _lastExplosionTime = 1000f;
void Update () 
{
   if (destroyTime &gt; 0f)
   {
	if (_lastExplosionTime + destroyTime  0)
        {
            Invoke(&quot;KillDetonator&quot;, destroyTime);
        }
    }

    void KillDetonator()
    {
        Destroy(gameObject);
    }</description>
		<content:encoded><![CDATA[<p>There&#8217;s a bug when one calls Explode() instead of using explode on start. If you play for a long time (more than 1000 seconds), there is a code in Update which deletes the detonator after that time. The code:</p>
<p>private float _lastExplosionTime = 1000f;<br />
void Update ()<br />
{<br />
   if (destroyTime &gt; 0f)<br />
   {<br />
	if (_lastExplosionTime + destroyTime  0)<br />
        {<br />
            Invoke(&#8220;KillDetonator&#8221;, destroyTime);<br />
        }<br />
    }</p>
<p>    void KillDetonator()<br />
    {<br />
        Destroy(gameObject);<br />
    }</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: cpt.ahab</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-18927</link>
		<dc:creator>cpt.ahab</dc:creator>
		<pubDate>Sun, 14 Nov 2010 17:27:57 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-18927</guid>
		<description>same failure here!
Assets/Detonator/System/Detonator.cs(48,29): error CS0106: The modifier `virtual’ is not valid for this item</description>
		<content:encoded><![CDATA[<p>same failure here!<br />
Assets/Detonator/System/Detonator.cs(48,29): error CS0106: The modifier `virtual’ is not valid for this item</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Willy</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-18495</link>
		<dc:creator>Willy</dc:creator>
		<pubDate>Mon, 25 Oct 2010 05:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-18495</guid>
		<description>ITS not work on my unity I got this message: Assets/Detonator/System/Detonator.cs(48,29): error CS0106: The modifier `virtual&#039; is not valid for this item. Wats wrong????</description>
		<content:encoded><![CDATA[<p>ITS not work on my unity I got this message: Assets/Detonator/System/Detonator.cs(48,29): error CS0106: The modifier `virtual&#8217; is not valid for this item. Wats wrong????</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jarod</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-13379</link>
		<dc:creator>Jarod</dc:creator>
		<pubDate>Fri, 30 Apr 2010 20:23:40 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-13379</guid>
		<description>I would like to know how to make the explosions look like that. My detonator explsions all look really fake and are seperated in squares and stufF. if you could send my the instructions for each detonator explosion that would be great!</description>
		<content:encoded><![CDATA[<p>I would like to know how to make the explosions look like that. My detonator explsions all look really fake and are seperated in squares and stufF. if you could send my the instructions for each detonator explosion that would be great!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Justin</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-12798</link>
		<dc:creator>Justin</dc:creator>
		<pubDate>Wed, 14 Apr 2010 16:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-12798</guid>
		<description>where is the documentation as to how to use this? I have seen the Unity3d file on your website but no clue as to how to use this.</description>
		<content:encoded><![CDATA[<p>where is the documentation as to how to use this? I have seen the Unity3d file on your website but no clue as to how to use this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-10112</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Sat, 17 Oct 2009 11:47:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-10112</guid>
		<description>I think they are doing it but they are going to but all the others in the new Unity, instead of a package. So that may take some time. They are also probably slacking off a little now because the deadline is out there and they just have to stick it in the new Unity, which won&#039;t becoming for a couple of months. *-)</description>
		<content:encoded><![CDATA[<p>I think they are doing it but they are going to but all the others in the new Unity, instead of a package. So that may take some time. They are also probably slacking off a little now because the deadline is out there and they just have to stick it in the new Unity, which won&#8217;t becoming for a couple of months. *-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brendang</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-10099</link>
		<dc:creator>Brendang</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:20:14 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-10099</guid>
		<description>What happened to the projects selected for Summer of Code?   Actually I thought I asked this 2 weeks ago here. Somehow my post seemed to vanish...  Curious.</description>
		<content:encoded><![CDATA[<p>What happened to the projects selected for Summer of Code?   Actually I thought I asked this 2 weeks ago here. Somehow my post seemed to vanish&#8230;  Curious.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9661</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Sat, 03 Oct 2009 14:58:15 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9661</guid>
		<description>Whoa. It works! Now if i can just get a good explosion...</description>
		<content:encoded><![CDATA[<p>Whoa. It works! Now if i can just get a good explosion&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ashkan</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9396</link>
		<dc:creator>Ashkan</dc:creator>
		<pubDate>Sun, 27 Sep 2009 18:12:27 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9396</guid>
		<description>hi ben
you did a really nice job</description>
		<content:encoded><![CDATA[<p>hi ben<br />
you did a really nice job</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben Throop</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9228</link>
		<dc:creator>Ben Throop</dc:creator>
		<pubDate>Thu, 24 Sep 2009 13:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9228</guid>
		<description>http://unity3d.com/support/resources/unity-extensions/explosion-framework

