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xexuxjy

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  1. You'd do something like this :   Menu names : Fee    = &Fee Fi        = F&i Fo         = F&o Fum     = F&um   or whatever you like really - it's just there as a convenience and the ampersand is the shortcut key. You don't have to have it at all which may be easier if menus are dynamic.
  2. It just provides an automatic shortcut key so you can do alt-f (in this case) to open the menu.
  3. Unity

    It's worth looking at the Xentax forums if you haven't already as they have a good list of tools and expertise in reverse engineering formats. I started there when I worked on extracting the assets from Gladius.  No harm in putting your code on github to look at.
  4. What you could also do is when you 'pickup' the grabbed object you could just parent it to the gameObject - would mean that any changes in position , rotation etc from the gameObject would be automatically transferred to the grabbed object.
  5. Not sure if a typo or something, but line 49 looks like you're setting grabbed object to null, rather than testing?   also line 45 you have :   grabbedObject.GetComponent<Rigidbody> ().velocity = Vector3.forward * 50;   when you _probably_ want something like :   grabbedObject.GetComponent<Rigidbody> ().velocity = grabbedObject.transform.forward * 50;   as your update code looks to be already setting the position/rotation of the object.
  6. The handler could still be useful for fine-grained behaviour or unusual circumstances, but yes, culling pairs early makes a huge difference :)
  7. Not familiar with Farseer directly, but most physics engines allow you to specify collision flags/ masks on the objects to determine what they would collide with. It sounds in this case as if you don't want enemy bullets to hit other enemies (or the enemy that creates them). You should be able to setup a collision mask for this so that these collisions are discarded very quickly and don't go through the whole detection routine and cause your slowdown.