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	<title>Comments for Chris Danielson&#039;s Blog</title>
	<atom:link href="http://www.chrisdanielson.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chrisdanielson.com</link>
	<description>Trials and Tribulations of a Software Developer</description>
	<lastBuildDate>Mon, 30 Jan 2012 21:45:46 +0000</lastBuildDate>
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	<item>
		<title>Comment on Unity3D Projects, Version Control and Git by Setup Unity in Git</title>
		<link>http://www.chrisdanielson.com/2011/06/04/unity3d-projects-version-control-git/comment-page-1/#comment-609</link>
		<dc:creator>Setup Unity in Git</dc:creator>
		<pubDate>Mon, 30 Jan 2012 21:45:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=534#comment-609</guid>
		<description>[...] Read original post from  http://www.chrisdanielson.com/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Read original post from  http://www.chrisdanielson.com/ [...]</p>
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	</item>
	<item>
		<title>Comment on Android WebView and the Indeterminant Progress Solution by Med</title>
		<link>http://www.chrisdanielson.com/2010/05/04/android-webview-and-the-indeterminant-progress-solution/comment-page-1/#comment-607</link>
		<dc:creator>Med</dc:creator>
		<pubDate>Fri, 13 Jan 2012 14:04:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=349#comment-607</guid>
		<description>its the best solution i found it its very brilliant idea; thinks a lot</description>
		<content:encoded><![CDATA[<p>its the best solution i found it its very brilliant idea; thinks a lot</p>
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	</item>
	<item>
		<title>Comment on iPhone Network Connectivity Test Example by Chris Danielson</title>
		<link>http://www.chrisdanielson.com/2009/07/22/iphone-network-connectivity-test-example/comment-page-1/#comment-598</link>
		<dc:creator>Chris Danielson</dc:creator>
		<pubDate>Wed, 07 Dec 2011 15:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=70#comment-598</guid>
		<description>The fix for what you are asking is to actually try and pull say http://google.com in your initial request.  I hate pinging Apple or Google in my tests, but it is in fact a more complete implementation.  You can find a great method that does this in the AppiRater source code located at:
&lt;a href=&quot;https://github.com/arashpayan/appirater&quot; rel=&quot;nofollow&quot;&gt;https://github.com/arashpayan/appirater&lt;/a&gt;
&lt;code&gt;- (BOOL)connectedToNetwork {
    // Create zero addy
    struct sockaddr_in zeroAddress;
    bzero(&amp;zeroAddress, sizeof(zeroAddress));
    zeroAddress.sin_len = sizeof(zeroAddress);
    zeroAddress.sin_family = AF_INET;

    // Recover reachability flags
    SCNetworkReachabilityRef defaultRouteReachability = SCNetworkReachabilityCreateWithAddress(NULL, (struct sockaddr *)&amp;zeroAddress);
    SCNetworkReachabilityFlags flags;

    BOOL didRetrieveFlags = SCNetworkReachabilityGetFlags(defaultRouteReachability, &amp;flags);
    CFRelease(defaultRouteReachability);

    if (!didRetrieveFlags)
    {
        NSLog(@&quot;Error. Could not recover network reachability flags&quot;);
        return NO;
    }

    BOOL isReachable = flags &amp; kSCNetworkFlagsReachable;
    BOOL needsConnection = flags &amp; kSCNetworkFlagsConnectionRequired;
	BOOL nonWiFi = flags &amp; kSCNetworkReachabilityFlagsTransientConnection;

	NSURL *testURL = [NSURL URLWithString:@&quot;http://www.apple.com/&quot;];
	NSURLRequest *testRequest = [NSURLRequest requestWithURL:testURL  cachePolicy:NSURLRequestReloadIgnoringLocalCacheData timeoutInterval:20.0];
	NSURLConnection *testConnection = [[NSURLConnection alloc] initWithRequest:testRequest delegate:self];

    return ((isReachable &amp;&amp; !needsConnection) &#124;&#124; nonWiFi) ? (testConnection ? YES : NO) : NO;
}&lt;/code&gt;