Now has v1.02 with all Indie issues resolved. Feel free to post here if you find any others.</description>
		<content:encoded><![CDATA[<p><a href="http://unity3d.com/support/resources/unity-extensions/explosion-framework" rel="nofollow">http://unity3d.com/support/resources/unity-extensions/explosion-framework</a></p>
<p>Now has v1.02 with all Indie issues resolved. Feel free to post here if you find any others.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Multiplayer and Explosions &#171; RECT in Motion</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9153</link>
		<dc:creator>Multiplayer and Explosions &#171; RECT in Motion</dc:creator>
		<pubDate>Tue, 22 Sep 2009 14:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9153</guid>
		<description>[...] was to create packages for Unity developers. Two really spectacular packages came from it. One is Detonator and it creates parametric explosions in Unity. Quite impressive! The other is a Gem shader which [...]</description>
		<content:encoded><![CDATA[<p>[...] was to create packages for Unity developers. Two really spectacular packages came from it. One is Detonator and it creates parametric explosions in Unity. Quite impressive! The other is a Gem shader which [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Detonator and the Unity Summer of Code &#124; Groundswell Games</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9130</link>
		<dc:creator>Detonator and the Unity Summer of Code &#124; Groundswell Games</dc:creator>
		<pubDate>Tue, 22 Sep 2009 02:12:34 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9130</guid>
		<description>[...] For even more info and a sample scene to play around in, read the announcement post on the Unity Technologies blog. [...]</description>
		<content:encoded><![CDATA[<p>[...] For even more info and a sample scene to play around in, read the announcement post on the Unity Technologies blog. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben Throop</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9108</link>
		<dc:creator>Ben Throop</dc:creator>
		<pubDate>Mon, 21 Sep 2009 13:27:19 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9108</guid>
		<description>It was not designed for iPhone and I haven&#039;t tried it myself. Way too many draw calls to be usable most of the time, but it&#039;s possible that the Detonator-Simple prefab might work alright since it&#039;s only one texture for all pieces. 

