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<channel>
	<title>Comments on: [TUTORIAL] &#8211; Automatically Create Light Probes</title>
	<atom:link href="http://ghostmantis.com/?feed=rss2&#038;p=332" rel="self" type="application/rss+xml" />
	<link>http://ghostmantis.com/?p=332</link>
	<description>Development Blog</description>
	<lastBuildDate>Fri, 16 Jan 2015 08:14:25 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
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	<item>
		<title>By: Barbe63</title>
		<link>http://ghostmantis.com/?p=332#comment-511</link>
		<dc:creator><![CDATA[Barbe63]]></dc:creator>
		<pubDate>Fri, 16 Jan 2015 08:14:25 +0000</pubDate>
		<guid isPermaLink="false">http://ghostmantis.com/?p=332#comment-511</guid>
		<description><![CDATA[Yeah... not working.. Please try your scripts before posting it, I already see this &quot;if(bbox.min.z maxX) maxX = bbox.max.x;&quot; wich obviously makes no sense and i bet more are missing seeing how much monodevelop is angry at me when i paste this.]]></description>
		<content:encoded><![CDATA[<p>Yeah&#8230; not working.. Please try your scripts before posting it, I already see this &#8220;if(bbox.min.z maxX) maxX = bbox.max.x;&#8221; wich obviously makes no sense and i bet more are missing seeing how much monodevelop is angry at me when i paste this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: xalsVR</title>
		<link>http://ghostmantis.com/?p=332#comment-376</link>
		<dc:creator><![CDATA[xalsVR]]></dc:creator>
		<pubDate>Thu, 28 Aug 2014 08:49:05 +0000</pubDate>
		<guid isPermaLink="false">http://ghostmantis.com/?p=332#comment-376</guid>
		<description><![CDATA[I fixed the script :)

// --------------------------------------------------
// Copyright (C) 2013 Ghost Mantis Games LLC
// This software is provided &quot;as is&quot;, withouth warranty of any kind.
// This software is provided exclusively to you free of charge.
// Ghost Mantis Games LLC does not make and hereby disclaims any warranties
// of any kind. By using this software you agree to these terms.
//
// Fixed by xalsVR 08/2014
// --------------------------------------------------

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class CreateLightProbes : EditorWindow {
	float Spacing = 2.0f;
	float SecondHeight = 4.0f;
	
	[MenuItem(&quot;Custom/Create Light Probes&quot;)]
	
	static void Init(){
		// Get existing open window or if none, make a new one:
		CreateLightProbes window = (CreateLightProbes)EditorWindow.GetWindow(typeof(CreateLightProbes), true, &quot;Create Light Probes&quot;);
		window.position = new Rect((Screen.width / 2) - 125, Screen.height / 2 + 85, 300, 80);
		window.Show();
	}
	
	void OnGUI(){
		GUILayout.Label (&quot;Creation:&quot;, EditorStyles.boldLabel);
		Spacing = EditorGUILayout.FloatField(&quot;Spacing:&quot;, Spacing);
		SecondHeight = EditorGUILayout.FloatField(&quot;Secondary Height:&quot;, SecondHeight);
		
		// Clamp values
		if(Spacing &lt; 0.1f) Spacing = 0.1f;
		if(SecondHeight &lt; 0.1f) SecondHeight = 0.1f;
		
		if(GUILayout.Button(&quot;Create Light Probes On Selected Objects&quot;)){
			Bounds();
		}
	}
	
	void Bounds(){
		// Get selection
		GameObject[] Select = Selection.gameObjects;
		if(Select.Length &lt; 1) return;
		
		// Get total bounds for selected objects
		float minX = 0.0f;
		float minY = 0.0f;
		float minZ = 0.0f;
		float maxX = 0.0f;
		float maxY = 0.0f;
		float maxZ = 0.0f;
		for(int i=0; i&lt;Select.Length; i++){
			// First check that mesh has a collider attached to it
			// if it doesn&#039;t then we can&#039;t raycast so we should ignore this object
			Collider col = Select[i].GetComponent();
			if(col == null) continue;
			
			// Get renderer component attached to object
			// If there is no renderer attached then we ignore this object
			Renderer renderer = Select[i].GetComponent();
			if(renderer == null) continue;
			
