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Unity Crash Course teaches complete beginners how to create a simple game in just 90 minutes. It was written by Marc Lepage in August 2014, and heavily revised in March 2015.
Lesson 0 - About Unity
Unity is a game engine. It does a lot of the heavy lifting of making a game, so you can focus on game design, graphics, audio, story, etc.
Supported platforms include:
- mobile (BlackBerry, Android, iOS, Windows Phone)
- desktops (Windows, OS X, Linux)
- consoles (requires license)
- web player (native plugin)
The free version can be used commercially up to a reasonable sales limit ($100K).
Unity 5 brings new features such as physically-based shaders, real-time global illumination, a new physics engine, a new WebGL player, etc. Additionally, it removes a lot of the restrictions the free versions have historically had. This course uses Unity 4.6.3.
Unity has an Asset Store which provides many free or reasonably priced assets (scripts, models, animations, etc.). These can help you get started.
Also there is a wealth of material on learning and using Unity.
Lesson 1 - Learning the Interface
What you will learn:
- changing the editor layout
- scenes
- saving the scene and project
- exploring the views
The Unity editor consists of a collection of dockable views. In the top right you can choose from a variety of layouts, or create your own. Choose the "Tall" layout.
Create a new project. The Project view (bottom middle) is where all its files (Assets) will be saved. You can create folders for organization. Right click on Assets and create a folder named "Scenes". Then, in the file menu, save the scene as "Game" in that folder. Scenes are how Unity organizes project assets into game levels, menu screens, etc.
In the file menu, notice you can save both the scene and the project. If you press command-S, it saves the scene. Be sure to save the scene and project now and then in case Unity should encounter a problem, as it does not auto save.
The Hierarchy view (top middle) is where game objects forming a scene are stored. Each scene will have its own hierarchy of objects from the project.
Selecting an object in the hierarchy will show its properties in the Inspector (right). Each object will have a Transform component with spatial properties (position, rotation, scale), and may also have specialized components with their own special properties, including custom components that you make yourself (via scripts).
The Scene view (left) is a visual representation of the hierarchy. This is where you will build your scene using objects from the project.
The Game view (behind the scene view) is what your camera sees. This is what the game will look like when it is playing. You can choose the resolution or create your own (top left of view).
You can run the game directly in the Unity editor. The top middle has buttons for play, pause, and single step. You can choose whether the game view maximizes on play, or remains where it was. You can change the scene live while it plays; those changes are reverted when the game stops (the editor is shaded to remind you of this), so feel free to experiment.
The top left contains some tools: hand, translate, rotate, scale, and rect. These have the shortcuts Q, W, E, R, and T as they will be used frequently.
Lesson 2 - Creating the Arena
What you will learn:
- understanding the coordinate system
- creating primitive objects
- resetting transforms
- adjusting position and scale
- duplicating objects
Unity's coordinate system is left-handed. From the perspective of an object, Z is forward, Y is up, and X is right. Rotate the scene view to match.
We want to create an arena consisting of four walls and a floor. While not strictly necessary, our hierarchy will be cleaner if we create an object solely to organize the walls and floor. In the hierarchy, create an empty object and name it "Arena". In the inspector, reset its transform using the gear pulldown.
Now we need a floor. In the hierarchy, select the Arena and right click to create a plane as a child of the arena. In the inspector, its transform should already be reset. The plane extends for 5 units in each direction in the XZ plane.
Now for the left wall. In the hierarchy, select the Arena and right click to create a cube as a child of the arena. Again its transform should already be reset. The cube extends 0.5 units in each direction; change its X position to -5.5 so it's adjacent to the plane. Change its Z scale to 10 so it extends the length of the plane. It does not matter that the cube extends below the plane: it won't matter for gameplay and it won't be visible to the player.
It's easiest to create the right wall by duplicating the left wall. In the hierarchy, select the left wall and right click to duplicate it. All that needs to change in its transform is the X position to 5.5. Alternatively, you could drag it by the red arrow in the scene view while holding command, so it moves in 1 unit increments in the X direction, until it is in the proper position.
Now for the near and far walls. In the hierarchy, select the Arena and right click to create a cube as a child of the arena. Change its Z position to -5.5, and its X scale to 12. Duplicate it and change its Z position to 5.5.
Lesson 3 - Materials
What you will learn:
- creating materials
- adjusting colors
- choosing a shader
- applying a texture
Our arena is colorless. Notice if you select any of its primitive objects (the plane or cubes) they use a material called "Default-Diffuse" which is boring white. Aside from being devoid of fun, it makes it more difficult to work with our objects in the scene view. We'll fix that by creating some colorful materials to apply to our primitive objects.
In the project view, create a new folder named "Materials". In that folder, create a new material named "Floor". Select it, and in the inspector, click on its main color to change it to some shade of blue.
With the materials visible in the project, select the arena's plane in the hierarchy, and drag the floor material onto the inspector. This applies the floor material to the floor object; it should change color appropriately in the scene view.
Create a new material named "Wall" with a different shade of blue. You can quickly apply the material to the four walls by dragging it from the project view directly onto them in the hierarchy or scene views.
Create another material named "Enemy" and make it a shade of yellow. Even without an object, we can preview it in the inspector. With the "Diffuse" shader it looks somewhat flat. That's good for the arena but we want our enemies to stand out. We can use the "Specular" shader which makes it look shiner.
Duplicate the enemy shader and name it "EnemyRush". Change it to a shade of red.
Duplicate one of the enemy shaders again and name it "Tank". Change it to a shade of green. Now we want to make the tank material more interesting by adding a camoflage texture. Typically textures are stored in a folder called "Textures" and a small random black/white texture has been provided. In the tank material's inspector, select it.
Notice that materials are effectively global: if you edit the material in an object's inspector, it edits the material itself, and all objects with that material will change appearance.
Lesson 4 - Creating a Tank
What you will learn:
- nesting objects
- adjusting rotation
We will create a tank for the player to control. It will consist of a body and a turret with a gun. The gun moves with the turret; the turret rotates in place, and moves with the body.
To accomplish this, we'll nest the objects in a hierarchy so child transforms are relative to those of their parents. We might try a hierarchy like this:
- Tank Body (cube)
- Turret (cylinder)
- Gun (cylinder)
- Turret (cylinder)
However that has a problem. As with the arena, we'll be using primitive objects to construct our tank. These cubes and cylinders will be scaled non-uniformly (i.e. differently in the X, Y, and Z directions) and this will wreak havoc on child rotations, scaling, and colliders.
So instead we'll use a slightly more complicated hierarchy like this:
- Tank (empty)
- Body (cube)
- Turret (empty)
- Turret (cylinder)
- Gun (cylinder)
Such a hierarchy ensures all parents are uniformly scaled by introducing extra empty objects. This means all non-uniformly scaled objects are childless.
Create an empty object for the tank at the origin and a cube child for its body. The cube should have an X scale of 0.75, a Y scale of 0.25, and a Y position of 0.125 to place it upon the plane. Notice how this allows the tank itself to have a Y position of 0 and still have its body fully above the plane.
Create another empty child of the tank for the turret, and a cylinder as a child of the turret. The cylinder should have an X and Z scale of 0.5, and a Y scale of 0.125 to make it the same height as the body (it's normally 2 units high). To sit upon the body it needs a Y position of 0.375, but instead of applying that to the cylinder, apply it to the turret instead; the cylinder's Y position of 0 will be relative to its parent.
Create another cylinder as a child of the turret. This cylinder needs to be rotated 90 degrees about its X axis so it can play the role of the gun. It should have an X and Z scale of 0.125 and a Y scale of 0.25. Again its Y position should be 0, as it is relative to its parent which is already at the proper height. Its Z position should be 0.375 so it sticks out a bit beyond the body, and it's OK that it penetrates into the turret's cylinder a bit.
Notice how adjusting the Y rotation of the turret rotates the turret cylinder and gun cylinder about the body, and adjusting the X and Z position of the tank moves everything together along the arena floor.
Apply the tank material to the cube and two cylinders so they are appropriately colored.
Lesson 5 - Creating Enemies
What you will learn:
- working with prefabs
Our enemies will be much simpler in construction.
Create a capsule, name it "Enemy", and give it the enemy material. By default its height is 2, and we want it to be 0.5, so change its Y scale to 0.25 and its Y position to 0.25 so it sits upon the arena floor.
We want to create many enemies, so we will need a way to manage them collectively. If we were to simply duplicate one enemy to make multiple copies, we could adjust the material and all enemies would change appearance, but we wouldn't have an easy way to adjust the scale of all enemies, or give each an antenna, or anything like that.
Prefabs will let us do that. They are typically stored in a folder called "Prefabs", so make one now.
To create a prefab enemy, simply drag it from the hierarchy view to the prefabs folder. (It could be any folder in the project view, but prefabs is a good place.) Then drag three more copies from the prefabs folder onto the scene or hierarchy view. Move each enemy so it is near a corner of the arena.
The enemies are now instances of the prefab. Notice how each is colored blue in the hierarchy. Some of their properties are bold: these are unique to the instance. Others are not bold: these are inherited from the prefab. For example, each instance has its own position and rotation, but gets its scale from the prefab.
Selecting the prefab and changing its scale will change it for all instances. If you select an instance and change its scale, it will change only for that instance, but you can apply that change to the prefab using a button in the inspector.
If you no longer want an object to be an instance of a prefab, you can choose Break Prefab Instance in the GameObject menu.
Lesson 6 - Camera
What you will learn:
- positioning the camera
- changing the background color
- perspective vs. orthographic projection
We've mostly been working in the scene view, but that is not what our game will look like. It is cameras which determine the look of the game.
We can have multiple cameras, but it is the main camera that is most important. One was created for us by default. Select it in the hierarchy and notice what happens in the scene view.
First, we get box showing a preview of what the camera sees. Second, we see an outline of the camera view in the scene.
Switch to the game view and confirm it's the same as the preview. Feel free to navigate in the scene view to see the camera from the side, for a behind the scenes view.
We want our main camera to show a nice overhead view of the arena. Set its height (Y position) to about 7 and make it look down (X rotation) by 60 degrees. Move it forward until the arena is nicely visible; a Z position of about -5.5 should be good.
The background color defaults to blue, feel free to change it.
The projection can either be perspective (the default) or orthographic (more like an engineering drawing). Changing the field of view (for perspective) or size (for orthgraphic) has an effect on the visible area.
Depending on the camera's position in the scene, you may also need to adjust the near and far clipping planes to ensure everything is in view.
Lesson 7 - Lights
What you will learn:
- scene view lighting
- creating lights
- types of lights
- changing a light's color and intensity
- enabling shadows
You will have noticed in the game view that the scene looks very dark. In the scene view it looks much better.
This is because the scene view has its own artificial lighting. Try toggling it off and on using the light button above the scene view (between the buttons for toggling 2D/3D and audio). When it's off, the scene view lighting matches the game view.
We need to light our scene. We do this by creating some lights. These are another type of object, and they come in a few types.
In the hierarchy, create a directional light. A directional light points in a specific direction, while its position and distance are irrelevant. It's meant to model a distant and powerful light like the sun. In our case the default rotation is is OK, as if it's coming over our right shoulder, but set its Y position to 10 just to get it out of our way in the scene view.
A point light has the opposite nature: its position and distance are important, but direction is not. It's meant to model something like a bare light bulb or the light from a campfire.
A spot light is somewhat like combining a point light with a directional light. It's meant to model something like a flashlight or lighthouse.
An area light is like a glowing panel or a bank of fluorescent tubes.
Select the directional light and note its properties in the inspector. By default it is white but you can change its color. You can also change its intensity to be stronger or weaker.
Turn on soft shadows. These help to anchor the objects (tank and enemies) in the scene. We don't want them too strong, so adjust the strength to 0.5.
Lesson 8 - Scripts
What you will learn:
- creating C# scripts
- attaching scripts to game objects
- editing scripts with MonoDevelop
- using the debug console
- running the game in the editor
Our game has taken shape, but so far it's static, with no game play. That will change once we start scripting to add behaviour.
Scripts are typically saved in a folder called "Scripts" so create one now. They are compiled and attached to game objects as custom components that you control.
We want to control our tank with player input. But conceptually a tank could just as well be controlled by an AI script. Therefore, it's common to use two scripts: one to control the game object, which is called by another that gets player (or AI) input.
So create one C# script named "TankControl" and another named "TankInput". Drag them onto the tank object in the hierarchy; you should see them appear in the inspector.
Double click on the TankControl script and it will open in MonoDevelop, a C# development environment. You can see a C# class is created with the name "TankControl". (If you ever rename the script file, you'll have to rename this class also.)
Scripts are created with two functions for convenience: Start (called when a game object becomes active), and Update (called every frame).
In TankControl, we won't be using the Update function, so change its name to Control, make it public (so we can call it from another script), and give it two Vector2 arguments for moving and shooting. Add a debug statement to log those arguments to the console. Leave the Start function empty for now.
public void Control (Vector2 move, Vector2 shoot) {
Debug.Log ("move: " + move + " shoot: " + shoot);
In TankInput, we want to call the TankControl script attached to the same game object, so we'll need a reference to it. Make a member variable of the appropriate type:
