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Evolving multiplayer games beyond UNet
Through our connected games initiatives, we're revamping how we can make networked games easier, more performant, and multiplayer-ready by default. To make these important changes, we need to start anew. That means existing multiplayer features will be gradually deprecated, with more performant, scalable, and secure technologies taking their place. But don't worry – games with impacted features will have plenty of time to react.
Update: As promised, we have been following your feedback closely while building our new Connected Games solution. We've decided to extend UNet LLAPI critical support for an additional year from the original plan, to provide more transition time for developers. We've recently also updated our UNet Depreciation FAQs to address the concerns we've seen most feedback about, like transition timing. Head there to find out more (April 11, 2019).
Over the past few years we've offered Unity creators a set of multiplayer tools and services commonly referred to as "UNet." UNet consists of two major components: Core networking (High Level API/HLAPI and Low Level API/LLAPI) and enabling services (Relay Server and Matchmaker). These features work together to enable peer-to-peer (P2P) multiplayer games.
UNet has been a tremendous learning experience for all of us, and we've seen our community ship some incredible multiplayer games.
The journey of these games hasn't been without challenges, however, and we've heard your feedback: Unity game developers need more than what the current version of UNet can offer. Notably, you want more-scalable and transparent core networking and fully supported server-authoritative games that enable the security, stability, and consistent performance required for all levels of success. The future at Unity holds great promise for large-scale projects that are networked-by-default with the Entity Component System (ECS).
To achieve these goals, a complete rethinking of our real-time multiplayer technology was required. Here's our plan.
UNet transition overview
UNet powers many active games today, and we take this responsibility very seriously. As a result, we are ensuring the following long-term support for developers who depend on our existing technology:
- The HLAPI will no longer ship with Unity after 2018.4 (LTS): Critical fixes will be provided for two years following the 2018.4 (LTS) ship date, consistent with Unity's Long-Term Support policy.
- The LLAPI will no longer ship with Unity after 2019.4 (LTS): Critical fixes will be provided for two years following the 2019.4 (LTS) ship date.
- Relay Server and Legacy Matchmaker Services: Continued operation for at least three years following 2018.4 (LTS) ship date, with a clear transition plan provided before this date.
While UNet features are being deprecated, next-generation networking features will be made available soon, including:
- New networking layer, which replaces existing UNet HLAPIs and LLAPIs. This will be DOTS compatible.
- Game Server Hosting services from Multiplay, which replace the P2P-enabling Relay Server.
- A new matchmaking service, which replaces the Legacy Matchmaker Service. The new service will work seamlessly with Multiplay's Game Server Hosting.
For more on what we're working on, check out our blog post on connected games. In addition to the features and services above, we're working on a lean DOTS server runtime, and have recently added Vivox to the family, delivering voice and text chat for multiplayer games.
Stay in touch
- Keep track of what we're working on by visiting unity3d.com/multiplayer.
- Have feedback? Please share it in the sticky threads of the Connected Games forum.
- Interested in alpha testing some of the new technologies? Contact us here.
- Keep watching the blog. We'll share more about what we're working on soon.
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Here's an idea. Dont use Unity. Make your own game engine and you have all the freedom in the world no beholding to anybody
Will i be able to host my game with my own hardware?
IcepOwerSeptember 12, 2018 at 6:56 am
Octavio CentenoAugust 30, 2018 at 4:58 am
I'm currently working on a game. I will implement multiplayer. Should I wait to new Unet 2.0 or work with Unet 1.0?
The MonarchSeptember 2, 2018 at 1:31 am
Use something which you have more control over Steamworks, lidgren, LiteNetLib anything but not Unity
The MonarchSeptember 2, 2018 at 1:35 am
Use the simplest UDP networking. Even if the library only has unreliable and reliable UDP you can easily add sequenced unreliable.
I wanted to start making a game in November that would have multiplayer. Should I not be starting it then if it's going to take around a year to make if the networking is going to be completely replaced?
DmitriyAugust 24, 2018 at 12:17 pm
Please make it possible for the normal integration of UNET HLAPI and Steam p2p
aws basimAugust 23, 2018 at 11:05 am
What about local multiplayer
Via mobile hotspot or over wifi
With no internet connection
Will it be supported?
CarlosAugust 17, 2018 at 5:43 am
It must be hard developing Unity — I'm sure you all have stuff up your sleeves with this one, and I'm looking forward to the new system! Goodluck to all the developers on the team :)
Also, I haven't been able to dive into networked multiplayer games with Unity consistently, so I see a bunch of Network-related stuff in the docs. My biggest request is — when this new system comes out, would you be able to make it easy to see exactly what classes are "old" and/or deprecated, and which ones are the new ones we should be using?
Anyway, stay strong, you're doing an awesome job! ^_^
Pavel ShevaevAugust 15, 2018 at 3:41 pm
I'm currently developing a game with synchronous PVP in 2017 LTS using LLAPI. I don't need HLAPI since it's way too bloated and I have implemented a similar but much simpler solution. I'm going to run Unity servers in headless mode on AWS infrastructure. Will it be possible for me to upgrade to a newer transport layer painlessly at some point?
Aleks SavicAugust 19, 2018 at 6:35 am
"It will be similar, like having similar network events (data event, connect/disconnect, etc). It will have a different serializer but you could keep using NetworkReader/Writer since this is pretty easy to swap out at the transport level."
RevenantXAugust 13, 2018 at 11:47 am
Why you creating another great networking from scratch?) Why not cooperate with https://github.com/RevenantX/LiteNetLib ?)
Aleks SavicAugust 12, 2018 at 2:11 am
Why is everyone so whiny!
I've put a few weeks implementing networking with the transport layer and I'm sad to see that this came out of no where, I mean we are on 2018.3 and 2018.4 is the last version you can use the transport layer..
It would be nice if we can get some more information about where things are going.
Keep at it UNITY!
Christopher BurnsAugust 12, 2018 at 12:21 am
I hate to be that guy, but holy crap did you all ever screw this up. It's not rocket science to make a low level UDP lib with reliable ordered support, and then commit to its maintenance. What a circus sideshow! Not that its rocket science to swap out your crappy UDP lib for something different, but that is not work that needed to pushed on me.
MichiealSeptember 8, 2018 at 1:55 pm
You know — I so have to agree with you here!
It amazes me and I sit back and spend hours wondering what the hell the devs at Unity are thinking… Usually while trying to track down the latest bug that Unity has created to keep me from being able to publish a viable game. So, yeah – With ya 100% on this one!
Kyrah AbattoirAugust 11, 2018 at 9:09 pm
Will the new network API feature some convenience systems such as lag compensation? It was one of the main issues I've had working with unet, re-inventing the "wheel" when it comes to providing a smooth and responsive network experience.