			// Get the renderer bounds
			Bounds bbox = renderer.bounds;
			
			// Update total bounds
			if(bbox.min.x &lt; minX) minX = bbox.min.x;
			if(bbox.min.y &lt; minY) minY = bbox.min.y;
			if(bbox.min.z  maxX) maxX = bbox.max.x;
			if(bbox.max.y &gt; maxY) maxY = bbox.max.y;
			if(bbox.max.z &gt; maxZ) maxZ = bbox.max.z;
		}
		
		// Now go through in a grid and attempt to place a light probe using raycasting
		float xCount = minX;
		float zCount = minZ;

		List VertPositions = new List();

		for(int z=0; z&lt;maxZ; z++){
			for(int x=0; x&lt;maxX; x++){
				// Raycast downwards through each selected object and
				// attempt to find one that we are over
				for(int j=0; j&lt;Select.Length; j++){
					Collider col = Select[j].GetComponent();
					
					RaycastHit hit;
					Ray ray = new Ray();
					ray.origin = new Vector3(xCount, maxY, zCount);
					ray.direction = -Vector3.up;
					if(col.Raycast(ray, out hit, (maxY-minY)*2)){
						VertPositions.Add(hit.point + new Vector3(0, 0.07f, 0));
						VertPositions.Add(hit.point + new Vector3(0, SecondHeight, 0));
					}
				}
				
				xCount += Spacing;
			}
			
			// Reset X Counter
			xCount = minX;
			
			zCount += Spacing;
		}
		
		// Check if we have any hits
		if(VertPositions.Count &lt; 1) return;
		
		// Get _LightProbes game object
		GameObject LightProbeGameObj = GameObject.Find(&quot;_LightProbes&quot;);
		if(LightProbeGameObj == null) return;
		
		// Get light probe group component
		LightProbeGroup LPGroup = LightProbeGameObj.GetComponent(&quot;LightProbeGroup&quot;) as LightProbeGroup;
		if(LPGroup == null) return;
		
		// Create lightprobe positions
		Vector3[] ProbePos = new Vector3[VertPositions.Count];
		for(int i=0; i&lt;VertPositions.Count; i++){
			ProbePos[i] = VertPositions[i];
		}
		
		// Set new light probes
		LPGroup.probePositions = ProbePos;
		