TankControl control;
In the Start function, call GetComponent with the appropriate type to get the reference:
void Start () {
control = GetComponent<TankControl> ();
Now, we don't want to control the tank every frame, because it's a physical object, so it should only be affected by input when the physics engine updates. So change the Update function's name to FixedUpdate. In it, we'll create two Vector2 objects and pass them to the control script.
void FixedUpdate () {
Vector2 move = new Vector2 ();
Vector2 shoot = new Vector2 ();
control.Control (move, shoot);
Save the scripts and go back into Unity. From the Window menu, open the Console and drag its tab so it's beside the game and scene views. If there are any compile errors, they will appear here and you'll have to fix them in MonoDevelop before proceeding.
We can run the game from within the editor. This is very effective for testing how our scripts behave. Press the play button in the top center of the Unity editor. The game view will show (either maximized or not). We can pause and single step if we wish.
Our debug log statements will appear in the bottom of the Unity editor, and also in the console. You should see the move/shoot log statement is being called many times a second.
Lesson 9 - Input APIs
What you will learn:
- APIs for handling input
- using the asset store
- using the download manager
We have several options for obtaining player input.
Using the built-in "Input" API, we can get key, joystick, mouse, touch, and accelerometer events fairly easily. However, it lacks mobile controls (e.g. virtual joysticks and touch pads) and requires a lot of custom code and configuration to support diverse input devices (e.g. the many game controllers on the market).
Unity also provides a newer "CrossPlatformInput" API which is mostly a drop-in replacement for Input, but with improvements. Its mobile controls are adequate, but require the use of a separate "Unity Remote" app to easily test while running in the editor. And it doesn't handle all the game controllers. There are better options.
The best library for handling input is an API called "InControl". The free open source version handles virtually all of the game controllers. You'll have to purchase the paid version to use the mobile controls, but it's worth $25.
For now we'll use another free open source library called "CN Controls". It only provides mobile controls (e.g. virtual joystick and touch pad), but they work with the mouse in the editor.
From the Window menu, open the Asset Store. Create an account and log in. You should see assets which you can inspect right in the browser. There are usually sales, and favouriting assets is a good way to bookmark interesting ones for later.
Search for "CN Controls" and you should find a free version. Click download, then import. You can choose which parts of the asset to import; for now just import it all into the project.
Later, you will be able to go into the download manager (in the asset store) to manage downloads and updates.
Lesson 10 - Handling Player Input
What you will learn:
- using CN Controls for joystick input
- changing a script's execution order
- assigning references in the editor
We've imported the CN Controls library into our project, but we still have to use it within our game.
In the hierarchy, under Create Other, create a CN Controls Joystick. It will appear in the hierarchy view as a CNJoystick under a CNControlCamera. You should see it in the game view, and if you run the game, it should react to mouse events.
Create another joystick and change its anchor to right bottom. Now we have a left and right stick. The left stick will move the tank, and the right will shoot.
One more thing: we'll have to ensure the virtual joysticks update before we try to read their values. We do this by setting a low negative number for the script's execution order. In the edit menu, under project settings, script execution order, we can see this has already been done for us: the value for CNAbstractController is -100.
Now open the TankInput script. Add two public variables to hold references to the joystick objects we just created.
public CNAbstractController moveStick;
public CNAbstractController shootStick;
We won't set these references in code. Because they are public, they will appear in the inspector. Save the scripts and go back into the editor, select the tank, and you should see them in the inspector. Drag the left stick from the hierarchy onto "Move Stick". For "Shoot Stick", click the circle select button and assign the right stick from a list of appropriate game objects. Now Unity will maintain these references when it instantiates the script component for the game object.
All that remains is to use the joystick input in the TankInput script's FixedUpdate function. This is relatively easy:
Vector2 move = new Vector2 (moveStick.GetAxis ("Horizontal"), moveStick.GetAxis ("Vertical"));
Vector2 shoot = new Vector2 (shootStick.GetAxis ("Horizontal"), shootStick.GetAxis ("Vertical"));
Run the game and you should see the stick values in the console as you use them.
Lesson 11 - Tank Movement
What you will learn:
- rigid body physics
- moving a rigid body
- rotating a rigid body
- colliders
We are now ready to move our tank according to player input.
Open the TankControl script. We'll want a configurable speed for our tank, so add a public member variable:
public float speed = 1f;
Our tank will default to 1 unit per second, but we can adjust that later in the inspector and Unity will use whatever value we set instead of the script's hardcoded value.
In the Control function, we'll want to move the tank, but only if the stick has moved.
if (0f < move.sqrMagnitude) {
rigidbody.MovePosition (rigidbody.position + new Vector3 (move.x, 0f, move.y) * speed * Time.fixedDeltaTime);
The tank is moved by taking its current physical position, adding the distance it has moved over the time of the physics update, and using that to set its new physical position. The distance moved is the (already normalized) input movement vector, converted from 2D (XY) to 3D (XZ), scaled by the tank's speed over the time period.
The rigidbody is a component attached to the game object that performs physics updates. If we were to run the game now, it would crash, as our tank object has no rigidbody component attached to it. So select the tank and add one (under Physics, not Physics 2D).
Run the app and you should see it bounce around according to left stick input. It should not go through the floor, walls, or enemies. However, it's possible to flip the tank or even make it exit the arena, and another issue is the tank may move or spin without stick input at all.
The bounce can be eliminated in the rigidbody by freezing the Y position and the X and Z rotation (under constraints). The aimless movement and spinning can be eliminated by setting drag and angular drag to infinity. Finally, we can uncheck Use Gravity since our gameplay is restricted to the XZ plane.
These settings make our tank movement a lot smoother, but it still doesn't point in the proper direction. Let's fix that.
First, in the TankInput Control function, in the if statement, use a little bit of trigonometry to determine the angle of rotation in degrees.
float a = Mathf.Atan2 (move.x, move.y) * Mathf.Rad2Deg;
Then rotate the tank by setting its physical rotation using that angle (relative to the up axis).
rigidbody.MoveRotation (Quaternion.AngleAxis (a, Vector3.up));
Run the game and the tank should now point in the direction it is travelling.
So how does the rigid body know how to move physically in a scene? By default, each of the primitive objects has a collider which defines its physical presence in the world. Since we composed our scene (floor, walls, enemies, tank) from primitives, they have a phyiscal presence. The rigidbody component then dictates how these colliders react in the physics engine.
Our tank has several primitive components, but for movement, we only care about the collider on the body cube. We have no need or desire for colliders on the cylinders (turret and gun), so disable or remove them.
Lesson 12 - Enemy Movement
What you will learn:
- controlling enemy behaviour from a script
Our enemies will have very simple behaviour. They will cycle through three states: idle, warn, and rush.
When idle, they are immobile, vulnerable, and therefore green. Then they change to a warn state, which remains immobile but is invulnerable, so yellow. Finallly they change to a rush state, which is invulnerable and mobile, so red. Then back to idle.
One script (Enemy) will suffice. It will operate just like the tank control script: moving the position of the object's rigid body in FixedUpdate. Instead of input, it will be controlled by the states, which are just member variables which vary over time with a little randomness.
Consult the finished script for details. It should be added to the enemy prefab.
The enemy prefab still needs some configuration. It needs a rigidbody component, configured just like tank's. The three enemy materials have to be hooked up to the script, so the color can change with the state.
And one more thing. Because of the shape of the colliders on the heavily squished capsules, they intersect with the arena floor's collider. This means they will prevent the enemies from moving properly. The easiest fix, because our gameplay is restricted to the XZ plane and we've disabled gravity, is to simply remove the collider from the arena floor.
Run the game and you should see the enemies change color and move around, occasionally bumping into each other or the tank.
Lesson 13 - Collisions
What you will learn:
- detecting and handling collisions
- comparing tags
- destroying objects
We want the enemy to be dangerous to the player's tank. It should destroy the tank whenever they come into contact.
We can do this by detecting collisions between colliders. This only works if at least one of the colliding objects has a collider, but that is the case.
So add function OnCollisionEnter to the enemy script:
void OnCollisionEnter (Collision collision) {
Debug.Log ("player hit?");
If you run this code, you'll find it detects when an enemy hits the player, but also when an enemy hits another enemy, or a wall. We need handle the collision a little more carefully.
The easiest check to perform is against the tag of the colliding object. There is already a "Player" tag, so we'll use that.
void OnCollisionEnter (Collision collision) {
if (collision.collider.CompareTag ("Player")) {
Debug.Log ("player hit!");
It still won't work until we tag the tank's body object as "Player" (in its transform component). Tagging is useful, and we can create our own tags if we desire.
Normally, at this point we'd play a sound, reduce the tank's health or life, possibly even declare the game to be over. That is left as an exercise for the reader.
Lesson 14 - Tank Shooting
What you will learn:
- finding objects by name
- instantiating objects
We haven't yet made our right stick shoot. Let's enhance our TankControl script to do this.
First, we'll need the turret and gun objects. Make some member variables to store them.
GameObject turret;
GameObject gun;
Then get them by name in the Start function. This is brittle in the face of hierarchy changes, but easy. Notice how you can search the hierarchy like a path name.
void Start () {
turret = transform.FindChild ("Turret").gameObject;
gun = transform.FindChild ("Turret/Gun").gameObject;
We'll want to limit our firing rate. First make some member variables to configure and keep track of reload time.
public float reload = 0.5f;
float reloadTime = 0f;
Now we are ready to enhance the Control function to shoot.
We want to rotate the turret in a manner very similar to how we rotated the tank body, except we don't care about physics. So we'll rotate the turret's transform, instead of its rigid body (which it doesn't have).
Additionally, we'll keep track of reload time, and only shoot if the time is right. We'll shoot by calling another function with the shot's angle.
if (0f < reloadTime) {
reloadTime -= Time.fixedDeltaTime;
if (0f < shoot.sqrMagnitude) {
float a = Mathf.Atan2 (shoot.x, shoot.y) * Mathf.Rad2Deg;
turret.transform.rotation = Quaternion.AngleAxis (a, Vector3.up);
if (reloadTime <= 0f) {
Shoot (a);
reloadTime = reload;
We'll need a shot to shoot. This will require a prefab which we'll hook up in the editor.
GameObject shotPrefab;
Now we're ready to write our Shoot function. We'll do this by instantiating a clone of the shot prefab object. It will be instantiated at the gun's position, with the desired rotation.
void Shoot (float a) {
Instantiate (shotPrefab, gun.transform.position, Quaternion.AngleAxis (a, Vector3.up));
We've done everything needed in the tank, but we're not done yet. If you run the game, you'll get exceptions because there is no shot prefab. That's next.
Lesson 15 - Shots
What you will learn:
- changing a rigid body's velocity
- destroying objects
Let's make a shot.
In the editor, create a sphere, reset its transform, and set its X, Y, and Z scale to 0.1. Rename it "Shot" and drag it into the "Prefabs" folder. On the tank object, attach the shot prefab to the TankControl script.
Now we can move and shoot, but the shots do nothing. To move them with physics, we'll first need to add a rigid body component to the shot prefab object. Disable gravity and freeze its Y position as before. Freeze all rotation, and set angular drag to infinity. This time however, set drag to 0 so we can move the shot with forces.
Create a new C# script named "Shot" and attach it to the shot prefab object.
Give it a public member variable to configure the shot speed.
public float speed = 6f;
Then, in the Start function, change the velocity of the shot's rigid body so it moves on its own.
void Start () {
rigidbody.velocity = transform.forward * speed;
At this point, the tank can shoot, and the shots will bounce off other colliders, but they won't do anything interesting. We need to handle collisions.
There are many ways we could tell what collided with the shot. In this case, it suffices to compare materials as only the EnemyIdle material is vulnerable.
So create a public member variable.
public Material vulnerableMaterial;
Configure it in the editor with the EnemyIdle material.
Finally, check against it in the OnCollisionEnter function.
void OnCollisionEnter (Collision collision) {
if (collision.collider.gameObject.renderer.sharedMaterial == vulnerableMaterial) {
Debug.Log ("shot an enemy!");
Destroy (gameObject);
If we shot an enemy, we might want to play a sound, trigger an explosion, increase our score, leave a power-up, etc.
Regardless of what we hit, the shot is destroyed. It's important to call Destroy(gameObject) and not Destroy(this), as the latter destroys the script while leaving the game object alive.
Lesson 16 - Audio
TODO, in the meantime see Karmbat.
Lesson 17 - Building
What you will learn:
- building for Unity Web Player
- building for BlackBerry
- building for Android
- building for iOS
We can run our game in the editor, but for others we must produce builds.
First we'll build for Web Player. In the File menu, choose Build Settings, then change the Platform to Web Player. Click Build, choose a directory in which to save the web files, and that's it. With Dropbox public shares, this is an easy way to share builds with others.
Building for BlackBerry is similarly easy. You don't need to install any SDKs, but you do have to configure the build for your device. In Build Settings, change the Platform to BlackBerry, click Development Build and leave the Build Type as Local (Token Required). In the inspector, under Publishing Settings, set the Device Address and Password. The device must be connected in development mode, and you'll need a token for that device (you can create one and upload it in the Publishing Settings). Once all that is done, you should be able to click Build and Run, and see the app build, install, and run on the device. Check the console for errors (click for detail) if it doesn't work.
Building a signed release for publishing to BlackBerry World is not much more difficult. In Build Settings, unclick Development Build and change the Build Type to Signed (Submission). Click Player Settings and ensure your signing key information is entered in the Publishing Settings in the inspector. Then click Build and Run to test your signed build.
Building for Android is similarly easy, however you will need the Android SDK installed.