Martin RittAugust 7, 2018 at 3:41 pm
Hello connected games team
I am currently planning my university degree project for the university of applied science in darmstadt, germany. We want to create and publish a multiplayer game that should be finished in January 2019. Should I stick to the current UNET solution an then rework my code when the new multiplayer system is finished, should I start with the new system and risk working with a beta version, or should I look into other solutions like Photon ?
Thanks in advance !
forcepusherAugust 7, 2018 at 1:53 pm
I saw this coming since HLAPI Lead developer quit and Unity Technologies bought Multiplay for $25.2 million. They host various game servers including Titanfall 2, Killing Floor 2, Rocket league, Rust, and soon going to host PUBG servers.
This time they're making something really worth your time.
Matt DavisAugust 7, 2018 at 6:02 am
Don't forget about voice chat.
Shane KavanaghAugust 8, 2018 at 11:52 am
+1 Voice chat is a deal breaker
SergeyAugust 7, 2018 at 12:18 am
I see you want to replace Relay and Matchmaking with Server Hosting. I already tried to play around with Master Server Framework and Master Server Kit. Is it something similar?
Is it necessary to use your hosting, or we can host server anywhere we want (VDS provider or even my home PC)?
RomenicsAugust 6, 2018 at 8:15 pm
I am glad you are finally decided to ditch UNet away. However, I am afraid you may repeat the same mistake.
I want to give you an advise: You don't need to develop everything new from scratch. You already tried with UNET, it was a failure.
You already had a great network tool. Old network system, also knows as Raknet. It was great, with some flaws, but super easy to use and great potential.
Also there is an asset in Asset Store, called TNet, which is very similar to Raknet, but much more advanced and have some revolutionary features which does not exist anywhere else.
You are already familiar with the author of TNet, it is the same man who developed NGUI and who worked with you in Unity in order to create UGUI, which was a revolution on UI.
DO IT AGAIN! Hire author of TNet again and integrate TNet natively into the Unity! Bring another revolution into Unity.
Please do not develop anything from scratch, unless you are 1000000% sure that it is will be better than TNet.
Please at least check out TNet from Asset Store and learn its revolutionary "receive save load functionality for free" feature. Be sure that your solution will not be worse just better.
Otherwise, just integrate it and improve a bit if you wish. You will save a lot of resources and everyone will be super happy.
forcepusherAugust 7, 2018 at 1:37 pm
Not going to happen. Unity bought Multiplay for $25.2 million.
The MonarchAugust 6, 2018 at 11:42 am
LOL why would anyone use this? Unity clearly is clueless about networking. Very happy with Steamworks .net.
Steamworks.net is not a complete networking solution. It is just steam modules you can implement like scoreboard and matchmaking. You still need so.ething to sync player states
The MonarchSeptember 2, 2018 at 1:26 am
LOL no Steamworks has low level library and also lobby including chat
RatneshSeptember 9, 2018 at 10:57 am
Can you suggest any steam multiplayer games using steam networking api ?
MichiealAugust 6, 2018 at 11:22 am
(From the other blog post, as this one seems more up to date)…
Bear in mind, I am trying to figure out (with a limited data set) what the new unity networking package will be like. When I wrote this on the other blog, I had in mind the fact that I have my own servers, and I intend on having something that will work on said servers. I would like for it to be Unity based, as I prefer Unity to Unreal. (Though, the current job market seems to be all Unreal development, if the head hunters are to be believed.)
So, when replying or heck, just reading this, keep in mind the above, and the fact that having already paid for servers and not really wanting to make a lan party style game (though, props to others who do want to) I'm really not looking forward to an over priced CCU model again. Rather, I'd like to just host it myself and be done with it (and not get charged based on concurrent users).
What I would love to see — Something that will allow us to make AAA grade games with a variety of multiplayer features. I say it this way, because not all of us are wanting to make facebook casual games. Some of us, like Myself, **Really** want to make a higher scale of game. Like a real Server-Authoritive MMO or MOBA or TB/RT-SG. (And, Atavism is not viable here, as if their demo server is any indication, it's not fit for the job. 4 frames a second on a high-end gaming pc, because I went out of "town"… yeah, no.)
From what I have seen with the current room-based matchmaking games, they're "great!" if all you want to do is recreate Quake from 20 yrs ago. If you want something more… complex, has built in team matchmaking – like the ability to be a "party" and join a match as a party, and stay "together" as a party, you have to completely write the logic yourself, AND NOT USE UNET… meaning that the current UNet fails miserably — especially pay-to-host matchmaking. If you want a server that you can run (locally or on a service) so that you can have your program work, the matchmaking services that come with UNet completely fails. It's like it was created for lan parties, and oh, yeah, the internet is just an interesting way to make your lan party bigger.
And, it appears that the ecs-model is (also) just going to be an over glorified lan party. That said, (and strongly thinking that I am really not interested in paying for only the ability to write quake or doom — hence not using my crappy CCU's that equate out to 2 simultaneous games) I look forward to the change. I would stress, however, that giving us optimized networking APIs that allow us to intuitively create servers, be it locally hosted/cloud/co-lo'd, would be a great thing.
What would suck, however, is being charged for yet another crappy CCU-based system asking us to accept only BaaS as the premium standard (meaning, you're limited to crappy facebook games, casual android games — hint, the market is oversaturated as it is with both of these — or, Quake from 20 years ago, all the while paying a monthly fee for this schlock).
Having produced my share of Casual games, and games on Facebook, I've seen quite a LOT of services offered that lack any real value. At least with UNet, you can do a mixture of Socket IO and HLAPI and make a server (there's a really good asset on the Asset Store, called Master Server Kit, to do this). I honestly, would love to see something like Master Server Kit integrated into the Networking offered by Unity. And, I'd love to see a headless windows build so that I don't have to have a linux server if I don't want one. (I realize that linux hosting is cheaper, but not all of us are fans of the os. Don't laugh, I am sure they are out there.)
Just off-the-head thoughts at reading how the past 6 months of my life have just suddenly been "deprecated" with UNet being on it's way out, and how it would have been better spent creating a custom tcp/ip based server and just serializing the heck out of the data sent.
Tobias LöfflerAugust 6, 2018 at 7:11 am
As an 3D Artist, i don't have much to do with all of this magic-alchemy stuff (that's how i call it) but i would love to tell you a couple of words from my colleague, who is the coder in our team: "Please, whatever you do, don't forget the documentation and don't make things more complicated than they should be." He likes Unity more than UE4's solutions but he eats three keyboards a week ranting why things don't work as expected even if the code is correct and kinda hates it that some API (?!) lacks of documentation and features, including that he's looking for functions that are easy in Java, but hell of work in C#. I am not sure what exactly it is, but i guess like Robert Cummings said in another comment, he just wants some clean, powerful API (probably well documentated). Thanks for the open ears, we're looking forward using this new features on our current openworld game-pitch.