To make it iPhone friendly in the future, I want to add a feature to Detonator where it will render its explosion to an animated texture in some kind of wizard or editor. If anyone wants to help with that, drop me a line.</description>
		<content:encoded><![CDATA[<p>It was not designed for iPhone and I haven&#8217;t tried it myself. Way too many draw calls to be usable most of the time, but it&#8217;s possible that the Detonator-Simple prefab might work alright since it&#8217;s only one texture for all pieces. </p>
<p>To make it iPhone friendly in the future, I want to add a feature to Detonator where it will render its explosion to an animated texture in some kind of wizard or editor. If anyone wants to help with that, drop me a line.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kev</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9084</link>
		<dc:creator>Kev</dc:creator>
		<pubDate>Sun, 20 Sep 2009 19:16:54 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9084</guid>
		<description>Doesnt work....</description>
		<content:encoded><![CDATA[<p>Doesnt work&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Doug Smith</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-9040</link>
		<dc:creator>Doug Smith</dc:creator>
		<pubDate>Sat, 19 Sep 2009 17:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-9040</guid>
		<description>Phenomenal work!
I especially enjoy the MushroomCloud.
Thanks for all your hard work.
We won&#039;t even need to change out our character placeholders, with explosions like that, who cares.</description>
		<content:encoded><![CDATA[<p>Phenomenal work!<br />
I especially enjoy the MushroomCloud.<br />
Thanks for all your hard work.<br />
We won&#8217;t even need to change out our character placeholders, with explosions like that, who cares.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Benoit FOULETIER</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8991</link>
		<dc:creator>Benoit FOULETIER</dc:creator>
		<pubDate>Fri, 18 Sep 2009 16:25:52 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8991</guid>
		<description>+1: does it work on iPhone? (no generics)
If yes, how fast is it? If not, do you think it&#039;s realistic to port it? (in terms of performance)
Kudos btw, looks awesome!</description>
		<content:encoded><![CDATA[<p>+1: does it work on iPhone? (no generics)<br />
If yes, how fast is it? If not, do you think it&#8217;s realistic to port it? (in terms of performance)<br />
Kudos btw, looks awesome!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8980</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Fri, 18 Sep 2009 11:03:12 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8980</guid>
		<description>Please tell us when you&#039;ll repost that package! I&#039;m anxious to us your explosions in my game! :-)</description>
		<content:encoded><![CDATA[<p>Please tell us when you&#8217;ll repost that package! I&#8217;m anxious to us your explosions in my game! <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Daniel Hughes</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8978</link>
		<dc:creator>Daniel Hughes</dc:creator>
		<pubDate>Fri, 18 Sep 2009 10:04:24 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8978</guid>
		<description>I would live to play with this if only it worked on linux.....</description>
		<content:encoded><![CDATA[<p>I would live to play with this if only it worked on linux&#8230;..</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chuck B</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8971</link>
		<dc:creator>Chuck B</dc:creator>
		<pubDate>Fri, 18 Sep 2009 05:58:01 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8971</guid>
		<description>Looks cool. Will it work in Unity IPhone?</description>
		<content:encoded><![CDATA[<p>Looks cool. Will it work in Unity IPhone?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben Throop</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8965</link>
		<dc:creator>Ben Throop</dc:creator>
		<pubDate>Fri, 18 Sep 2009 02:02:48 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8965</guid>
		<description>OK thanks to all for the bug reports and apologies for difficulties with Unity Indie... I&#039;ll get it worked out and we&#039;ll repost a package with fixes.</description>
		<content:encoded><![CDATA[<p>OK thanks to all for the bug reports and apologies for difficulties with Unity Indie&#8230; I&#8217;ll get it worked out and we&#8217;ll repost a package with fixes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8949</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Thu, 17 Sep 2009 19:44:26 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8949</guid>
		<description>DetonatorSound.Update () (at Assets/Detonator/System/DetonatorSound.cs:27)
 That is what&#039;s stopping my console.</description>
		<content:encoded><![CDATA[<p>DetonatorSound.Update () (at Assets/Detonator/System/DetonatorSound.cs:27)<br />
 That is what&#8217;s stopping my console.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8948</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Thu, 17 Sep 2009 19:41:43 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8948</guid>
		<description>My first test worked, but with all the other projects I added the package to, it wouldn&#039;t work! Even in the test scene! I click, and there isn&#039;t an explosion. And when I create my own, the same thing happens!!!</description>
		<content:encoded><![CDATA[<p>My first test worked, but with all the other projects I added the package to, it wouldn&#8217;t work! Even in the test scene! I click, and there isn&#8217;t an explosion. And when I create my own, the same thing happens!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mongol</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8947</link>
		<dc:creator>mongol</dc:creator>
		<pubDate>Thu, 17 Sep 2009 19:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8947</guid>
		<description>Really nice stuff, at least in your video :(
I am sure it will get fixed, and then it will bring endless and mindless joy to all the explosion fanatics out there.

It crashes on my Unity 2.5 Indie on Windows. 
The scene loads and there are few errors, 2 related to the shader you mentioned, and the rest to some deprecated function calls.
Everything then crashes after I click in the scene.

--- at lines 47, 48, 57, 65 -----------------------------------------------
Assets/Textures/Standard Assets/Camera Scripts/MouseLook.cs(47,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)&#039; is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees&#039;

--- at line 33  -----------------------------------------------
Assets/Textures/Standard Assets/Camera Scripts/MouseOrbit.js(33,35): BCW0012: WARNING: &#039;UnityEngine.Quaternion.EulerAngles(float, float, float)&#039; is obsolete. Use Quaternion.Euler instead. This function was deprecated because it uses radians instad of degrees