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subset: commoncrawl


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Tuesday, April 08, 2008
Hills Blogging
Game theory aside, the most interesting thing about the show is the uncertain relation between the storyline (presented within and across the episodes) and the actual lives of the characters (namely, anything that is not filmed by MTV), which is absolutely mind-bending. The narrative is never confined to what we see on the show--every single tabloid piece, every public appearance, every blog entry, is actually part of the show. Some people have mentioned how the show has the most expansive authorship ever, since the actors are all involved in creating the story, but it also proves Derrida right: there is no outside-the-text.
The first question I have--and it may seem trivial given all that lit theory, but I want to start to try to bring visual analysis into the discussion--is why do so many characters make entrances with their faces obscured? Entrances are obviously planned and staged, so why create that second of confusion when you see that a character has entered an apartment but don't see who it is? To create a reality effect?
The second question is also visual--is there a pattern to the "pillow shots" between scenes? Do they comment on the upcoming scene? What position does the narration take? They are not like Ozu's pillow shots, which always place the action. These shots signify "Los Angeles," before providing an exterior establishing shot--"Lauren and Audrina's apartment," or wherever. What's the point of the aerial shots?
9 comments:
- m said...
Loves it.
No snarkiness; I watched it too.
- 9:27 AM, April 09, 2008
- 誉网天下 said...
- This comment has been removed by the author.
- 3:20 AM, April 11, 2008
- 誉网天下 said...
- 3:50 AM, April 11, 2008
- Jared said...
For those who can't read Chinese, Babelfish renders the previous comment as:
The diamond -- life gem source from the ancient beginning, leaves the spontaneous silk the crystallization. Retention instinct sincere really, does not need the vulgar world 附会.
Thanks, 誉网天下, that's a very interesting and relevant point. Glad you like my blog!
- 11:21 AM, April 11, 2008
- Wireless said...
Hello. This post is likeable, and your blog is very interesting, congratulations :-). I will add in my blogroll =). If possible gives a last there on my blog, it is about the Wireless, I hope you enjoy. The address is http://wireless-brasil.blogspot.com. A hug.
- 12:52 AM, April 13, 2008
- Prisamata said...
haven't seen the show, and I dont know wether you're being ironic
I mean, should I watch an MTV Show?
and if the answer is yes...
Can it better than "Date my mom"?
- 5:53 PM, April 13, 2008
- tsune said...
I love it
- 9:18 PM, April 14, 2008
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- 11:17 PM, December 14, 2008