Robert CummingsAugust 5, 2018 at 1:39 am
I'm hoping that there will be extremely clear and non fancy direct examples on how to get things up and running. I'd like to see things like dropping into games in progress and host migration. I don't really want obfuscated syncvar nonsense either. Just a clean, powerful API. I just want to make my game and have Unity take care of business in a way that has a curve of costs: it's free for me to start, but as I get more successful, so do you.
I don't want mixed messaging. I need Unity staff to be very clear about what is the right and wrong way to do things. Don't forget, experts will ignore you. There is no downside to being authoritative to your audience.
Peter LearyAugust 11, 2018 at 9:11 am
+1 for this!
Next time you guys should announce a deprecation/replacement AS SOON AS you remove the prior system. Since you removed the old Networking in 2018.2 (a couple weeks ago) I've been busy replacing it with the mess that is UNET. I'm happy to hear you are replacing it, but you could have let us know sooner. What a waste of time.
Max McArthurAugust 4, 2018 at 11:58 pm
It's great to hear something concrete about Unity and its internal networking solutions. Many people have mentioned it already but I'd like to add my voice about something quite important for smaller groups or hobbyist developers: the hosting costs / CCU / etc. Currently with UNET you can do a variety of things such as utilize NAT punchthrough to reduce or outright avoid CCU fees, or you could refactor some of the network code using the kindly provided open-source HLAPI and direct UNET to use Steam's relay/matchmaking or even net messaging, assuming you're targeting that platform.
The major alternative to UNET that is Photon has potential to end up as overly-expensive for some people and that doesn't seem likely to change. Valve is currently working on and releasing an entire networking back-end that isn't tied explicit to their service, but it is neither complete yet nor is there a C# port of it (https://github.com/ValveSoftware/GameNetworkingSockets). Because of this, one of the things I would love to see most is support for connecting in about any way the developer would like to, as the current UNET provides. Simple access to the scripts handling connectivity would likely fulfill most desires for this (for example, all connectivity as overrides/partials/etc, and built such that everything will run fine if they're fed the correct connection information when they're reached). Other gaps left open by UNET include things like middleman APIs to integrate with Steam (which can be filled with things such as Steamworks.NET or Facepunch's Steamworks API), and it would be great if that would be addressed as well at some point in the production process.
Whoops meant to say who are not networking specialists
Hello Larus, I am super excited to learn more about the new networking layer and server archetypes. Is the end goal templates (FPS/RTS/MMO) of a high level api that people who are networking specialists will be able to select from when making a game? As a hobbyist one of the biggest road blocks for me is getting multiplayer right. When will Unity give us more detail on this?
AshkanAugust 4, 2018 at 2:13 pm
It's great that you are focusing on authoritative servers. It was great that in uNet unlike some other solutions you always had the option to host your servers in an authoritative manner if you wanted. In fact I always did that.
I've used uNet to release 3 games and am grateful of the work Alexey and others did on it. Please after 2018.4 release the code generation parts of uNet so if unity does not continue the work long enough, people still can do continue using it. I know that it might mean exposing some more editor events to run a step for CIL modification after script compilation and … but probably should have been done in the first place. Just consider it if it is not a huge problem to do it.
Many thanks for the great uNet and I hope you do it even better for the next system. Some painful parts of uNet
– the fact that the message for authority of the object is sent after the spawn message so in OnStartClient you could not know if you have authority or not
– the fact that you could not send any additional data while spawning objects and did not have access to syncvar data before OnStartClient
– Not having the ability to send additional data to the server with connect
– Not having a list of Player and Player id classes on the server was a problem since always you have to code it and you'll need it and many games need a common structure
– not being able to send an RPC only to a set of clients (like all except owner), I know code generation was an issue if you wanted it to be seamless.
Oussama BouananiAugust 4, 2018 at 11:33 am
Great work, really looking forward to this but I do have one question/request, is there any plans to support determinisim in multiplayer?
Aleks SavicAugust 4, 2018 at 4:57 am
I'm using the transport layer for a game that will launch in a month, so I have a couple of questions Unity.
Brandi House's comment "For example, the LLAPI should have a lot of similarities to the new transport, and the migration should not be too challenging." made me wonder what will change, will it still depend on NetworkEvents?
Will it still be viable to use NetworkReader/Writer, or are you shipping api specific to the new transport?
Salah MikolovicAugust 4, 2018 at 12:39 am
Will the new networking system have P2P support? I find it handy to have P2P support for LAN parties. Another question; will there be improved physics over the network? Two networked rigidbodies colliding seem to be laggy even on LAN.
Peter JohnsonAugust 4, 2018 at 12:22 am
I think that many developers prefer use other networking services because the high price of the Unet service.
GeorgeAugust 3, 2018 at 10:26 pm
So, do we have to remake whatever socket abstraction classes we have created based on the current LLAPI?
Awesome news! I would love to see Unity to step up on networks. If someone asked me, and to my colleagues what the most lacking feature in Unity is, it's always the lack of usable network libraries. I come from PC online gaming development and I can't get more excited to hear that Unity is determined(seemingly) to make this happen, this time.
I suppose it is still at the design stage and I would like to mention few things so that it heads toward to the right direction. I guess I'm bit worried because Unity solutions are usually bit odd and they are known to make half-finished products and throw them away. uNET anyone?? ^^
We are onto make high-performance network libary for dedicated server environment, right? Well then, I would like to ask you to take a look how Unreal networking frameworks solves the problem. Let me say it simple. Please copy the high-level concept(not the implementation, I believe Unity can do better job implementing it with ECS) first and add more layer on top of it, and do not come up with some different concepts to confuse everyone or to dodge the headon comparisons with Unreal.
I know coming up with good network library is a daunting task and Unreal has had a very good solution for years and they ante up with the recent update even further. In that regards, I think your choice to tackle FPS fist is really a good choice. I don't know if there is any other type of games that pushes the limit of network more than FPS games, given the number of players are the same.
I say this because after waiting after a few months to years, it doesn't end up like uNET. Good network library needs to deal with, dedicate, client-hosted, authoritative, proxies(autonomous, simulated), replications with priority, frequency, filtering, and of course reliable, unreliable RPCs and so on.
Honestly, I don't know if there can be better solution than what already Unreal solved already. I would say it again, copy the high-level concept but go about implementing much better with ECS. One thing that Unreal lacks is multicore networking. With ECS, I think many of the underlying systems can run in parallel giving much higher throughput than Unreal. And of course, deterministic physic/network is huge plus.
