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## c # – How do I add random objects to a random terrain using lightning bolts, and spin them with the terrain?

I have a game that requires, random generation of trees and rocks for a world that is generated as you move. I have a rough installation system where I install the rigid bodies in a random location with a height of approximately 50, and they fall and create instances of trees and rocks, where they land, it is crude, but it worked for a bit. Takes a lot of space. I want to replace the rigid wit object that is transmitted down and creates an instance of a tree or a rock, with the rotation of the ground beneath it.

Hears,

I'm trying to get GSA to automatically insert some authority links in my post. The thing is that I have a file of authority links, for the reason that makes it easier to verify if they are dead, or 404, etc. (I have dozens of projects that are extracted from this same file and replace the URL in All projects take forever. Extracting them from an external file does it 1000 times faster because I simply replace the URLs of that file and all the projects are updated .

When I try to use spinfile or file_links in the "custom authority link" section, with more than 1 authority link, the same URL is repeated again and again. Is it possible to extract multiple authority links from an external file? If not, could you consider adding this skill?

Thank you

## unity – How can I implement spin in pool game?

I'm not sure you played pool or snooker. If you played, you should know about spins.
But anyway, if you do not know, you can see it in this video.

I want to implement spin like this game

For example, the difference between Top spin and Back spin is:

Top Spin

Lap back

Turn behavior

If you aim behind the ball you can shoot the ball in all directions.

If you aim closer to the right, you can only aim to the right.

If you aim closer to the left, you can only point to the left.

I found the same problem Torque used in stackoverflow but I do not know why it did not work.

Top Spin

``````GetComponent() .AddTorque (Vector3.back * cueStrength);
GetComponent() .AddForceAtPosition (cueStick.forward * cueStrength, transform.position, ForceMode.Acceleration);
``````

Lap back

``````GetComponent() .AddTorque (Vector3.forward * cueStrength);
GetComponent() .AddForceAtPosition (cueStick.forward * cueStrength, transform.position, ForceMode.Acceleration);
``````

## Does my character's controller spin without control?

I have a character controller and, after trying to implement the movement independently of the camera, it starts spinning out of control. I have no idea why. Here is the code:

Character controller:
https://pastebin.com/5sBmhUpk

CameraController:
https://pastebin.com/4vn1BZc0

## Design patterns: timer settings, when to use a combo box or spin box?

I think you will find that the decision to use one or the other input control will be based on the type of information that is required to be entered frequently.

As you can see, the turn control is ideal for smaller increments or frequent changes in input (ie, making adjustments) due to the way it is designed to allow positive or negative increments in an existing (default) value.

On the other hand, the combobox works well for smaller increments, one reason is the amount of space it occupies to show all possible values ​​and another the way in which values ​​should be selected.

Therefore, under Option 1 of your model you would probably expect to see minute increments (for example, 10, 11, 12, etc.) and for Option 2 you would probably expect to see 5 or 10 minute increments within a narrower range of values ​​(for example, 10-30min).

## at.algebraic topology – An equivalent definition for \$ text {Spin} ^ c \$ -structures

I am interested in trying the following proposition. ([G], Observation page 48):

Shore up: A $$text {Spin} ^ c$$-the structure on a vector oriented beam is equivalent (after stabilizing if the fiber dimension is odd or $$leq 2$$) to a complex structure on the $$2$$-The skeleton that can extend over the $$3$$-skeleton

The outline of the test given is as follows: First note that the inclusion $$i colon U (n) a SO (2n)$$ rises to a map $$j colon U (n) to text {Spin} ^ c (2n)$$. by $$n geq 2$$, this correspondence is bijective for $$2$$-Complex and surjectives for $$3$$-complexes, from the map. $$Bj$$ have a $$2$$-Connected fiber. The observation now follows from the fact that the restriction induces a bijection from $$text {Spin} ^ c$$-Structures to those over $$2$$-The skeleton that extends over the $$3$$-skeleton. This should conclude the test, but I am trying to understand why.

I would like to use the following diagram:

and use the induced map between the fibers. $$F, F & # 39;$$ along with the naturalness of the obstruction classes to prove that for a two-dimensional complex that has a Spin structure ^ c is equivalent to having a complex. The first thing I'm not sure about is what kind of connectivity the map has between the fiber. If that map induces an iso in the homotopy groups to the degree $$2$$ and a projection to the degree. $$3$$ The first claim must be proven. It is still not clear to me how to reach the conclusion that "the restriction induces a bijection from $$text {Spin} ^ c$$-Structures to those over $$2$$-The skeleton that extends over the $$3$$-skeleton."

Can someone help me shed some light on that?

[G] Robert E. Gompf $$text {Spin} ^ c$$-Structures and homotopy equivalences. Geometry and topology Volume 1 (1997) 41-50. (Here)

## dg.differential geometry – Existence of a certain type of compact spin collector with limit

For a compact Riemannian rotary collector $$(M ^ n, g)$$ without limit, $$n not equiv 3 mod 4$$, the Dirac operator associated with a fixed turn structure is well known. $$S rightarrow M$$ have real, discreet spectrum and symmetrical around zero If $$(M ^ n, g)$$ has a non-empty connected limit, for the Dirac operator spectrum $$D ^ S$$ of a fixed turn structure $$S$$ To be real and discreet, one has to subjugate the problem of self-worth to the Atiyah-Patodi-Singer (APS) condition. My first question is the following

Question 1. What kind of reasonable conditions (topological / geometric) do we have to impose in a compact turn? $$(M ^ n, g, partial M neq 0)$$ or $$S$$ so that the spectrum of the above mentioned. $$D ^ S$$ Restricted to the APS condition is also symmetric with respect to zero, in addition to being real and discrete?

If such a task for question 1 is possible, we will temporarily call such a variety CSymm.

Yes $$E rightarrow (M ^ n, g, partial M neq 0)$$ is any Hermitian package equipped with a compatible connection $$nabla ^ E$$. It is not difficult to see that the twisted package $$S otimes E$$ it's a Clifford package on $$M$$, in which a globally defined notion of operator of associated generalized Dirac can be had $$D ^ {S} otimes E}$$. At this point, we carefully consider a metric $$g$$ in $$M$$ so close $$partial M$$ It seems $$M times[0r)[0r)[0r)[0r)$$. With such choice of $$g$$, $$D ^ {S} otimes E}$$ has an unmistakable induced Dirac operator in $$partial M$$, denoted by $$D ^ {S} otimes E, partial}$$. We say $$(M ^ n, g, partial M neq 0)$$ is CItd If you have an Hermitian package $$(E, nabla ^ E)$$ ($$E$$ can depend on $$S$$) such that $$D ^ {S} otimes E, partial}$$ it is invertible

by $$n geq 4$$, we say $$M ^ n$$ is a good variety If and only if $$M$$ is CSymm and there is a smooth map $$f: M rightarrow mathbb {S} ^ n$$ such that $$(M, f ^ {S} S )$$ make $$M$$ a CItd manifold. here $$S_0$$ is the rotate the structure in $$mathbb {S} ^ n$$. Here is my last question

Question 2. What is an example of a good variety with positive scalar curvature?

If these questions turn out to be trivial, I would just like a clue or an intelligent observation that points me in the right direction so that I can continue on my own.

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