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Qwest dropped out of the bidding war for MCI Inc. after MCI agreed to another new deal with Verizon, rejecting a higher-priced bid from Qwest for the fourth time. "It is no longer in the best interests of shareowners, customers and employees to continue in a process that seems to be permanently skewed against Qwest," the Denver-based company said in a statement.
A former Bank of America broker, motivated by money, helped a favored client subvert the mutual fund trading system to make millions of dollars, a state prosecutor said Monday in opening statements at the former broker's trial.
The private-equity firms that paid top dollar for Neiman Marcus Group Inc. are betting that the luxury retail market has plenty of room to grow. Analysts say they expect Neiman's new owners to quicken the pace of stores openings under the Neiman or Bergdorf Goodman banner and may even open foreign outposts. Neiman said it agreed to sell its chain of luxury department stores to Texas Pacific Group and Warburg Pincus for about $5.1 billion in cash.
Morgan Stanley Chief Executive Phil Purcell survived a challenge to his position over the weekend after his board of directors gave him a vote of confidence. Now, however, he must appeal to shareholders and employees to move forward despite the rifts created during the Wall Street firm's leadership crisis.
Growth at the nation's manufacturers slowed in April for the fifth consecutive month, reflecting a cooling economy that is easing inflation worries. The Institute for Supply Management said its index measuring manufacturing activity registered 53.3 in April, down from March's 55.2 reading. But the Commerce Department said construction spending rose 0.5 percent to a record level in March, as strong building activity at offices and shopping malls helped offset a slowdown in housing construction.
Oil prices rose more than $1 a barrel, reversing course from last week, when prices declined by more than 10 percent due to rising U.S. supplies and slower economic growth.
Avon Products Inc., the world's largest direct-seller of cosmetics, said its first-quarter earnings increased 16 percent from last year, and the company raised its full-year profit outlook.
From wire reports
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Sprint has launched a wireless high-speed data service that aims to provide mobile access to at least 60 metros by early next year. The dual-mode service will run on Sprint's PCS 1xRTT network and more than 19,000 WiFi access points, and offer average download speeds of 400 kbps to 700 kbps, peaking at about 2 Mbps.
Sprint's EV-DO (Evolution Data Optimized) service will start at $40 per month. The company will initially roll it out to airports and central business districts, and follow with launches in broader metros.
Pricing starts at $40 per month with a 40 megabyte cap. Customers who take that package and exceed the cap will not pay more than $90 per month, the company said. Sprint will also market an unlimited access plan for $80 per month.


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Start to finish: 5 Hours Servings: 5 to 6 Difficulty level: Easy
Prime rib, as the name suggests, is one of the primal cuts of beef. For this reason, preparing this juicy and tender cut of meat can be intimidating for a novice. However, this meat is easy to cook and prepare. All you need is an oven and your favorite seasonings for flavoring. A meat thermometer is also useful to prevent overcooking.
- 1 Prime Rib
- 5 garlic cloves, halved
- 1/2 cup kosher salt
- 1/4 cup black pepper
- 2 tablespoons of finely chopped rosemary or thyme
- 1 tablespoon of olive oil
Using a knife, poke five 1/2-inch holes into the meat. Pour 1 tablespoon of olive oil over the meat and insert two garlic clove halves into each hole. Combine the remaining seasoning and rub it over the meat with your hands.
Leave the prime rib at room temperature for about an hour.
Preheat your oven to 450 F for about 20 minutes, and put the prime rib in the middle of the oven.
Cook the prime rib for 30 minutes, and then reduce the temperature to 325 F, which is about 15 minutes per pound of prime rib for a medium-rare roast.
Remove the meat from the oven and use a spoon to pour the meat drippings over the prime rib.
Return the roast to the oven until the internal temperature of the meat is about 125 F for medium rare. Use a meat thermometer to get an accurate measurement.
Once the prime rib reaches the target temperature, remove the roast from the oven and let it rest for about 25 minutes. This allows the juice to further cook the meat and retain its tenderness.
Buy bone-in prime rib. The insulating effect of the bone will make the meat around it more tender and juicy as it cook at a lower temperature.
Season the meat ahead of time. Let it sit in the refrigerator overnight. The salt will initially absorb some of the moisture in the meat. As the prime rib draws the salt liquid, it helps break down the protein, which tenderizes the meat. This also lets the seasoning absorb into more places in the meat.
Use a Thermometer
A thermometer is the only way to ensure your meat is cooked to the temperature you desire. Some ovens cycle above or below the desired temperature, so timing is not always accurate or reliable. Cooking a bone-in prime rib and the percentage of fat on the meat also affect the cooking time. Instant-read thermometers are more accurate than a leave-in models, which can be about 5 degrees higher, according to SeriousEats.com


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Barguna Correspondent, bdnews24.com
Published: 2017-04-21 17:53:42 BdST
Amtali Police Station OC Md Shahid Ullah said the three, deputed to Patuakhali Coastguard, were riding a motorcycle when the bus hit it face-on in Bandra on Friday afternoon.
Police have identified the victims as Fuad Hossain, 23, Abdus Sadeq, 30, and Enamul Haque, 30.
Sub-Inspector Abdul Khaleq said Fuad and Sadeq died on the spot while Enamul died in Kolaparha Hospital in Patuakhali.
The bus was seized but the driver had fled the scene, he added.


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Hong Kong politics[edit]
In 1985 Lau became a member of the Regional Council. He then joined the Liberal Party and the New Territories constituency.
In 1991 he was elected to LegCo, representing the Heung Yee Kuk functional constituency and held the seat (including as a member of the Provisional Legislative Council, 1996-97<--date needs confirming-->) until 2004.[1][2]
In the 2004 Legislative Council elections, he stood for election in the 'District Councils' functional constituency and won, with the help of mainland and pro-government forces. The reason for the move was to ensure that the seat vacated by Ip Kwok-him, a member of the DAB (then called the Democratic Alliance for Betterment of Hong Kong), was taken by a pro-government member. Another rural leader took the kuk seat. A year later, Lau was awarded the Grand Bauhinia Medal, the highest honour the government can bestow on a member of the community.
There was then a further twist. So that Ip could run in the 2008 election in his former constituency (District Councils), Lau stood for and of course re-won the Heung Yee Kuk seat. It was shortly afterwards, in January 2009, that Lau was appointed to Exco, a predicted move that was seen as a reward for his cooperation.
Thus he is now a member of both Exco and Legco, as well chairman of the Kuk, and of Tuen Mun District Council, among his various other positions.
Lau's performance in Legco is considered one of the worst as he has not initiated a motion since 1998.
ninth term, from June '11
- ^ Rthk.org. "新任行會成員劉皇發履歷". Rthk.org Retrieved on 2010-10-09.
- ^ a b Bridge Builder, Christine Loh, Civic Exchange