		Debug.Log(&quot;Finished Probe Calculations with: &quot; + ProbePos.Length + &quot;Probes.&quot;);
	}
}]]></description>
		<content:encoded><![CDATA[<p>I fixed the script <img src='http://ghostmantis.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>// &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
// Copyright (C) 2013 Ghost Mantis Games LLC<br />
// This software is provided &#8220;as is&#8221;, withouth warranty of any kind.<br />
// This software is provided exclusively to you free of charge.<br />
// Ghost Mantis Games LLC does not make and hereby disclaims any warranties<br />
// of any kind. By using this software you agree to these terms.<br />
//<br />
// Fixed by xalsVR 08/2014<br />
// &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>using UnityEngine;<br />
using UnityEditor;<br />
using System.Collections.Generic;</p>
<p>public class CreateLightProbes : EditorWindow {<br />
	float Spacing = 2.0f;<br />
	float SecondHeight = 4.0f;</p>
<p>	[MenuItem("Custom/Create Light Probes")]</p>
<p>	static void Init(){<br />
		// Get existing open window or if none, make a new one:<br />
		CreateLightProbes window = (CreateLightProbes)EditorWindow.GetWindow(typeof(CreateLightProbes), true, &#8220;Create Light Probes&#8221;);<br />
		window.position = new Rect((Screen.width / 2) &#8211; 125, Screen.height / 2 + 85, 300, 80);<br />
		window.Show();<br />
	}</p>
<p>	void OnGUI(){<br />
		GUILayout.Label (&#8220;Creation:&#8221;, EditorStyles.boldLabel);<br />
		Spacing = EditorGUILayout.FloatField(&#8220;Spacing:&#8221;, Spacing);<br />
		SecondHeight = EditorGUILayout.FloatField(&#8220;Secondary Height:&#8221;, SecondHeight);</p>
<p>		// Clamp values<br />
		if(Spacing &lt; 0.1f) Spacing = 0.1f;<br />
		if(SecondHeight &lt; 0.1f) SecondHeight = 0.1f;</p>
<p>		if(GUILayout.Button(&quot;Create Light Probes On Selected Objects&quot;)){<br />
			Bounds();<br />
		}<br />
	}</p>
<p>	void Bounds(){<br />
		// Get selection<br />
		GameObject[] Select = Selection.gameObjects;<br />
		if(Select.Length &lt; 1) return;</p>
<p>		// Get total bounds for selected objects<br />
		float minX = 0.0f;<br />
		float minY = 0.0f;<br />
		float minZ = 0.0f;<br />
		float maxX = 0.0f;<br />
		float maxY = 0.0f;<br />
		float maxZ = 0.0f;<br />
		for(int i=0; i&lt;Select.Length; i++){<br />
			// First check that mesh has a collider attached to it<br />
			// if it doesn&#039;t then we can&#039;t raycast so we should ignore this object<br />
			Collider col = Select[i].GetComponent();<br />
			if(col == null) continue;</p>
<p>			// Get renderer component attached to object<br />
			// If there is no renderer attached then we ignore this object<br />
			Renderer renderer = Select[i].GetComponent();<br />
			if(renderer == null) continue;</p>
<p>			// Get the renderer bounds<br />
			Bounds bbox = renderer.bounds;</p>
<p>			// Update total bounds<br />
			if(bbox.min.x &lt; minX) minX = bbox.min.x;<br />
			if(bbox.min.y &lt; minY) minY = bbox.min.y;<br />
			if(bbox.min.z  maxX) maxX = bbox.max.x;<br />
			if(bbox.max.y &gt; maxY) maxY = bbox.max.y;<br />
			if(bbox.max.z &gt; maxZ) maxZ = bbox.max.z;<br />
		}</p>
<p>		// Now go through in a grid and attempt to place a light probe using raycasting<br />
		float xCount = minX;<br />
		float zCount = minZ;</p>
<p>		List VertPositions = new List();</p>
<p>		for(int z=0; z&lt;maxZ; z++){<br />
			for(int x=0; x&lt;maxX; x++){<br />
				// Raycast downwards through each selected object and<br />
				// attempt to find one that we are over<br />
				for(int j=0; j&lt;Select.Length; j++){<br />
					Collider col = Select[j].GetComponent();</p>
<p>					RaycastHit hit;<br />
					Ray ray = new Ray();<br />
					ray.origin = new Vector3(xCount, maxY, zCount);<br />
					ray.direction = -Vector3.up;<br />
					if(col.Raycast(ray, out hit, (maxY-minY)*2)){<br />
						VertPositions.Add(hit.point + new Vector3(0, 0.07f, 0));<br />
						VertPositions.Add(hit.point + new Vector3(0, SecondHeight, 0));<br />
					}<br />
				}</p>
<p>				xCount += Spacing;<br />
			}</p>
<p>			// Reset X Counter<br />
			xCount = minX;</p>
<p>			zCount += Spacing;<br />
		}</p>
<p>		// Check if we have any hits<br />
		if(VertPositions.Count &lt; 1) return;</p>
<p>		// Get _LightProbes game object<br />
		GameObject LightProbeGameObj = GameObject.Find(&quot;_LightProbes&quot;);<br />
		if(LightProbeGameObj == null) return;</p>
<p>		// Get light probe group component<br />
		LightProbeGroup LPGroup = LightProbeGameObj.GetComponent(&quot;LightProbeGroup&quot;) as LightProbeGroup;<br />
		if(LPGroup == null) return;</p>
<p>		// Create lightprobe positions<br />
		Vector3[] ProbePos = new Vector3[VertPositions.Count];<br />
		for(int i=0; i&lt;VertPositions.Count; i++){<br />
			ProbePos[i] = VertPositions[i];<br />
		}</p>
<p>		// Set new light probes<br />
		LPGroup.probePositions = ProbePos;</p>
<p>		Debug.Log(&quot;Finished Probe Calculations with: &quot; + ProbePos.Length + &quot;Probes.&quot;);<br />
	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: xalsVR</title>
		<link>http://ghostmantis.com/?p=332#comment-375</link>
		<dc:creator><![CDATA[xalsVR]]></dc:creator>
		<pubDate>Thu, 28 Aug 2014 08:42:45 +0000</pubDate>
		<guid isPermaLink="false">http://ghostmantis.com/?p=332#comment-375</guid>
		<description><![CDATA[for those who have error on compilate it