Many would probably say, not everyon one is making FPS game but my answer is once we have a good solution for FPS game, the same concept can apply to many different types game equally well. Turn-based game just won't need sophisticated filtering setup, MOBA would be very similar to FPS but has much less tick-rate and bandwith, and MMORPG will need an extra filtering layer, perhaps a hierarchical filters but it's not difficult to implment. Yes MMOPRG also needs be persistent but that has nothing to do with Networking.
So, please design with the right goal from the beginning. If you can make it similar to Unreal APIs but C# can help make the syntax much cleaner, I know that many of the Unreal developers will flock into Unity, like myself. ^^ I and many of my colleagues always talk about lack of Networking solution that keeps them to use Unity. If Unity had a real(Unreal) network library, I and my colleagues willing to become the best advocate and help to shape it to be the best. So, please push the FPS implementation to the limit and don't leave it behind unless it's not the best.
Thank you very much for the awesomeness.
Are we gonna be able to activate the Relay Server and Legacy Matchmaker Services during the 3 year transition, because we are almost done with our game (a couple of months or so) and i don't want to start over the networking right before release.
AtomicAugust 3, 2018 at 3:28 pm
Hello, so what will happen to our codes written with UNet? Can they be used with the new update or do we have to revise our codes all over?
Atomic, it clearly states that uNet will depreciate. Depending on how long you can wait, you either have to go with uNet or the unknown network library. While I'm at it would like to mention few more things before it gets too late. I would love to see Unity to step up on networks. If someone asked me, and to my colleagues what the most lacking feature in Unity is, it's always the lack of usable network libraries. I come from PC online gaming development and I can't get more excited to hear that Unity is determined(seemingly) to make this happen, this time.
I suppose it is still at the design stage and I would like to mention few things so that it heads toward to the right direction. I guess I'm bit worried because Unity solutions are usually bit odd and they are known to make half-finished products and throw them away. uNET anyone?? ^^
We are onto make high-performance network libary for dedicated server environment, right? Well then, I would like to ask you to take a look how Unreal networking frameworks solves the problem. Let me say it simple. Please copy the high-level concept(not the implementation, I believe Unity can do better job implementing it with ECS) first and add more layer on top of it, and do not come up with some different concepts to confuse everyone or to dodge the headon comparisons with Unreal.
I know coming up with good network library is a daunting task and Unreal has had a very good solution for years and they ante up with the recent update even further. In that regards, I think your choice to tackle FPS fist is really a good choice. I don't know if there is any other type of games that pushes the limit of network more than FPS games, given the number of players are the same.
I say this because after waiting after a few months to years, it doesn't end up like uNET. Good network library needs to deal with, dedicate, client-hosted, authoritative, proxies(autonomous, simulated), replications with priority, frequency, filtering, and of course reliable, unreliable RPCs and so on.
Honestly, I don't know if there can be better solution than what already Unreal solved already. I would say it again, copy the high-level concept but go about implementing much better with ECS. One thing that Unreal lacks is multicore networking. With ECS, I think many of the underlying systems can run in parallel giving much higher throughput than Unreal. And of course, deterministic physic/network is huge plus.
Many would probably say, not everyon one is making FPS game but my answer is once we have a good solution for FPS game, the same concept can apply to many different types game equally well. Turn-based game just won't need sophisticated filtering setup, MOBA would be very similar to FPS but has much less tick-rate and bandwith, and MMORPG will need an extra filtering layer, perhaps a hierarchical filters but it's not difficult to implment. Yes MMOPRG also needs be persistent but that has nothing to do with Networking.
So, please design with the right goal from the beginning. If you can make it similar to Unreal APIs but C# can help make the syntax much cleaner, I know that many of the Unreal developers will flock into Unity, like myself. ^^ I and many of my colleagues always talk about lack of Networking solution that keeps them to use Unity. If Unity had a real(Unreal) network library, I and my colleagues willing to become the best advocate and help to shape it to be the best. So, please push the FPS implementation to the limit and don't leave it behind unless it's not the best.
Thank you very much for the awesomeness.
If HLAPI/LLAPI aren't included with Unity beyond 2018.4, will subsequent versions of Unity be devoid of networking support until the new system is released (hopefully in the first half of 2019)? I have a lot of multiplayer infrastructure written with the LLAPI, and it sounds like I'll be stuck on Unity 2018.4 until the new system is available. That's fine if the new system is actually released in early 2019, but it's easy to imagine a scenario where it doesn't come out until 2020 and I can't upgrade to a new version of Unity for a year because nothing past 2018.4 has UNet or its replacement.
I can't say I fully understand how this new stuff relates to the ECS. First there's "networked-by-default with the Entity Component System (ECS)" – ie this new networking system is mostly ECS based? But then "Early versions will be ECS compatible" – ie the point is just that you can also use it from ECS code? Also I assume if early versions are ECS compatible then later versions are as well? Is the point basically that *even* early versions are ECS compatible?
Robert CummingsAugust 3, 2018 at 2:05 pm
I believe they refer to the fact that ECS has all the data up front that you would be accessing and it's deterministic. Therefore it is already in the format ideal for being networked with perfect prediction. This does not imply that the networking layer itself is ECS (although may be at some point – I don't think it's relevant).
Patrick ScheperAugust 3, 2018 at 11:57 am
I've been waiting for this blog post for quite some time! Thanks a lot! It sounds pretty promising and I'm glad Unity is being responsible with the long-term support.
Enjoy the weekend!
Question, if I use just UnityWebRequest do I need to use WWW instead. Will UnityWebRequest deprecate?
I'm using it just for post and get, nothing else.
micsun-alAugust 3, 2018 at 10:46 am
Ha, we're in the middle of implementing the old UNET stuff and wrapping our heads around it. Woo, fun.
Eric Batlle ClaveroAugust 3, 2018 at 9:49 am
Will the new Unet work better with unity physics? you know all the problem discret physics are affecting games nowadays :(
Ratnesh VaviyaAugust 3, 2018 at 7:34 am
Since the connected games initiative now it seems Unity is focusing on Multiplayer now. This is a great News.
Bryan LivingstonAugust 3, 2018 at 2:42 am
So I'm on 5.6 still. Planning on upgrading someday, but if the compiler injection stuff goes away and would we not be able to use the open source version of the HLAPI, would that be a big incentive for me to never upgrade?
Fabian GreeveyAugust 3, 2018 at 2:10 am
It would be awesome to launch multiple game instances like unreal 4, compiling the game just to correct an not operator on a IF statement takes ages, even if just compile the game code is possible, sometimes some asset modification is needed.