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It has been a long time coming since there has been a Digimon movie. It's a title that draws more interest to many fans. The great deal of fans of grown found of Digimon primarily from the original show particularly the first two seasons. Ever since then it's been safe bets and the results have shown. We need a new Digimon movie, to bring back fans of the original series while also bringing in new fans.
Saban Entertainment made a smart move in bringing back the old series then introducing the new series. However, as a fan, I think it's about time Digimon took the risk of delivering both a new movie and a new game. Fans have been long awaiting a new and exciting product that would be worth the cost. The game franchise might only hold up for true fans while newer players will find these games rather tedious and repetitive with very little reward.
As a long time fan myself and being an avid Digimon fan, I've played most of the main titles. To the franchises credit each sequel title of Digimon world tried to mix things up. I believe the best move would to create the next title in the series Digimon world 5 for the PS4, Xbox one, PC, and Wii U.
Digimon World 5 must take risk like in the first two season to bring back the fans while also bringing in new fans. Doing the movie on its own might not capture as much attention otherwise. Overall the main thing the games have failed to do is bring an emotional level like the series had to it. That's why players stop investing in Digimon's newest attempt in Digimon Masters Online. I don't think many people even mind that its hack and slash and pick up item game. A deeper concern is the connection that is drawn that is to say that there is none. At this point players are looking for new things to do. Now Digimon World 5 will have to apply both things in order to be a success (That is an amazing story and great game play). Again that is also to draw attention back to a movie. In order to understand each games good parts and short comings I'll write about each one in short paragraphs.
Digimon World 1
Good: This game was literally like the first logical step from tamagotchi. It kept players invested in trying to figure how to get some Digimon. The game has a decent replay value always shifting where the final boss is.
Short comings: The actual roster might not hold up considering the mast majority of fans want so many Digimon to play as these days. There is actually little connection to personality.
Digimon World 2
Good: A decent roster with three on three battles in which you can require more Digimon from its previous title. More areas then its previous game either this or third game is considered the best game. An attempt is made to create a story.
Short Comings: Figuring out when and how to update the driving beetle in order to advance in the game can get a little confusing. There is still not enough connection to the Digimon.
Digimon World 3
Good: A decent roster. This game allowed three Digimon and the leader did battle one on one. It had a large map to explore and work around. It created a basic story.
Short comings: A lot of going back in forth. Still not enough connection is drawn to Digimon.
Digimon World 4
Good: Improved the look of Digimon and graphics a lot. It had nice maps. The weapons were a nice touch. The play value is decent.
Short comings: It had a poor roster. It didn't do hack and slash justice using the same motion of attack over and over. Items had a confusing system. The maximum level was too high. Still no connection to Digimon this is considered the worst game in the franchise.
Digimon Battle Online
Good: It has an impressive roster. This game made it possible to play online. This game had massive maps.
Short comings: Any higher level player could battle anyone other player and bug them. All the quests are far too similar to on another. There is little to no story and little to no connection to the Digimon.
Digimon Masters Online
Good: An impressive roster of Digimon. This game was the next step from Digimon battle online in every way.
Short comings: Quest are too similar to each other. This game still has no connection to the Digimon themselves. A poorly constructed story that is attempting to mimic the original show its flattery falls flat. When the game holds back on some Digimon it drives more players away.
Digimon World 5/6
This title is needed and needs to redeem what a lot of people might start to walk away from. Digimon World 5 desperately needs to start pushing for innovation and creativity, depth, passion and be an actual challenge. This is where I come in.
Like I said before I'm just a concerned fan. I'd like to be more, like a creative adviser of some kind. This game needs to have a deep and compelling story that challenges new and veteran players alike. I think it's time we saw Digimon interact like they did in the early series and even possible interact in a more in-depth way. I understand that the game is closer geared toward younger players. But it's time we recognized that young players can handle a lot more. Baby feeding players is no longer safe.
It's time the Digimon World 5 constructed something intense. I recognize that currently there is a different Digimon World re-digitize title which is a reboot of the first game but no official Digimon world 5. What the majority players seem to crave for is something new. I worked hard to interweave ideas that combined concepts from the series and all the Digimon world games. I made sure to show that each character would be like the way there were from the series with some improvements and if that Digimon didn't have much time to present a personality then this would be the title to allow a deeper interaction with that Digimon. Let Agumon be the leader and let Veemon be the comic relief character and so on. The most important part is the story and connection should be top priority. But like I said before at this point it would still not be enough. So I also included different types of quest including defense and assault types and much more.
This game can also take advantage of creating amazing maps and should logically have the biggest roster of playable Digimon. I've said with such creative input that this game could reach video game of the year potential. The voices of players needs to be recognized and I've put time and effort into creating a story that can finally fulfill that desire while also catering to complaints about game play itself. If players are invested it will be harder to get tired of. Digimon World 1-4 and DBO and DMO have all not done a good job and creating that intense and passion from season one and two of the Digimon series. To explore some of the ideas further I'll share some of them here.
At first I took a pretty biased approach looking at my favorite Digimon Veemon first. I explored the game from only one Digimon's point of view. And that's the first thing I mention. Is that each Digimon would have their own story. I've done some others including Agumon, Gatomon, Dorumon, Guilmon, and Floramon. I constructed ways to involve different mission type to each Digimon. I think another I mentioned is that the Digimon should speak in this game. It was a big deal in the series. We should hear their voices and should be drawn in by each story. I've found a way to connect each game and the series into one thing while also developing a new story for Digimon world 5.
It was also important to show that characters reacted to each others choices as well. It was key to include Drama, action and adventure; I also worked on some moments of romance and comedy to balance the feelings out. I wanted to try my hardest to push these ideas to both Bandai and Joymax is I said earlier. I think some enforcement from the players would be optimal at this point. My current goal is to get many players to read this and to also draw out their concerns to the respected companies as well. Digimon's future can be saved; I still believe that the game I've written as a lot of potential to be made real. Perhaps next E3 would be the correct time so announce this title. I've wanted to be part of Digimon for some time and I'd be honored if the took the ideas and at least let me know what they think of it.
As far as the movie goes of course much more of a focus is needed. The Digimon movie's focus was all over the place and it clearly showed. Drawing back from the ideas I had I believe a movie could be pulled out but there should be a caution as to where the focus will be. With the game title popping up first it can also give viewers an opportunity to see a good adaptation from game to movie and the fans would have hopefully come back as well as new comers. Of course the emotional toll here is just one of those things that could really use more focus. The game needs to balance between that and great game play. I've considered all things and would willing to rework the ideas and concepts. All I would desire is that Bandai would actually look at it. Again I think that would also require other fans voicing their opinions as well. I'm trying my hardest to please both fans and creators and I will continue to attempt to voice my concerns until I get some sort of reaction. Either way I think we still need a game, that game we actually both want and deserve. There are still plenty of loyal Digimon fans and I've always been aware of that being one of those myself. It would be an honor to be a creative consultant of both the Digimon world 5/6 and the new Digimon movie.


text:
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GRAND RAPIDS, Mich. (WOOD) — With snowflakes in the Storm Team 8 forecast, Grand Rapids police want to remind drivers of the city's odd-even parking ordinance.
The winter parking ordinance is in effect every year from Nov. 1 through April 2.
Sergeant Terry Dixon, public information officer for the Grand Rapids Police Department, said they gave a grace period for drivers to adjust to the yearly change.
Officers have mainly been handing out parking violation warnings to cars parked on the wrong side of the road, but soon they'll issue $20 citations.
Sgt. Dixon told 24 Hour News 8 that GRPD isn't trying to catch people off-guard, that's why they had a grace period.
"The primary reason why we have this ordinance is for snow removal, so emergency vehicles and service vehicles can travel safely through the roadways," Dixon explained.
He said when vehicles are lined up on a designated side of the road it helps. However, the intention of the city rule is two-fold.
Sgt. Dixon said the ordinance takes effect before the snow hits in order to prepare.
"We have street sweepers that are out-and-about clearing the gutters and the catch basins of leaves and other debris in anticipation of the snowfall, so they can remove the snow more effectively," explained Dixon.
On odd-numbered days, drivers should park on the side of the road with an odd-numbered address. On even days, the opposite is true.
The ordinance is in effect between 1 a.m. and 6 p.m.
"The number one rule: Before bed, think ahead. The 'one' stands for 1 a.m.," said Dixon. "If you're able to remember that then you'll be able to avoid being in violation."


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<< A Different Reason To Consider the Subscription Model | Blog Home | Matrix Takes Next Step in Entertainment Evolution >>
A Sure Thing in Uncertain Times – For Now6 Feb, 2003 By: Thomas K. Arnold
Consumer habits are puzzling. And this uncertainty certainly contributes to — nay, is primarily responsible for — the sinking feeling deep down in many studio executives' stomachs that while DVD sales continue to soar and everyone's making their numbers and then some, sorry, Charlie, it ain't gonna last forever.
My point is this: Right now, consumers are avidly collecting movies, something they never did in the VHS era. But for how long will this trend continue, and even if it does, is there a saturation point? How big is the optimum home movie library? A hundred DVDs? A thousand?
Take a look at what's happened on the music side — and I should point out that prior to my joining Video Store Magazine more than a decade ago, I was a rock critic, writing for Billboard, The Los Angeles Times and San Diego Magazine.
In the heyday of vinyl, everyone collected records. My parents had a cabinet filled with about 200 LPs, while my friends and I bought fruit crates and filled them with vinyl — with some of our collections topping out at 1,200, 1,500 or even more.
When CDs came along in the middle 1980s, the joys of collecting were diminished. Part of the thrill of record collecting was those big, flat covers, so eye-fetching and yet easy to store. With CDs, the size shrunk — and while many music fans did, in fact, rebuy their libraries, many others, me included, only selectively bought CDs. Even today, I still have about 800 vinyl LPs, but no more than 300 CDs.
The transiency of pop music that began manifesting itself in the late 1980s — the lack of any sustained superstar — further squashed the collector spirit. And with the advent of digital downloading, coinciding with the stupid refusal of the record companies to drop CD prices (for which they are paying out a class action settlement to pretty much anyone who visits musiccdsettlement.com), it was all of a sudden over. I don't know anyone who avidly, passionately, collects music anymore.
Home video is a different story. For starters, in the VHS era very few people collected movies— rental was it. You had favorite directors or actors, but there was a certain affinity between pop star and consumer that was never quite duplicated on the film front. Plus, music is inherently repeatable — I've been known to play the same song a dozen times, if not more, on the way up to work — while movies are geared toward one-shot viewing.
That's why no one, with the possible exception of Warren Lieberfarb, ever thought people would actually collect movies, at least not to the extent they are now.
With DVD, the improbable has happened. People are avidly, passionately collecting movies — and music videos, and TV shows and all the other cool stuff that comes out on DVD. The studios have gone out of their way to make DVDs collectable, chiefly through attractive pricing and the gobs of special features that make it virtually impossible to digest a disc in a single evening.
I've got about 1,400 discs and storage is beginning to be a problem. I'm continually weeding through my collection and I'm becoming a lot more selective in what I bring home.
I expect others will do the same and begin setting parameters. We've got nearly 100 years of movies in the vaults; eventually, everything that can be released will be released, and at some point consumers will have bought every old movie they want to own — or have room for. They will limit their purchases to new releases, and buy very selectively, simply because they will have run out of room. You're likely to see a resurgence in rental — and even if the studios have killed it off by then, there's always the specter of digital downloading.
At the same time, fewer new DVD households will come online, as the format becomes ubiquitous.
Therefore, logic would dictate that at some point, buy rates will drop dramatically.
That's the future — I think we can all agree on that. The uncertainty is in the time frame, which in my opinion rests chiefly on the ceiling for your typical home movie library. How big will home collections get? That's the key question everyone in this business should be asking.