// --------------------------------------------------
// Copyright (C) 2013 Ghost Mantis Games LLC
// This software is provided &quot;as is&quot;, withouth warranty of any kind.
// This software is provided exclusively to you free of charge.
// Ghost Mantis Games LLC does not make and hereby disclaims any warranties
// of any kind. By using this software you agree to these terms.
//
// Fixed by xalsVR 08/2014
// --------------------------------------------------

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class CreateLightProbes : EditorWindow {
	float Spacing = 2.0f;
	float SecondHeight = 4.0f;
	
	[MenuItem(&quot;Custom/Create Light Probes&quot;)]
	
	static void Init(){
		// Get existing open window or if none, make a new one:
		CreateLightProbes window = (CreateLightProbes)EditorWindow.GetWindow(typeof(CreateLightProbes), true, &quot;Create Light Probes&quot;);
		window.position = new Rect((Screen.width / 2) - 125, Screen.height / 2 + 85, 300, 80);
		window.Show();
	}
	
	void OnGUI(){
		GUILayout.Label (&quot;Creation:&quot;, EditorStyles.boldLabel);
		Spacing = EditorGUILayout.FloatField(&quot;Spacing:&quot;, Spacing);
		SecondHeight = EditorGUILayout.FloatField(&quot;Secondary Height:&quot;, SecondHeight);
		
		// Clamp values
		if(Spacing &lt; 0.1f) Spacing = 0.1f;
		if(SecondHeight &lt; 0.1f) SecondHeight = 0.1f;
		
		if(GUILayout.Button(&quot;Create Light Probes On Selected Objects&quot;)){
			Bounds();
		}
	}
	
	void Bounds(){
		// Get selection
		GameObject[] Select = Selection.gameObjects;
		if(Select.Length &lt; 1) return;
		
		// Get total bounds for selected objects
		float minX = 0.0f;
		float minY = 0.0f;
		float minZ = 0.0f;
		float maxX = 0.0f;
		float maxY = 0.0f;
		float maxZ = 0.0f;
		for(int i=0; i&lt;Select.Length; i++){
			// First check that mesh has a collider attached to it
			// if it doesn&#039;t then we can&#039;t raycast so we should ignore this object
			Collider col = Select[i].GetComponent();
			if(col == null) continue;
			
			// Get renderer component attached to object
			// If there is no renderer attached then we ignore this object
			Renderer renderer = Select[i].GetComponent();
			if(renderer == null) continue;
			
			// Get the renderer bounds
			Bounds bbox = renderer.bounds;
			
			// Update total bounds
			if(bbox.min.x &lt; minX) minX = bbox.min.x;
			if(bbox.min.y &lt; minY) minY = bbox.min.y;
			if(bbox.min.z  maxX) maxX = bbox.max.x;
			if(bbox.max.y &gt; maxY) maxY = bbox.max.y;
			if(bbox.max.z &gt; maxZ) maxZ = bbox.max.z;
		}
		
		// Now go through in a grid and attempt to place a light probe using raycasting
		float xCount = minX;
		float zCount = minZ;

		List VertPositions = new List();

		for(int z=0; z&lt;maxZ; z++){
			for(int x=0; x&lt;maxX; x++){
				// Raycast downwards through each selected object and
				// attempt to find one that we are over
				for(int j=0; j&lt;Select.Length; j++){
					Collider col = Select[j].GetComponent();
					
					RaycastHit hit;
					Ray ray = new Ray();
					ray.origin = new Vector3(xCount, maxY, zCount);
					ray.direction = -Vector3.up;
					if(col.Raycast(ray, out hit, (maxY-minY)*2)){
						VertPositions.Add(hit.point + new Vector3(0, 0.07f, 0));
						VertPositions.Add(hit.point + new Vector3(0, SecondHeight, 0));
					}
				}
				
				xCount += Spacing;
			}
			
			// Reset X Counter
			xCount = minX;
			
			zCount += Spacing;
		}
		
		// Check if we have any hits
		if(VertPositions.Count &lt; 1) return;
		