+1 on this. Building the game every time something changes is a huge time sink.
BrandonAugust 3, 2018 at 2:04 am
I'm pretty early in to a hobby project at home, currently using my own networking solution (built on top of the LLAPI), but I plan on switching to this as soon as it's available. Do you know when the first preview/beta build will become available? I'm hesitant to go too deep in writing my networking code in light of this news.
Alan StagnerAugust 3, 2018 at 12:56 am
With what sounds like a ground-up rewrite and with new ECS support, will there be any focus on providing functionality akin to, say, how the Source engine lets you run separate client/server instances with *separate* running simulations from within a single application without having to deploy a separate server build for testing?
In my experience a setup like this has been absolutely immeasurably helpful for debugging and iterating on networked games without the pain of deploying and re-deploying server builds over and over, and it would be nice to see Unity offer something like that out-of-the-box.
Jérémy CROMBEZAugust 2, 2018 at 10:58 pm
Will the new network layer provide a simple way to do NAT punchthrough or is it not dedicated server oriented enough ?
MrGadgetAugust 2, 2018 at 10:20 pm
"The HLAPI and LLAPI will no longer ship with Unity after 2018.4 (LTS): Critical fixes will be provided for two years following the 2018.4 (LTS) ship date, consistent with Unity's Long-Term Support policy."
As if these have received any attention, critical or otherwise, in the last 3+ years.
Seriously…deprecate them now, don't bother spending a minute on them. If someone needs to finish a project with UNet they could switch to HLAPI CE, the replacement Unity turned down. You should've paid the guy for stepping up on your behalf, IMHO.
For your roadmap, please consider the following:
1) Do NOT require we host our servers or services anywhere specific. If we want to rent a server from namecheap or whoever that should not be interfered with in any way. If we're fully self-hosting, no CCU nonsense.
2) Please do give us a Build Manager where we can set up MULTIPLE build profiles in a single project and for each one define the scenes and assets that go into each, and each may target any platform, some the same platform, e.g. 2 distinct profiles for desktop, 1 for WebGL, 2 more for headless, etc.
3) Make sure ANY client platform can connect to the server: desktops, mobiles, WebGL, TV's, whatever. In a HLAPI we shouldn't have to concern ourselves with the underlying topology, whether it's web sockets or whatever. We should just be able to define a FQDN / IP and protocols we need (reliable, unreliable, ordered, TCP Secured, etc.) at the HLAPI inspectors and it should all just work as long as the server is reachable.
4) Implement console and headless builds for Windows. Console would use stdin, stdout, stderr like any normal .Net console app (which means we can capture it from a process host) and a headless would include a simple windows service wrapper that would run normally (console mode) if launched from Explorer (Environment.UserInteractive == true) or as a service when launched by the Windows Service Controller.
For someone who wants to start on the multiplayer turn based game "today" what should they be using?
Great news, looking forward to the stuff!
For those who are worried about their current UNET projects, please visit our HLAPI Community Edition: https://forum.unity.com/threads/unet-hlapi-community-edition.425437/ forum thread and use/contribute :)
Richard KopelowAugust 2, 2018 at 7:30 pm
UNet was clunky when I wanted to do "normal" network things like simply sending data from server to client but I was a huge fan of the Command/RPC workflow. With a little forethought and a few attributes it let you write a game as if it was local but all the code ran where it was supposed to. I hope some of these idea come over to the new system.
Johnson ChuAugust 2, 2018 at 7:23 pm
I am very happy that the network service has regained importance.
But using google server means that China has high latency and can't even connect? I am looking forward to a service that is not restricted by the region.
VVEthanAugust 2, 2018 at 6:38 pm
The graphic shows all 3 new multiplayer features available starting in 2018 — I assume is this just as early-alphas / "preview" releases?
What's the planned 1.0-stable release window for the new networking code, specifically? (Even a super vague answer is good, like: last-half of 2019?)
dnnkeeperAugust 2, 2018 at 6:04 pm
Oh my… Barely got a grasp on UNet and managed to run headless unity servers with master-server framework and here are the news. I liked UNet for its flexibility. Hope its good architecture won't be forgotten.
MostHatedAugust 2, 2018 at 5:35 pm
About time, lets have it!
HertzoleAugust 2, 2018 at 5:32 pm
I'm glad something is being done about UNet and I'm really looking forward to the new stuff you will bring us! But I do have one concern: You're all about connected games and game server hosting, but will the new networking system still support direct P2P? To me, it's an important part about keeping your game alive. As a hobbyst, I can't afford to maintain servers and would have to rely on players hosting their own servers, which, IMO, also builds a community, espescially if you make a game that supports modding and plugins. Not every game wants to have "get players, drop them into a server and play". Some want to allow the users to customize and make a server their own. Not just some game server on a Google server somewhere.


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One day I came to a realization that opened my eyes much wider than normal. It enlightened me to an understanding that I could never reach before:
You don't ever have to fear anything.
In general, I avoided people who had hurt me or others because quite honestly, I never wanted to see them ever again. It made me upset and angry to see that in this world existed those who shamelessly deceived and hurt others as if it was their hobby. The thought of them disgusted me so I avoided them with all my might so that I would never have to think of them again. And then one day, I looked myself in the eye and asked myself a few questions:
"Why are you hiding?"
"Why are you doing the hard work it takes to avoid others?"
"Have you done anything wrong to them?"
"Have you ever done anything wrong to anyone?"
No. I had never ever hurt anyone intentionally. Ever. Never in this life I had walked out of my house with the purpose to hurt others and deceive them. Then why was I hiding? Because the thought of them upset me. Did I need to? No. I realized that I should not be the one hiding. It should be them – the ones who do wrong and shamelessly hurt others. They should be ashamed of themselves and their wrongdoings and making every effort to avoid the human beings they have hurt. It should never be me. I should not be hiding in a corner of this world, not wanting to go out or trust others. They should be the suffering from all of this. I should be out there doing all things I ever wanted, loving and caring for all the people I ever wanted, and doing all the things that make me fall in love with this world every single day. I should be smiling and laughing my way through life. Since I have never done anything wrong to anyone, I have absolutely nothing to fear. As I walk through life, I choose to never be fearful of those who have the ability to hurt me. They can go ahead and do what they want. At the end of the day, the one who is lacking is not me, it's them. It is not wrong to trust others. It is wrong of them to deceive you. It is not the person who is wronged that should live being afraid of life, it should be the ones who do wrong; they are the ones who should be hiding.