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text:
|Ayase Naru
Ayase Naru
|Personal Information
|Hair Color
|Hot Pink (Naru)
Light Pink (Cure Lovely)
|Eye Color
Pink (Cure Sparkle)
|Theme Color
|Pink (main)
|Anime Information
|Rainbow Live Precure!
|First Appearance
Ayase Naru (Ayase Naru?)is the leader of her team and the main character of Rainbow Live Precure!. Her alter ego is Cure Lovely ({{{2}}}?).
Naru has Yellow eyes and a short light pink hair.
Naru is a very cheerful, lively girl, she also a prism star from prism stone. hikari. Naru with her bestfriend Fukuhara Ann
Past life
The main character of the Pretty Rhythm Rainbow Live anime and also the main character of this fan series. A 14 year old girl in 8th grade with a Lovely-type personality. Very good at deco-ing things, and ends up deco-ing everything she sees. A bit of an airhead, she has a dream to own a Prism Shop like Dear Crown someday, her favorite store. After participating in her first Prism Show, however, she ends up becoming the shop manager of the Prism Stone Shop in Harajuku. She can see the "colors" of music.
Meeting Sharu and Becoming Cure Lovely
In episode 1 when she do show Bad End appear and attacked Naru, and come Sharu a mascot from prism music save Naru from Bad End, and Sharu give a power to Naru for transfrom as cure lovely to defeat Bad End but Bad end already summon a monster named Yami , and there are first fighting scene Naru and Yami. naru finished attack yami with her first attack Lovely Arrow, but Bad end already disappear.
Fukuhara Ann: Naru's best friend
Ayase Ryuunosuke: Naru father
Ayase Shion: Naru mother
Cure Lovely
She transfrom use lovely catch and her shout out is " pretty cure!, lovely link!" And She Introduction: "The Cute personality, cure lovely!"
She use Lovely Pass as her device to attack
First Attack :
- Lovely Arrow


text:
Boost confidence and resilience with this weeks Mudra
Wanna rock the rest of your day? Try this week's Monday Mudra!
Mudras are a powerful tool from the Yoga practice that activate energetic qualities and different area in our body. When practiced with long slow deep breaths they are valuable tool for quieting and focusing your mind.
Kali is a powerful Hindu Goddess that represents the destruction of all illusion and negativity to help us tap into our authentic selves. Learn more about Kali here: http://www.ancient.eu/Kali/
By tapping into our true nature Kali Mudra enhances our courage and inner strength while transforming and releasing all that is no longer needed. Physically this mudra stimulates digestion and elimination and your root chakra for grounding and security.
10 deep breaths is all it takes!
To learn more about Kali Mudra check out: https://www.yogajournal.com/poses/kali-mudra


text:
RDD Bihar (Rural Development Department of Bihar) has released latest recruitment notification for the various vacant posts of Panchayat Rojgar Sevak, Accountant, and Panchayat Technical assistant. The Interested candidates can Apply Online.
RDD Bihar Recruitment 2015
RDD Bihar (Rural Development Department of Bihar) had invited applications from the interested and eligible candidates from all over the country for filling up the various vacant posts of Panchayat Rojgar Sevak, Accountant, and Panchayat Technical assistant. The Interested candidates can Apply Online. The Candidates can get the whole detailed information regarding the recruitment, Check Here.
Vacancy Details: (Total No. Of posts is 4823)
Name of the organization: Rural Development Department
Official website: rdd.bih.nic.in
Number of Vacancies: 4823 posts
Job Category: Government Job
Job Location: Bihar
Post Wise vacancies:
- Panchayat Rojgar Sevak: 4594 posts
- Accountant: 142 posts
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For Accountant Posts:
The Eligible Candidates should have completed Degree in Commerce from any recognized college.
For Panchayat Technical Assistant Posts:
The interested and Eligible Candidates should possess B.Sc. (Physics, Chemistry, Maths, Agriculture, Forestry & Degree / Diploma in Engineering from any recognized university.
Age Limit:
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- Age relaxation will be applicable as per government norms.
Selection process:
The Eligible candidates will be selected on the basis of merit they secured in the academics.
Application fee:
There is No application fee is required for the applicants.
How to apply:
- First Candidates need to Log on to the official site rdd.bih.nic.in
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Important Dates:-
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text:
Product Code: PCS015
Product Specification
Product Measurement: 36CM (Length) * 24CM (Width) * 60CM(Height)
2 cartons weight: around 11KG (Body)/ 8KG (Base)
Material Used:Polystone Resin
Packing: 2 Pieces / 2 cartons (Body/ Base Separately Packed)
Pre-order information
Suggested Pre-order Price: US$509.00
Pre-order Deadline: 28th Nov, 2016
Target FOB HK shipment: Q1, 2017
*Local Retail Price varies .
*Final products maybe slightly different from the official pictures shown.
*All prices do not include freight. Shipment from China or Hong Kong port.
Product features
* Around 50CM height (Up to Head) / 61CM height (Up to Hand)
* Iphone 8 Pin Charging: I5 or Above
* Wireless Charging : S6 or Above
* USB Port * 1
* 3.5MM DC Jack
* Able to be Charging 3 Smart phones at the same time
* Wireless Charging Specification:
Signal : 5V / DC
Max Voltage: 5V +/- 0.25V
Max Current : 1A


text:
"The truth won't always set you free" proclaims the cover of Given in Evidence by Jonathan Davies and you know you are in for a dose of realism as you enter the folds of this intriguing first novel.
This is a story about drug trafficking and a trial which enters into the personal life of the prosecution barrister Jeremy Scott.
In the most unexpected ways, apparently unconnected events merge into the trial of a drug courier from Pakistan that eventually explodes into a gripping climax.
Jonathan Davies' keen and sparse observations of the various characters whose paths cross enable the reader to visualise who they are without being held back by wordy descriptions. And it is the novel's pace that contributes in part to its success.
Knowing your subject is a great advantage and Davies is able to portray criminal and legal minds as well as describe deviant personality in such a way that you can touch your characters.
You understand what happens to them – the writer is the expert and you enter his world. Sometimes familiarity with a subject can be off-putting and its reproduction annoying but this has no ersatz feel, it is recognition.
There must be further stories that Jeremy Scott can lead us to and as he leaves us near the end of Given in Evidence we must guess he feels betrayed and unfulfilled but we can only care where his next case takes him.


text:
The goal of this course is to provide local and state-level emergency responders with an overview of key duties and responsibilities of a Liaison Officer Type III in a Type III All Hazards Incident Management Team (AHIMT).
There are no prerequisites to taking this course
If you are not sure who your regional representative is, take a look at this map. It is color coded by county. The regional representatives are listed below.
Click on the city name for more details and registration optionsNo upcoming classes.


text:
Zoe Tapley delivers an engaging performance of Jo Macauley's thrilling novel Treason, the first book in the Secrets & Spies series. It's 1664, and 14-year-old protagonist Beth Johnson, a gorgeous young actress, has a secret: she's a spy. Charles II is king, and there are plots to assassinate him and overthrow the monarchy. When a ghost ship appears on the Thames, Beth is dispatched by the king's Master of Secrets to investigate. Can she uncover the truth and prevent the king from being killed?
Fourteen-year-old Beth Johnson is a talented and beautiful young actress. She is also a spy. The year is 1664, and Charles II is on the throne, but all is not well in the bustling city of London, and there are those who would gladly kill the king and destroy the Monarchy.
One morning, a mysterious ghost ship drifts up the Thames. Sent to investigate by the King's Master of Secrets, Alan Strange, Beth quickly finds herself embroiled in a dangerous adventure. Will Beth be able to unravel the plot to kill the King before it's too late?
©2013 Jo Macauley (P)2013 Audible Ltd
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If you find this review inappropriate and think it should be removed from our site, let us know. This report will be reviewed by Audible and we will take appropriate action.