		// Get _LightProbes game object
		GameObject LightProbeGameObj = GameObject.Find(&quot;_LightProbes&quot;);
		if(LightProbeGameObj == null) return;
		
		// Get light probe group component
		LightProbeGroup LPGroup = LightProbeGameObj.GetComponent(&quot;LightProbeGroup&quot;) as LightProbeGroup;
		if(LPGroup == null) return;
		
		// Create lightprobe positions
		Vector3[] ProbePos = new Vector3[VertPositions.Count];
		for(int i=0; i&lt;VertPositions.Count; i++){
			ProbePos[i] = VertPositions[i];
		}
		
		// Set new light probes
		LPGroup.probePositions = ProbePos;
		
		Debug.Log(&quot;Finished Probe Calculations with: &quot; + ProbePos.Length + &quot;Probes.&quot;);
	}
}]]></description>
		<content:encoded><![CDATA[<p>for those who have error on compilate it</p>
<p>// &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
// Copyright (C) 2013 Ghost Mantis Games LLC<br />
// This software is provided &#8220;as is&#8221;, withouth warranty of any kind.<br />
// This software is provided exclusively to you free of charge.<br />
// Ghost Mantis Games LLC does not make and hereby disclaims any warranties<br />
// of any kind. By using this software you agree to these terms.<br />
//<br />
// Fixed by xalsVR 08/2014<br />
// &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>using UnityEngine;<br />
using UnityEditor;<br />
using System.Collections.Generic;</p>
<p>public class CreateLightProbes : EditorWindow {<br />
	float Spacing = 2.0f;<br />
	float SecondHeight = 4.0f;</p>
<p>	[MenuItem("Custom/Create Light Probes")]</p>
<p>	static void Init(){<br />
		// Get existing open window or if none, make a new one:<br />
		CreateLightProbes window = (CreateLightProbes)EditorWindow.GetWindow(typeof(CreateLightProbes), true, &#8220;Create Light Probes&#8221;);<br />
		window.position = new Rect((Screen.width / 2) &#8211; 125, Screen.height / 2 + 85, 300, 80);<br />
		window.Show();<br />
	}</p>
<p>	void OnGUI(){<br />
		GUILayout.Label (&#8220;Creation:&#8221;, EditorStyles.boldLabel);<br />
		Spacing = EditorGUILayout.FloatField(&#8220;Spacing:&#8221;, Spacing);<br />
		SecondHeight = EditorGUILayout.FloatField(&#8220;Secondary Height:&#8221;, SecondHeight);</p>
<p>		// Clamp values<br />
		if(Spacing &lt; 0.1f) Spacing = 0.1f;<br />
		if(SecondHeight &lt; 0.1f) SecondHeight = 0.1f;</p>
<p>		if(GUILayout.Button(&quot;Create Light Probes On Selected Objects&quot;)){<br />
			Bounds();<br />
		}<br />
	}</p>
<p>	void Bounds(){<br />
		// Get selection<br />
		GameObject[] Select = Selection.gameObjects;<br />
		if(Select.Length &lt; 1) return;</p>
<p>		// Get total bounds for selected objects<br />
		float minX = 0.0f;<br />
		float minY = 0.0f;<br />
		float minZ = 0.0f;<br />
		float maxX = 0.0f;<br />
		float maxY = 0.0f;<br />
		float maxZ = 0.0f;<br />
		for(int i=0; i&lt;Select.Length; i++){<br />
			// First check that mesh has a collider attached to it<br />
			// if it doesn&#039;t then we can&#039;t raycast so we should ignore this object<br />
			Collider col = Select[i].GetComponent();<br />
			if(col == null) continue;</p>
<p>			// Get renderer component attached to object<br />
			// If there is no renderer attached then we ignore this object<br />
			Renderer renderer = Select[i].GetComponent();<br />
			if(renderer == null) continue;</p>
<p>			// Get the renderer bounds<br />
			Bounds bbox = renderer.bounds;</p>
<p>			// Update total bounds<br />
			if(bbox.min.x &lt; minX) minX = bbox.min.x;<br />
			if(bbox.min.y &lt; minY) minY = bbox.min.y;<br />
			if(bbox.min.z  maxX) maxX = bbox.max.x;<br />
			if(bbox.max.y &gt; maxY) maxY = bbox.max.y;<br />
			if(bbox.max.z &gt; maxZ) maxZ = bbox.max.z;<br />
		}</p>