Never fear anything,
Ish Kish Mish
July 20, 2015

subset: commoncrawl


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Monday, July 25, 2011
Mediation is for Wimps
3 comments:
I first read that as 'meditation' ... is for wimps. :-\ReplyDelete
... I guess it's a case of, if the cap fits...
I worry myself sometimes! ;-)
- Northern Lights28 July 2011 at 21:10
For a particular type of wimp; the type who spends money on things that sound nice but don't work.ReplyDelete
In the short term, I'm out of pocket; in the longer term, I end up with an even bigger mess to clear up in court.
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Real Housewives of Miami star Joanna Krupa looked hot hosting the Maxim Magazine party at Mynt Lounge over the weekend in a bright, color-blocked ensemble. Her sexy outfit consisted of an orange cut-out dress, pink heels, and a red bag, and I was loving the whole vibe!
'RHOM' Star Joanna Krupa Has "The Biggest Sweet Tooth" So How Does She Stay in Shape?
It looks like cut outs and color-blocking are here to stay and I'm definitely not mad at that. Love Joanna's dress? Try Naven's pink and orange cut-out dress for a similar look.
'RHOM' Star Joanna Krupa On How She Trusted Her Fiancé Romain Zago Again
What do you think of Joanna's bright look? Sound off in the comments below or on Twiter @OKMagazine!
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VICORDER® | Peripheral Vascular Disease
Peripheral Vascular Disease
The circulatory system consists of 2 types of blood vessels: arteries and veins. These are tubular structures that carry the blood throughout the body.
- Arteries carry oxygen- and nutrient-rich blood from the heart to the organs and cells.
- Veins carry oxygen-depleted blood and wastes through the kidneys, liver, and lungs, where wastes are filtered out and removed from the body. The venous blood is then again filled with oxygen in the lungs and returned back to the heart.
- The 2 are interconnected by small weblike vessels called capillaries.
Peripheral vascular disease refers to any disease or disorder of the circulatory system outside of the brain and heart.
PRN Vascular national distributor of the Vicorder specializes in the diagnostic testing equipment for Peripheral Arterial (Vascular) Disease.
Source WebMD http://www.webmd.com/heart-disease/peripheral-vascular-disease?print=true
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Mount Manaslu, at 8,163m, is the eighth highest mountain in the world and about 40 miles east of Annapurna. It is part of the Nepalese Himalayas and was first climbed on May 9, 1956 by Toshio Imanishi and Gyalzen Norbu, members of a Japanese expedition."Just as the British consider Everest their mountain, Manaslu has always been a Japanese mountain." The mountain's long ridges and valley glaciers offer feasible approaches from all directions, and culminate in a peak that towers steeply above its surrounding landscape, and is a dominant feature when viewed from afar.
The 8,000 + Mount Manaslu
The permanent snow line is reckoned above 5,000 metres (16,000 ft) and there the temperatures are arctic, invariably below freezing. It has been described as a serrated "wall of snow and ice hanging in the sky".
Traditionally, the "spring" or " pre-monsoon" season, is the least hazardous for bad weather, snowfall and avalanches. Manaslu is one of the more risky 8000ers to climb: as of May 2008, there had been 297 ascents of Manaslu and 53 deaths on the mountain, making it "the 4th most dangerous 8000m peak, behind Annapurna, Nanga Parbat and K2."
A beautiful mountain, but an extremely dangerous one. Last weekend at least nine climbers were killed and another four are missing after one of the deadliest avalanches in recent years tore down the Himalayan peak obliterating everything in its path. Glen Plake, a celebrity in the world of extreme sports known for his mohican and boundary-pushing skiing, narrowly escaped the avalanche. "I'm OK, a bit beat up; missing some teeth and a bruised eye, but I'm alive," he told French website EpicTV shortly after the avalanche struck.
Glen Plake, Rémy LéCluse and Gregory Costa at Manaslu
Greg was there as part of a 3-man team who were going to ski down Manaslu. This wouldn't be a first. It has been skied before, most recently last year. Rémy Lécluse and Gregory Costa, who had intended to descend the mountain on skis with Greg Plake are presumed dead. All the deceased died in camp when the avalanche struck.
"Gregory and I were in a tent together, Rémy was in another. It was 4:45a.m. and I was in my sleeping bag with my headlamp on reading my devotional when we heard a roar. Greg looked at me and said, "That was a big gust of wind," then a second later, "No, that was an avalanche." Then it hit us. I was swept 300 meters over a serac and down the mountain and came to a stop still in my sleeping bag, still inside the tent, still with my headlamp on. We all went to sleep with avalanche transceivers on so I punched my way out of the tent and started searching. I searched for 10 minutes before I realized I was barefoot in the snow. Greg had been using my down suit for a pillow and I found my suit, I found everything that was in my tent – camera, sleeping bag, ski boots. It was like someone had thrown my gear in the back of a pickup – but there was no sign of Greg (Costa). Rémy and his tent were nowhere to be found," said Greg Plake. "The Dynafit crew [Canadian skier Greg Hill's team] were sleeping at a high Camp 2 and were immediately on site to rescue people. Sergio, Stephane, Doji our Sherpa – all strong alpinists – have all come up to search. We've done three searches but when the fog rolled in we had to call it off. It was a massive serac fall, probably 600 to 700 meters across. It's a war zone up here."
Ang Tsering Sherpa, former president of the Nepal Mountaineering Association who has climbed Manaslu several times, said the mountain was regarded as one of the easiest of the 14 peaks that top 8,000 m, but that the accident was not linked to the number of climbers there due to the increasing popularity of the mountain particularly after Chinese authorities restricted access to Cho Oyu, another 8,000m peak. "Such avalanche takes place normally if it's too hot or if there is heavy snow fall. Climate change, of course, had some effect but avalanches are uncertain and there is no any exact reason for any one avalanche."
Our sympathies go to all the families of the climbers involved.
Photos courtesy of Tray Cook, EpicTv


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Spring Beauty Secrets
I couldn't be more excited for Spring clean after enduring a super cold winter. This month is all about renewal and rejuvenation which is why I like begin Spring with an Enzyme Peel mask by The Organic Pharmacy which makes my skin velvety smooth (I use it 3 times a week in the evenings usually). Vitamin C is an amazing natural brightener and this mask works excellently as a quick pick me up for grey, winter complexions. Volumizing and creating a bouncy lift for your hair is also another Spring essential. Christophe Robin has an amazing Volumizing Shampoo, Mist and Conditioner line which works wonders! Of course no Spring routine would be complete without beauty sleep. It's difficult to get a deep sleep living in the city as I'm super sensitive to light so my Slip silk sleep mask ensures a rejuvenating, uninterrupted sleep.