text:
DURING the rule of Gen Zialul Haq pays and pensions of the retiring government servants increased in 1986. Despite the liberal raise awarded, a cruel anomaly was left behind. The new liberal scale was refused to the then existing pensioners, and pre-1986 pensioners were retained on the old miserable scales. Thus two distinct classes of pensioners were created.
A brigadier retiring in the pre-1986 era received only Rs3300 a month as compared to over Rs10,000 for the one of the post-1986 period. It gave rise to a slogan of "one rank, one pension".
The date of retirement cannot be allowed to usher in miseries for those who retire earlier in the same rank. A Shariat petition was filed by the old pensioners in the Federal Shariat Court in October 1990.
The decision was given by the Shariat Court on Oct 14, 1992, in favour of 'old pensioners'. An appeal was given by the government which is still lying in the court. In the meantime, many of the old pensioners have died while the rest are waiting for their turn.
The slogan 'one rank, one pension' still exists. In the meantime, the budget gave every year 20pc raise to the pensioners of pre-1986 and thus they were being given some extra tolls and consolation.
This year, unluckily, the budget has remitted that extra raise and that now all the military pensioners pre-1986 have reached the level of post-1986, especially the lower ranks.
BRIG ( r) A.Q. ANJUM


text:
Hide App-Hide Application Icon
Hide any app you don't want others to know. ★ (Root Required)
"AppHider" can help you to hide any app. After app is hided, the app icon will disappear from the Launcher.
— Totally free. No Ads.
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— Support PIN lock
— Support auto backup and restore (After you reinstall AppHider, the previous hided apps can be restored back.)
AppHider needs ROOT permission. For the devices not ROOTed, try our another app "Smart AppLock" – https://play.google.com/store/apps/details?id=com.thinkyeah.smartlockfree.
What can I do if app is lost?
Go to Setting->Find Lost Apps.


text:
Come and learn all about Mayflower Council's 2018 Philmont Trek Trip.
Philmont Scout Ranch is the BSA's premier High Adventure Base. It covers over 200 square miles of the Sangre de Christo range of the Rocky Mountains in northern New Mexico. Scouts will hike at least 50 miles over the course of 12 days and will build skills, self confidence, and explore new levels of teamwork
This information session will be aimed at giving Scouts and parents interested in the 2018 Philmont expedition the information they need to decide if joining the 2018 Philmont Council Contingent is right for them. The evening will feature:
- A presentation from a father and son who made the trek together in 2016
- A discussion about pricing and payment options, including ideas on how you can help your Scout fund raise for his trip
- A Q&A with the Philmont Organizer Pete Lane


text:
Wessex FM News
Wareham Kids Club Celebrate Funding Boost!
1:32pm 8th March 2013
Prime Time Kids Club in Wareham have won the lottery.
They're getting a grant of nearly £10,000 to spend on new equipment, resources and toys for the children they look after.
The breakfast, afterschool and holiday club will be moving into bigger premises in the Wareham St Mary Primary School grounds later this year.
Helen Pugh, Manager, said "These are thrilling times for Prime Time and with this amazing grant, we are able to purchase new equipment, resources and toys for the children. The next few months are going to be very exciting, with our move into the newly designed premises, we can't wait to open the doors and show the children their new play area and equipment. None of this would have been possible without the National Lottery Grant, we cannot thank them enough."
Sign up for the latest local news direct to your inbox


text:
The Guardian nennt das Ergebnis "sweet, boring hipster melanchlia":
The hit song is Particles: a slow-build grand anthem sung in English with breathy, soulful vocals from Of Monsters and Men's Nanna Bryndís Hilmarsdóttir. The South Icelandic Chamber Choir add pristine wordless textures to Raddir; in Dalur, a brass trio play in a garden, next to a horse, outside a living room where folk in knitwear and check shirts eat cookies and watch Arnalds playing sweet, boring loops on the piano. The opening track features an Icelandic poem read with tremendous poise by an elderly Einar Georg Einarsson, which is the finest moment on the album.


text:
Southampton boss Mark Wotte has shown Rudi Skacel, Ryan Smith and Romain Gasmi the St Mary's exit.
Last Updated: 06/05/09 1:17pm
Southampton boss Mark Wotte has started trimming his relegated squad after showing Rudi Skacel, Ryan Smith and Romain Gasmi the St Mary's exit.
The Saints have dropped into League One following a 10-point deduction for breaking Football League insolvency rules and Wotte has wasted little time in making changes to his playing staff.
Skacel, Smith and Gasmi have left the club, but Wotte has been encouraged by the attitude of the remaining members of his team.
He told the club's official website: "We spoke with everyone and almost all the players were very determined to stay and fight to get Saints back into the Championship as quickly as possible.
"Even players who are linked with other clubs told me they would prefer to play for Saints than sit on the bench for a big club, but of course you never know what's going to happen if someone comes in with an offer.
"However, we will not be extending Ryan Smith's contract, Romain Gasmi has returned to France now that his loan has finished and Rudi Skacel has also been released."
Wotte has also told Bradley Wright-Phillips and Jason Euell that he will be unable to extend their contracts.
"We have told Bradley Wright-Phillips and Jason Euell that we cannot extend their contracts because of the situation that we're in, but if that changes then we will consider offering them a deal but on totally different wages than they are on now," he said.
Davis stay
"We will keep an open line with them but it will be a completely different contract and they agreed that was fair enough.
"In the meantime though they are out of contract so are able to sign for other clubs."
But Wotte admits goalkeeper Kelvin Davis will be the first player to be offered a new deal when the club have a more secure financial future.
"Kelvin Davis said he wanted to wait until the last possible day before moving on elsewhere if he receives another offer and expressed again that he wanted to stay," added the Dutchman.
"I also told him again that he is very important to us and that he will be the first person to be offered a new contract as soon as there is someone in a position to do so and we have secured a better future for the club."


text:
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The difficulties why Medical Device Manufacturers Nose at present
Published on May 26th 2012 | Business
Published on May 26th 2012 | Business
Physicians' Tools Organic and natural are blessed with upped the type of ante their levels and as well as maturation majority of these previous changing times in a respond to this extending need for u...


text:
Phone:+1 716-324-5971
if you live on this major planet, everybody can find anything in this web site mainly because we have your around the world protected marketing circle.together world-wide wholesaler / retailer, tbdress offers a selection of dress white shirtshaving wonderful top quality along with sweeping price tag. tbdress is the better wholesaler in the world who is going to provide the greatest product, incredible cost in addition to qualified solutions.listed below are all kinds of excellent dress white shirtsusing fragile layout for every single customer. give yourself one prospect, then you can as if it constantly.it is possible to search all of dress white shirtssimply by different classifications. also, we offer much more other fashionable merchandise within our order online.many items are of high quality with lovely lower price.


text:
The single most startling development in the labor market data in recent months is acceleration in labor force growth. The participation rate has risen only marginally, because employment has continued to climb too, but the absolute size of the labor force is now expanding at its fastest pace in nine years, up 1.9% in the year to September.
Posted: 10th Oct 2016 in 'U.S. Documents'
labor force, unemployment, payroll growth, employment, nfib, employers, payroll, fomc, nairu, monetary policy, core inflation, wage growth, capex, capex intentions, wages, non-oil capex, fed, pantheon macroeconomics, pantheon, macroeconomic, macroeconomics, independent advice, independent analysis, advisors, advisers, advisor, advice, independent, analysis, research, economic intelligence, economy, economic, economics, economists, Dr. Ian Shepherdson, Ian Shepherdson, financial market, financial, market, finance


text:
Heads up, you are now leaving Arc Games! Remember to not share ac- count information as the site you are attempting to reach is not affiliated with Arc Games.Okay - I Understand
Continue to link and leave Arc Games.No thanks
Take me back to Arc Games.
Immerse yourself with the holiday festivities! Grab a free potion in the Marketplace! Read more
Happy holidays! Check back each day for a new gift code! Read more
The holidays are upon us and we're kicking it off with a sale and event for everyone to enjoy! Sale End Date: Wednesday, December 19, 2012 Christmas Fashion: Celebrate the holidays... Read more


text:
Shell Trailer (2012)
26 November 2012 Drama 90 mins
Abandoned by her mother when she was a child, Shell has stayed to take care of her dying father but now feels trapped within the beautiful but desolate landscape that surrounds her. With only her routine of running the decaying petrol station, taking care of her father, and spending afternoons in her bedroom with a local mechanic, life is passing Shell by with every passing truck that rattles her walls. One day a salesman stops to re-fuel and offers Shell a taste of the outside world that takes her closer than ever to the edge of the road and her desire to escape.
Watch the official Shell 2012 trailer in HD below or find more Shell videos on Vidimovie.


text:
Have you dreamt of bookends with as many functions as a Swiss Army knife? This design aspiration, among others, is a reality thanks to burgeoning New York City based Apparatus Studio. Elegant lighting, furniture and objects crafted from brass, hardwood and porcelain hold a contemporary vibe that is undoubtedly Apparatus.
If we had to settle for one outrageously lofty light fixture, it would be this one.
Learn more at Apparatus.