--- at line 47  -----------------------------------------------
Assets/Textures/Standard Assets/Camera Scripts/SmoothFollow.js(47,38): BCW0012: WARNING: &#039;UnityEngine.Quaternion.EulerAngles(float, float, float)&#039; is obsolete. Use Quaternion.Euler instead. This function was deprecated because it uses radians instad of degrees</description>
		<content:encoded><![CDATA[<p>Really nice stuff, at least in your video <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /><br />
I am sure it will get fixed, and then it will bring endless and mindless joy to all the explosion fanatics out there.</p>
<p>It crashes on my Unity 2.5 Indie on Windows.<br />
The scene loads and there are few errors, 2 related to the shader you mentioned, and the rest to some deprecated function calls.<br />
Everything then crashes after I click in the scene.</p>
<p>&#8212; at lines 47, 48, 57, 65 &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Assets/Textures/Standard Assets/Camera Scripts/MouseLook.cs(47,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)&#8217; is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees&#8217;</p>
<p>&#8212; at line 33  &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Assets/Textures/Standard Assets/Camera Scripts/MouseOrbit.js(33,35): BCW0012: WARNING: &#8216;UnityEngine.Quaternion.EulerAngles(float, float, float)&#8217; is obsolete. Use Quaternion.Euler instead. This function was deprecated because it uses radians instad of degrees</p>
<p>&#8212; at line 47  &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Assets/Textures/Standard Assets/Camera Scripts/SmoothFollow.js(47,38): BCW0012: WARNING: &#8216;UnityEngine.Quaternion.EulerAngles(float, float, float)&#8217; is obsolete. Use Quaternion.Euler instead. This function was deprecated because it uses radians instad of degrees</p>
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	<item>
		<title>By: Vasco C,</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8945</link>
		<dc:creator>Vasco C,</dc:creator>
		<pubDate>Thu, 17 Sep 2009 18:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8945</guid>
		<description>Fantastic work! 

I really appreciate that this works great with Indie too - as long as you remember to get rid of the heatwave in import :)

Thanks!</description>
		<content:encoded><![CDATA[<p>Fantastic work! </p>
<p>I really appreciate that this works great with Indie too &#8211; as long as you remember to get rid of the heatwave in import <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks!</p>
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	<item>
		<title>By: Ben Throop</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8937</link>
		<dc:creator>Ben Throop</dc:creator>
		<pubDate>Thu, 17 Sep 2009 15:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8937</guid>
		<description>Yeah if anyone has issues and needs immediate attention, hit me up on Twitter... @benimaru</description>
		<content:encoded><![CDATA[<p>Yeah if anyone has issues and needs immediate attention, hit me up on Twitter&#8230; @benimaru</p>
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		<title>By: Phil Thorn</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8935</link>
		<dc:creator>Phil Thorn</dc:creator>
		<pubDate>Thu, 17 Sep 2009 14:44:58 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8935</guid>
		<description>Works on Unity Pro Mac here. Nice job Ben!</description>
		<content:encoded><![CDATA[<p>Works on Unity Pro Mac here. Nice job Ben!</p>
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	<item>
		<title>By: Ben Throop</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8934</link>
		<dc:creator>Ben Throop</dc:creator>
		<pubDate>Thu, 17 Sep 2009 14:43:31 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8934</guid>
		<description>@MikeS - Yep, does work on Mac (I also tested on a Macbook). However, the default explosion in the test scene Detonator-Insanity creates a Heatwave which uses a shader that I believe is Unity Pro only. That might be what&#039;s doing that. The Heatwave is the only thing that is Pro only... everything else should work with Indie. 

If you create a Detonator from scratch it won&#039;t use the heatwave, and I&#039;d guess that the NullRef asserts won&#039;t show up.</description>
		<content:encoded><![CDATA[<p>@MikeS &#8211; Yep, does work on Mac (I also tested on a Macbook). However, the default explosion in the test scene Detonator-Insanity creates a Heatwave which uses a shader that I believe is Unity Pro only. That might be what&#8217;s doing that. The Heatwave is the only thing that is Pro only&#8230; everything else should work with Indie. </p>
<p>If you create a Detonator from scratch it won&#8217;t use the heatwave, and I&#8217;d guess that the NullRef asserts won&#8217;t show up.</p>
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		<title>By: Mike S.</title>
		<link>http://blogs.unity3d.com/2009/09/17/summer-of-code-detonator-framework-released/#comment-8931</link>
		<dc:creator>Mike S.</dc:creator>
		<pubDate>Thu, 17 Sep 2009 13:56:52 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1434#comment-8931</guid>
		<description>Should this work on the Mac?  When I try to play the test scene, I get a series of NullReferenceExceptions for any explosions I try to make? I&#039;m on the latest rev of Unity Indie.</description>
		<content:encoded><![CDATA[<p>Should this work on the Mac?  When I try to play the test scene, I get a series of NullReferenceExceptions for any explosions I try to make? I&#8217;m on the latest rev of Unity Indie.</p>
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