Kind Regards,
Chris</description>
		<content:encoded><![CDATA[<p>The fix for what you are asking is to actually try and pull say <a href="http://google.com" rel="nofollow">http://google.com</a> in your initial request.  I hate pinging Apple or Google in my tests, but it is in fact a more complete implementation.  You can find a great method that does this in the AppiRater source code located at:<br />
<a href="https://github.com/arashpayan/appirater" rel="nofollow">https://github.com/arashpayan/appirater</a><br />
<code>- (BOOL)connectedToNetwork {<br />
    // Create zero addy<br />
    struct sockaddr_in zeroAddress;<br />
    bzero(&amp;zeroAddress, sizeof(zeroAddress));<br />
    zeroAddress.sin_len = sizeof(zeroAddress);<br />
    zeroAddress.sin_family = AF_INET;</p>
<p>    // Recover reachability flags<br />
    SCNetworkReachabilityRef defaultRouteReachability = SCNetworkReachabilityCreateWithAddress(NULL, (struct sockaddr *)&amp;zeroAddress);<br />
    SCNetworkReachabilityFlags flags;</p>
<p>    BOOL didRetrieveFlags = SCNetworkReachabilityGetFlags(defaultRouteReachability, &amp;flags);<br />
    CFRelease(defaultRouteReachability);</p>
<p>    if (!didRetrieveFlags)<br />
    {<br />
        NSLog(@"Error. Could not recover network reachability flags");<br />
        return NO;<br />
    }</p>
<p>    BOOL isReachable = flags &amp; kSCNetworkFlagsReachable;<br />
    BOOL needsConnection = flags &amp; kSCNetworkFlagsConnectionRequired;<br />
	BOOL nonWiFi = flags &amp; kSCNetworkReachabilityFlagsTransientConnection;</p>
<p>	NSURL *testURL = [NSURL URLWithString:@"http://www.apple.com/"];<br />
	NSURLRequest *testRequest = [NSURLRequest requestWithURL:testURL  cachePolicy:NSURLRequestReloadIgnoringLocalCacheData timeoutInterval:20.0];<br />
	NSURLConnection *testConnection = [[NSURLConnection alloc] initWithRequest:testRequest delegate:self];</p>
<p>    return ((isReachable &amp;&amp; !needsConnection) || nonWiFi) ? (testConnection ? YES : NO) : NO;<br />
}</code></p>
<p>Kind Regards,<br />
Chris</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity3D File Based Assetbundles on the iPhone by Christina</title>
		<link>http://www.chrisdanielson.com/2011/05/03/unity3d-file-assetbundles-on-the-iphone/comment-page-1/#comment-597</link>
		<dc:creator>Christina</dc:creator>
		<pubDate>Wed, 07 Dec 2011 12:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=460#comment-597</guid>
		<description>found a resolution to one issue in my other post.

I had unloading the bundle, but unity was being resilient and still rendering the instantiated objects I created with the bundle before it was released. Unity will still draw the basic cube type with an undefined material (pink) instead of crashing.</description>
		<content:encoded><![CDATA[<p>found a resolution to one issue in my other post.</p>
<p>I had unloading the bundle, but unity was being resilient and still rendering the instantiated objects I created with the bundle before it was released. Unity will still draw the basic cube type with an undefined material (pink) instead of crashing.</p>
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	</item>
	<item>
		<title>Comment on Unity3D File Based Assetbundles on the iPhone by Christina</title>
		<link>http://www.chrisdanielson.com/2011/05/03/unity3d-file-assetbundles-on-the-iphone/comment-page-1/#comment-596</link>
		<dc:creator>Christina</dc:creator>
		<pubDate>Wed, 07 Dec 2011 11:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=460#comment-596</guid>
		<description>very nice tutotial, saved me a lot of time digging around trying to figure out stuff.
A few notes:
1) rebuilding the unity project for xcode, it looks like you have to choose &#039;append&#039; instead of &#039;replace&#039;, otherwise you lose the assetbundle folder reference in the XCode project.
I&#039;m not sure how safe it is to choose &#039;append&#039;, but it does save the hassle of having to redrop the assetbundle folder onto the root of the xcode project everytime you need to build and test on ios.
Have you found any way to automate or inject the folder reference into the xcode project without the drag+drop?

2) When i test on IOS with emulation on my mac, or on the actual IOS device itself, the 3 instantiated cubes show up, but they are missing their material assignment when i inspect them in the hierarchy view in unity, so they show up pink.

The assetbundle build script was able to find the materials and says it added them (by looking at the Debug.Log output). I&#039;m unsure why the material link to the prefab is not preserved. Any ideas?</description>
		<content:encoded><![CDATA[<p>very nice tutotial, saved me a lot of time digging around trying to figure out stuff.<br />
A few notes:<br />
1) rebuilding the unity project for xcode, it looks like you have to choose &#8216;append&#8217; instead of &#8216;replace&#8217;, otherwise you lose the assetbundle folder reference in the XCode project.<br />
I&#8217;m not sure how safe it is to choose &#8216;append&#8217;, but it does save the hassle of having to redrop the assetbundle folder onto the root of the xcode project everytime you need to build and test on ios.<br />
Have you found any way to automate or inject the folder reference into the xcode project without the drag+drop?</p>
<p>2) When i test on IOS with emulation on my mac, or on the actual IOS device itself, the 3 instantiated cubes show up, but they are missing their material assignment when i inspect them in the hierarchy view in unity, so they show up pink.</p>
<p>The assetbundle build script was able to find the materials and says it added them (by looking at the Debug.Log output). I&#8217;m unsure why the material link to the prefab is not preserved. Any ideas?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on iPhone Network Connectivity Test Example by Hamon Raphaël</title>
		<link>http://www.chrisdanielson.com/2009/07/22/iphone-network-connectivity-test-example/comment-page-1/#comment-594</link>
		<dc:creator>Hamon Raphaël</dc:creator>
		<pubDate>Mon, 05 Dec 2011 15:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=70#comment-594</guid>
		<description>Hi !