text:
|11 Nov 2014
Windows 7 Home Premium - 64 bit
Cannot open a file (Internet Explorer) in my email.
Hi: I have an email with an attachment which suddenly I cannot open. I receive the following message: "Your current security settings do not allow this file to be downloaded". How do I change these settings? I have disabled Norton but that didn't work.
Ardath Morrison
|My System Specs
|11 Nov 2014
Windows 7 Ultimate Retail Box (64-bit installed) + Service Pack 1
What email client? You can't open it because it isn't on your local PC yet, it's on the email server from your description, still? (though choice of word suddenly is interesting...)
If you aren't connected to the internet, that would do it.
If the attachment was not allowed at the server level due to size restrictions or content, that might be issue, also.
Please elaborate on details if that wasn't of any help.
|My System Specs
|11 Nov 2014
Windows 7 Professional x64
Hi: I have an email with an attachment which suddenly I cannot open. I receive the following message: "Your current security settings do not allow this file to be downloaded". How do I change these settings? I have disabled Norton but that didn't work.
Ardath Morrison
· Open Internet Explorer.
· Click Tools and then options.
· Click on the security tab.
· Select the Internet Zone.
· Click on the Custom Level Button and then scroll down to Download.
· Make sure to enable File download.
· Click Apply and Ok
· Restart Internet Explorer and check if that helps.
|My System Specs
|11 Nov 2014
Windows 7 Pro. 64/SP-1
Ardath Morrison do you know who sent you this email attachment?
Is it normal for you to get attachments from the sender?
You must be positive that it is a safe attachment.
Attachments to email is a very high security risk.
|My System Specs
|Thread Tools
|Similar help and support threads
Internet Explorer (No Add-Ons) - Open
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Internet Options Won't Open/Internet Explorer Won't Launch
I've been having this problem for about a year now, and I just can't get it fixed. Whenever I try to open Internet Explorer it just flashes for less than a second, and then automatically closes. Also, I can't open Internet Options. I try to click on it from the Control Panel, but nothing happens. I...
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Internet Explorer not starting, email links cannot be clicked.
Hi All, Recently I started having problems with Eudora, not being able to click a link and have it open the browser. In dealing with that problem, I discovered that IE will not start. Clicking the icon, I briefly get the busy icon then nothing. Checking the Task manager, no IE listed. Also...
|Browsers & Mail
Internet Explorer won't open pop-ups in New Tab. (IE8 64-bit)
So here's what happens: - Go to Tools > Internet Options > General > Tabs Settings - Change "When a pop-up is encountered" from "Always open pop-ups in a new window" to "Always open pop-ups in a new tab" - Click Ok - Click Ok - Restart Internet Explorer When I restart IE and click a link...
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So I am running the Windows 7 Home Permium 64bit and I am having quite the problem. None of my programs will open. It seems like the olny thing that will open is Internent Explorer, paint, actual folders, those kinds of things. Nothing else will open such as iTunes, Malwarebytes to scan for...
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text:
ohkkkaitwrote a review of ThirtyTwo Exit Snowboard Boot - Men's on November 27, 2014
Awaiting your arrival...
Just purchased these for a few reasons
- They were cheap, I got the last pair for $65.
- I have TERRIBLE heel-lift issues in all boots I try on. Tried going a full size down in salomons and couldnt even wait for them to pack out without nearly getting frostbite, plus my heels still lifted
- Someone finally told me that men's boots are more narrow than women's boots... WHAT??!! I for sure thought men would win on the foot width contest, but since so many ladies have babies (and their feet spread out like hot lava then stay that way akin to the hawaiian islands) they just make women's boots wider.
Hoping that when these arrive all of my boot problems will be solved and I wont have to ski anymore this season haha. Seriously, skiiers have all boot issues down to a science, we need to step our game up here boarders. I will update when they arrive!


text:
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Added to Shopping Bag
Louis Vuitton Leather Multi Color Sarah Wallet / Box / Dust Bag
Listed by LB
Price: Sold for: $535.50
Returnable for site
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Shopping Bag :
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Leather Multi Color Sarah Wallet / Box / Dust Bag
Measurements: 7.28 x .79 x 3.74
Sold for: $535.50 Shipping Included
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Louis Vuitton Leather Multi Color Sarah Wallet / Box / Dust Bag
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26 people saved this item
- Scuffs or scratches
Excellent condition light scuffs and scratches.
100% Authentic Louis Vuitton Monogram Leather Multi Color Bi-fold Sarah Wallet / Purse.
Material : Leather
Hardware : Gold-tone
Origin : France
Measurements : 7.28" x 3.74" x 0.79"
Date Code : TH1069
Exterior Condition : Pre-owned excellent condition, minor scratching at hardware.
Interior : Pre-owned excellent condition, very light discoloration.
Accessories : Original box / Dust bag
7.28"L x 0.79"H x 3.74"W
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Sat 11/25/17 - Wed 11/29/17 (4-8 days)
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text: Some stiff rate increases for Atlantic capers were seen for business to China and for trans-Atlantic coal, brokers said last Wednesday. Panamax rates were still drifting from the U.S. Gulf due to lack of orders, but levels in the Far East for these vessels remained firmer, they added. Conditions for handy size vessels and to a lesser extent smaller geared tonnage, were generally better in the Atlantic. The Baltic Freight Index (BFI) rose six points to 1,223, the Baltic Panamax Index gained five points to 1,186, the Baltic Handy Index firmed seven points to 930, and the Baltic Capesize Index was also up seven points to 1,412. In the grain sector, brokers said they were not surprised by reports that the 1998 built Mint Condition had been fixed by unnamed charterers for 54,000 tons heavy grain U.S. Gulf/Japan for mid October at a weaker $21 no combo. They said this fixture confirmed the decline of the U.S. Gulf panamax market. On the minerals side, talk circulated the market of significantly higher rates conceded by charterers for capers in the trans-Atlantic coal trade, and rates iron ore business to China was said to have jumped sharply.


text:
Brattleboro's WKVT hosts epilepsy radio auction
BRATTLEBORO >> The 32nd Annual Epilepsy Radio Auction has been scheduled for Dec. 1 at the People's United Bank on Putney Road.
This event is sponsored by Classic Hits 92.7 FM and runs from 6 to 9 p.m. Throughout the auction, items will be auctioned off to the highest bidder. Listeners can tune in to bid on the items that interest them. There will be more than 175 items that have been donated by local merchants, including gift certificates, dinners, health club memberships, clothing, handcrafts, car services and much more.
Tune in to Classic Hits 92.7 FM for details and to listen to the radio auction. Individuals can call 1-800-565-0972 or 802-775-1686 at any time to get a bidder number. For more information, or if you would like to volunteer to help or to donate an item or service, please call 1-800-565-0972 or 802-775-1686 or email us at email@example.com. The funds raised will benefit the services and programs of the Epilepsy Foundation of Vermont.
If you'd like to leave a comment (or a tip or a question) about this story with the editors, please email us. We also welcome letters to the editor for publication; you can do that by filling out our letters form and submitting it to the newsroom.


text:
Afternoon analysis 21.01.2015:
ECB to buy 50 billion euro a month – according to Bloomberg. The zloty moved up against its major pairs without Swiss frank. The Polish currency was strengthened due solid reports and comments from central bank and government officials regarding SNB decision.
Investors in the markets are waiting for crucial decisions of the European Central Bank. This week the EUR/USD was in narrow corridor around 1.15. A slightly higher level than 11-year lows seen on last Friday.
Today, in the second part of the session, Bloomberg informed that the ECB Executive Board has proposed bond purchases of 50 billion euro a month trough 2016. The program is to be launched in March. Thus, the overall amount of purchases will be 1.1 trillion euro.
Earlier consensus was that the ECB will introduce quantitative easing in a scale of 550 billion euro through one year. Higher amount was to be conditioned on the future impact of introduced measures. Thus, the overall size of purchases is similar in both presented scenarios. As a result, the EUR/USD firstly had fallen, but briefly it returned to growth.
Recently the general outlook for the euro zone has improved. Yesterday the ECB informed, that credit conditions have improved in 2014. This showed, that the impact of bold actions undertaken by the ECB in the mid 2014 (record low interest rates, two TLTRO tenders) is getting more visible.
Now, the major catalyst for the monetary policy will be full QE. This factor will surely increase the power of earlier actions of the ECB. As a result, the improvement in the labor market and stronger GDP growth should occur. This will help the monetary authorities to fulfill their inflation goal of less 2 percent.
Solid property market
The US housing market is in a very good shape. Todays figures concerning housing starts and building permits reassured investors, that the condition of this part of the US economy is not deteriorated. 2014 was the best for the housing starts numbers since 2007.
Today's data don't alter the outlook for interest rates in the United States – the Federal Reserve will pursue its plan to rise interest rates in mid 2015. Given current situation, the dollar still holds its strong arguments for appreciation.
Data strengthened zloty
Recent reports showed, that the Polish economy is in quite good shape. Reports on Tuesday showed that the labor market is in good condition – the wage and employment growth was better than estimated. However, yesterday this factor didn't result in a stronger zloty.
Today the situation is different. Industrial production reading was clearly better than estimated – it rose 8.4 percent against expectations for around 5 percent increase. In addition, the PPI index dropped more than expected.
This was reflected in the increase of the zloty against its major pairs. The EUR/PLN dropped to 4.30, the USD/PLN to 3.70 and the GBP/PLN to 5.60. However, the Swiss frank remained strong, by staying above 4.30.
The zloty was helped by the National Bank of Poland comments that the currency level is not harming the economy and deflation impact is mild. In addition, the Polish authorities said that banking sector will allow frank denominated credit payments to exploit negative LIBOR. As a result, the impact of increase of the frank may be limited.
The zloty is under influence of broad market. The outcome of tomorrow's ECB decision will be a key driver for the Polish currency.
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This commentary is not a recommendation within the meaning of Regulation of the Minister of Finance of 19 October 2005. It has been prepared for information purposes only and should not serve as a basis for making any investment decisions. Neither the author nor the publisher can be held liable for investment decisions made on the basis of information contained in this commentary. Copying or duplicating this report without the written permission from Cinkciarz.pl Sp. z o.o is prohibited.
See also:
The euro was little changed as investors wait for the outcome of ECB meeting. Unexpected improvem...
Thursday's EBC decision is in the centre of attention. Danish central bank decreased its money ra...
Financial consequences of abolishing the promise of maintaining the rate of EUR/CHF above the lim...
Hike in risk aversion pressured the zloty after the SNB decision. The euro dropped to its lowest ...