In warmer temperatures I try to focus a lot more on my skincare routine, and only using a minimal amount of foundation if I have to. My Mac Studio Body and Face foundation is the perfect lightweight base to create a glowing, dewy finish. I'm also really enjoying playing around with more romantic pinky hues, my Charlotte Tilbury Cheek to Chic is the perfect pigment to create a natural, rosy blush on my cheeks. Finish off the romantic look with a quick DIY mani-pedi using Essie Spaghetti Strap nail polish and a light kiss of Victoria's Secret Lip Gloss.
Shop Spring Essentials
Volumizing Mist, 150ml, Christophe Robin | Essie Nail Polish – Spaghetti Strap | Charlotte Tilbury Cheek to Chic Swish & Pop Blusher – The Climax | Mac Face and Body Foundation | Victoria's Secret Beauty Rush Lip Gloss | The Organic Pharmacy Enzyme Peel Mask with Vitamin C and Papaya | Slip Silk Eye Mask


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March 18 (Reuters) - 3M Co said on Monday it would restructure its business to four units from five as it looks to increase customer focus and boost growth.
The new structure will have the safety & industrial, transportation & electronics, health care and consumer segments.
3M, which makes everything from adhesive tapes to air filters, will start reporting its financial results under this new structure starting with the second quarter of 2019. (Reporting by Sanjana Shivdas in Bengaluru; Editing by Maju Samuel)


text:
Vestner supplies the Australian market through a comprehensive network of approved distributors. These distributors will work with their clients from concept design stage through to the commissioning of the lift and on-going servicing as required.
Throughout this process they are supported by the team at Vestner.
You can be assured of enthusiastic and dedicated attention to your individual requirements through our distributor network.
We work directly with builders, building owners and architects to fit compliant modern wheelchair lifts in both NSW and QLD. Our core values to our product ranges include reliability and low servicing costs of your lift into the future. Feel free to contact us anytime for a quote or advice for your project.
Contact Details
Direct Lifts Australia
29/191 Parramatta Rd
Email: email@example.com
Website: www.directlifts.com.au
Also services Queensland
Lifts 4 Life are the home lifts specialists and a NDIS approved supplier. We have extensive experience with the installation of quality wheelchair and mobility lifts throughout NSW & ACT. We consult with home modification groups, builders & architects to ensure compliant and successful installations. Contact us today for more information or advice.
Contact Details
Lifts 4 Life
P.O. Box 224Jamberoo
Email: firstname.lastname@example.com
Website: www.lifts4life.com.au
Contact Details
Old Mate Elevators
Phone: 02 9576 5999
Email: firstname.lastname@example.com
Website: www.oldmateelevators.com.au


text:
This really should not be news, thanks to all the leaks, but here it is: The Nikon Df. It is basically a modern Nikon DSLR with the D4's sensor and the D600/610/7000's 39 point autofocus system, a mix of traditional and modern controls, the ability to support pre-Ai lenses by folding in the AI indexing tab; all rolled into something that looks like an oversized FM2. I am hearing the moans of disappointment that this is not a mirrorless camera already. Other things to note include the 1400 CIPA rated battery life on the relatively tiny EN-EL14a battery (that is basically a slightly improved D5200 battery), no video capability, and a 1/4000s top shutter speed. Having shot with the Panasonic GH3 for some time, there will be days when not having 1/8000 is a real pain.
We were at the Nikon Singapore media event earlier, and are still mulling over our thoughts on the camera, but my first impression is that the camera is really fat. While the camera is not particularly heavy thanks to the use of magnesium alloy, the camera feels fat in the hand (I think I will be saying that word a lot). The under-sized grip does not particularly help. Then again, I am also not particularly keen on the retro movement that seems to be infesting the camera manufacturers, even though Nikon tells us that the camera has been under development for the past four years. Though David I am sure will have something to say about my stance.
Ships in late November or early December for US$2750 for the body only, or US$3000 with the equally retro-inspired special edition AF-S 50mm f/1.8 lens. Retro certainly has its price. Singapore pricing has not been determined. More photos of the camera after the break.by


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What kind of fish you catch at Bequia Port will depend on what type of marine vessel you use. The 2 main options for fishing at Bequia Port are either a sailing yacht or a sport fishing boat. Although there are great tales of skilled fishermen hooking 400-pound blue marlins on their tiny 10-foot fishing boats, the reality is you will need the help of professionals for that kind of catch. The most readily available fish to catch throughout the year are marlin, kingfish, tuna and barracuda. Besides these kind of fish, you can also catch lobster in certain areas.
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I See You Made an Effort
Compliments, Indignities, and Survival Stories from the Edge of 50
Hardcover, 272 pages, Penguin Group USA, List Price: $25.95 |purchase
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NPR Summary
The co-host of Dinner and a Movie and co-author of You Say Tomato, I Say Shut Up chronicles her experiences of entering midlife, marked by her teenage child, her best friend's suicide and the realities of a generation that may never retire.
NPR stories about I See You Made an Effort
In Hollywood, 50 Is The New 80: What Happens When 'It Girls' Get Old
Note: Book excerpts are provided by the publisher and may contain language some find offensive.
Excerpt: I See You Made An Effort
Stay Funny
On the day I turned forty-nine the first solicitation from AARP appeared in my email in-box. At a glance, I thought it might be an ad for white-collar prison uniforms. A couple is pictured dressed in matching cotton pastel sweaters and pleated Dockers. The entire outfit screams, Here, take my libido and hold it for the rest of my life, which won't last much longer anyway. The man has his arms encircling the woman's waist. Is he propping her up because she's suffering from osteoporosis, or helpfully disguising her muffin top? The expressions on their faces can only be described as resigned.
The AARP offers you a refrigerated travel bag when you join. What's the refrigerated part for? Medications, no doubt. Medications that require refrigeration? They're not fooling around. Perhaps I'll consider joining when they feature couples in matching Jil Sander elegance and offer a gym bag or a Shiraz of the Month club membership. Just something that doesn't advertiseYour health is your top concern while traveling. For the record, it is. I was just diagnosed as prediabetic but I don't need my luggage to remind me.
Something had to give.
Things that had seemed solid were falling away. My attitude, my family, my future and my face, everything had lost its shape.
The mothers I had grown up with were disappearing before my eyes. My own mom was diagnosed with breast cancer, and with Bonnie Franklin and Jean Stapleton gone, I started checking up on Florence Henderson's health. All of the Ramones had left the building except for the ones you never cared about to begin with.
My son wasn't speaking to me. I was unemployed and my parents urgently needed to sell my childhood home. Should I go back to college, adopt another kid, get divorced, raise llamas? I couldn't afford a vacation so I was taking a lot of naps.