It seems great, but I&#039;ve found an issue. With some wifi hotspots, the iphone is connected to the hotspot but not logged into the hotspot system but the iphone stays &quot;connected&quot; to the hotspot but doesn&#039;t have internet access. And so, this test doesn&#039;t work for that kind of situation.

Raphaël</description>
		<content:encoded><![CDATA[<p>Hi !</p>
<p>It seems great, but I&#8217;ve found an issue. With some wifi hotspots, the iphone is connected to the hotspot but not logged into the hotspot system but the iphone stays &#8220;connected&#8221; to the hotspot but doesn&#8217;t have internet access. And so, this test doesn&#8217;t work for that kind of situation.</p>
<p>Raphaël</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity3D Joystick Script by Mithos</title>
		<link>http://www.chrisdanielson.com/2011/05/17/unity3d-joystick-script/comment-page-1/#comment-590</link>
		<dc:creator>Mithos</dc:creator>
		<pubDate>Sat, 12 Nov 2011 14:28:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=524#comment-590</guid>
		<description>OH LOL....

you&#039;re not going to believe this, I dragged  it onto the camera and the script was on both the camera and the GUITexture.
Also I think you should know that it works perfectly.

Once again thank you very much for writing that in c.

R+</description>
		<content:encoded><![CDATA[<p>OH LOL&#8230;.</p>
<p>you&#8217;re not going to believe this, I dragged  it onto the camera and the script was on both the camera and the GUITexture.<br />
Also I think you should know that it works perfectly.</p>
<p>Once again thank you very much for writing that in c.</p>
<p>R+</p>
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	</item>
	<item>
		<title>Comment on Unity3D Joystick Script by Mithos</title>
		<link>http://www.chrisdanielson.com/2011/05/17/unity3d-joystick-script/comment-page-1/#comment-589</link>
		<dc:creator>Mithos</dc:creator>
		<pubDate>Sat, 12 Nov 2011 14:22:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=524#comment-589</guid>
		<description>Hey, thanks for the reply!

Ok, so I made a GUI Texture, named it MPJoystick, tried to drag the script on, and it gave me that error. Also I named the script MPJoystick.

Is it because I have the free trial?

I don&#039;t know why its doing that... but the script looks really good.</description>
		<content:encoded><![CDATA[<p>Hey, thanks for the reply!</p>
<p>Ok, so I made a GUI Texture, named it MPJoystick, tried to drag the script on, and it gave me that error. Also I named the script MPJoystick.</p>
<p>Is it because I have the free trial?</p>
<p>I don&#8217;t know why its doing that&#8230; but the script looks really good.</p>
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	</item>
	<item>
		<title>Comment on ePub Submission Got You Down? by Chris Danielson</title>
		<link>http://www.chrisdanielson.com/2011/09/13/epub-submission-got-you-down/comment-page-1/#comment-588</link>
		<dc:creator>Chris Danielson</dc:creator>
		<pubDate>Fri, 11 Nov 2011 14:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=598#comment-588</guid>
		<description>Abby,
Thanks.  Did you rename the file to a .epub?  The greyed out check means it is not identifying that file as a &quot;.epub&quot; file.  -Chris</description>
		<content:encoded><![CDATA[<p>Abby,<br />
Thanks.  Did you rename the file to a .epub?  The greyed out check means it is not identifying that file as a &#8220;.epub&#8221; file.  -Chris</p>
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	</item>
	<item>
		<title>Comment on Unity3D Joystick Script by Chris Danielson</title>
		<link>http://www.chrisdanielson.com/2011/05/17/unity3d-joystick-script/comment-page-1/#comment-587</link>
		<dc:creator>Chris Danielson</dc:creator>
		<pubDate>Fri, 11 Nov 2011 13:56:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.chrisdanielson.com/?p=524#comment-587</guid>
		<description>MIthos,
What folder did you drag the script into?  Also, double check that you named the script &quot;MPJoystick&quot;.  See if that works for you. -chris</description>
		<content:encoded><![CDATA[<p>MIthos,<br />
What folder did you drag the script into?  Also, double check that you named the script &#8220;MPJoystick&#8221;.  See if that works for you. -chris</p>
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