<p>		// Now go through in a grid and attempt to place a light probe using raycasting<br />
		float xCount = minX;<br />
		float zCount = minZ;</p>
<p>		List VertPositions = new List();</p>
<p>		for(int z=0; z&lt;maxZ; z++){<br />
			for(int x=0; x&lt;maxX; x++){<br />
				// Raycast downwards through each selected object and<br />
				// attempt to find one that we are over<br />
				for(int j=0; j&lt;Select.Length; j++){<br />
					Collider col = Select[j].GetComponent();</p>
<p>					RaycastHit hit;<br />
					Ray ray = new Ray();<br />
					ray.origin = new Vector3(xCount, maxY, zCount);<br />
					ray.direction = -Vector3.up;<br />
					if(col.Raycast(ray, out hit, (maxY-minY)*2)){<br />
						VertPositions.Add(hit.point + new Vector3(0, 0.07f, 0));<br />
						VertPositions.Add(hit.point + new Vector3(0, SecondHeight, 0));<br />
					}<br />
				}</p>
<p>				xCount += Spacing;<br />
			}</p>
<p>			// Reset X Counter<br />
			xCount = minX;</p>
<p>			zCount += Spacing;<br />
		}</p>
<p>		// Check if we have any hits<br />
		if(VertPositions.Count &lt; 1) return;</p>
<p>		// Get _LightProbes game object<br />
		GameObject LightProbeGameObj = GameObject.Find(&quot;_LightProbes&quot;);<br />
		if(LightProbeGameObj == null) return;</p>
<p>		// Get light probe group component<br />
		LightProbeGroup LPGroup = LightProbeGameObj.GetComponent(&quot;LightProbeGroup&quot;) as LightProbeGroup;<br />
		if(LPGroup == null) return;</p>
<p>		// Create lightprobe positions<br />
		Vector3[] ProbePos = new Vector3[VertPositions.Count];<br />
		for(int i=0; i&lt;VertPositions.Count; i++){<br />
			ProbePos[i] = VertPositions[i];<br />
		}</p>
<p>		// Set new light probes<br />
		LPGroup.probePositions = ProbePos;</p>
<p>		Debug.Log(&quot;Finished Probe Calculations with: &quot; + ProbePos.Length + &quot;Probes.&quot;);<br />
	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Fishypants</title>
		<link>http://ghostmantis.com/?p=332#comment-249</link>
		<dc:creator><![CDATA[Fishypants]]></dc:creator>
		<pubDate>Thu, 15 May 2014 23:39:35 +0000</pubDate>
		<guid isPermaLink="false">http://ghostmantis.com/?p=332#comment-249</guid>
		<description><![CDATA[To the people having issues, it appears things have changed in the latest version of Unity. I will work on getting it converted and updated to the latest Unity release, and I will update the blog accordingly.]]></description>
		<content:encoded><![CDATA[<p>To the people having issues, it appears things have changed in the latest version of Unity. I will work on getting it converted and updated to the latest Unity release, and I will update the blog accordingly.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brian</title>
		<link>http://ghostmantis.com/?p=332#comment-248</link>
		<dc:creator><![CDATA[Brian]]></dc:creator>
		<pubDate>Thu, 15 May 2014 20:26:34 +0000</pubDate>
		<guid isPermaLink="false">http://ghostmantis.com/?p=332#comment-248</guid>
		<description><![CDATA[I get this error:

&quot;Assets/Editor/CreateLightProbes.cs(78,17): error CS0246: The type or namespace name `List&#039; could not be found. Are you missing a using directive or an assembly reference?&quot;

I am using Unity 4.3.4f1.

I have System.Collections.Generic in the script, but I still receive this error...]]></description>
		<content:encoded><![CDATA[<p>I get this error:</p>
<p>&#8220;Assets/Editor/CreateLightProbes.cs(78,17): error CS0246: The type or namespace name `List&#8217; could not be found. Are you missing a using directive or an assembly reference?&#8221;</p>
<p>I am using Unity 4.3.4f1.</p>
<p>I have System.Collections.Generic in the script, but I still receive this error&#8230;</p>
]]></content:encoded>
	</item>
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