I tried keeping gratitude lists, stronger vibrators, cheap massages and better moisturizers. I tried praying to a God I didn't even believe in.
When I began contemplating having Under New Management inked just below my C-section scar, I made an appointment with my gynecologist.
As I left his office with my stack of prescriptions for hormone replacement therapy gels, patches and pills, he held his hand up to wave good-bye. "Stay ... " Pause. It was a big pause, though there are definitely no pregnant pauses in my life anymore. Stay what? What would he say? Would it be that adage girls signed yearbooks with at my junior high school, "Stay the same, never change"? Stay healthy? Stay happy? Stay hydrated? Would he go all Bob Dylan on me, "Stay forever young"? Nope.
"Stay ... funny," he said.
Forty is the new thirty? I've heard that many times and I've said it just as often. Interestingly, the saying "Fifty is the new forty" has never really caught on because it's not. Fifty is still fifty.
From I See You Made an Effort: Compliments, Indignities, and Survival Stories from the Edge of 50 by Annabelle Gurwitch Copyright 2014 by Annabelle Gurwitch. Excerpted by permission of Blue Rider Press.


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Carla Bruni-Sarkozy. Does this French sounding name mixed with an Italian and Eastern European touch ring a bell? Ok, there's no French in the 'Carla Bruni-Sarkozy' name. "Carla" is definitely Italian, "Sarkozy" is Hungarian and Bruni could sound French but it could also be Italian. If it was a French name, there would be an 'e' at the end of Bruni to form 'Brunie'. So…let me start from the start…Does the foreign non-French name Carla Bruni-Sarkozy remind you of anyone? If you live in Europe probably so. The mere mention of this name will probably have you gasping for air while drooling: 'ohhhhh' trying to sound French but you know you're not so quit. It's 'ohhhhh', not 'oooohhhhh'. Everyone has an opinion on Carla whether it's good or bad. She doesn't leave people indifferent, that's one of her strongest assets indeed. Alfred Adler, a famous psychiatrist once said: "There is always this element of concealed accusation in neurosis, the patient feeling as though he were deprived of his right-that is, of the center of attention – and wanting to fix the responsibility and blame upon someone."
Not trying to psych-analyse Carla at all. This quote just means that…hmm…Freud…help please….means nothing in fact because I can't ask Freud since he's dead and my psychiatrist down the street charges 100$ an hour just to say 'hi, my name is…' so I'll let you interpret this little quote to your own likes.
I love first ladies. I like talking and reading about them. They fascinate me. Especially Michelle Obama.
In North America, you probably remember France's First Lady from the media coverage about the Obamas on their first official trip to Europe after Barack became president. Ooops, I should have said 'President Barack Obama'. In France, everyone calls President Sarkozy 'Sarko' or 'Sarkozy' so I assure you it isn't disrespect towards Obama. (toward ot towards ?…living in England makes me have bad grammar.) I just like being all friendly and casual with the Big Ones because it makes me feel like I'm their good buddy (whatever that means.) Back to Carla. Yes that's her on the left hand side by the way. Top now since I've added some paragraphs. And no, don't expect an in-depth analytical coverage of her today, nor a psychological analysis despite my quote above. I could throw up all the political analyses I've been listening since watching the news everyday and compile them into an encyclopedia. (sorry, nothing wrong with political analyses…Just being snarky and sarcastic…I know that we need political analyses they are important and I like them when the yelling fanatics aren't part of it.) We'll stick to Healthcare and Obamania-not-so-mania-anymore for political analyses.
I'll 'shop-analyze' Carla though and tell you what she wore today…it was Gucci…and not from the store down the street in NYC but the one in Paris next to the Eiffel Tower. Anything close to the Eiffel Tower is supposed to be expensive, no? (That's why I threw this in…don't tell anyone.)
So there you go, 'keeping them honest'….keeping Carla-Bruni Sarkozy honest about where she shops and digging deeper on the origins of her name.
If you live in North America, you probably remember her when Michelle and Barack Obama visited Strasbourg in France and there was this huge media frenzy over whether Carla and Michelle would clash. And the fashion of course. Who would be dressed better? Turned out they both wore a similar outfit, only Michelle's was more colorful expressing her more 'open' and 'comfortable-with-myself' personality. Aside from petty politics, Carla Bruni-Sarkozy is not well liked in France, apparently. Not as much as Michelle Obama in the U.S. and I can tell you that Michelle Obama is even more liked in France than Carla Bruni-Sarkozy is. For starters, Carla used to be a model in the not-so-distant past, and when you type in her name in google, you'll see naked pictures of her all over the place. No I won't post these here, remember something about being PG.
People in France resent the President for getting married to a public figure apparently devoid of the kind of substance that is needed to be a proper First Lady. But is she really? People are so quick to judge any woman who looks thin and pretty as being an 'airhead'…and if your naked pictures are all over the net, that's not exactly helping. But this is France, the country of love. Nakedness is seen as beautiful, not anything to be ashamed about so to the French, the fact that their first lady can be seen naked at the touch of a button leaves them cold.
The problem is not the nakedness but the fact that she lacks a certain substance and loves the media way too much. The Sarkozy couple is branded as being 'media addicts' who love to be the centre of attention and will do anything to attain this goal. This is France though, everything is permitted, remember, I just said it, I know.
A president divorcing his wife after not even one year in office and being seen flirting around the world with a pretty brunette, and getting married to her after only three months? Piece of cake. Oh la la. It's okay to be the First Lady of France and be seen naked all over the internet. Because it's France. It's ok to be the First Lady of France with a past as a model and a singer. Imagine if that was Michelle Obama…there would be riots on the streets by now…
Well back to Carla again. (Is it me or is it hard to stay focused on Carla as a subject matter?)
Anyway, it is not for me to judge Carla. I don't judge others. Naked or not, I think everyone deserves a chance to prove themselves. Carla is trying very hard to fit within her First Lady role from all the many articles I've read about her. Yes, she seems more 'submissive' to her husband than Michelle is to Obama and she seems less indepdendent as she tries hard to fit a mould but France's human relations are not like in America. So Carla can't be Michelle. She is French (and italian and hungarian by blood now) and needs to adapt to her own country, not try to be the next Michelle Obama. If wearing gray all the time is what she likes, then so be it. If she started dressing like Michelle, everyone would start saying that she tries to emulate Michelle and doesn't have her own personality.
You can tell sometimes she isn't being herself and you feel for her. Trying hard, she does though, so she still deserves a little bit of a 'thank you', if not for giving France the hottest First Lady in the history of France. I wonder if Mary Antoinette was hotter? Sorry Carla, no disrespect, but it's hard talking about your humanitarian work after seeing all those naked photos of you.
The purpose of this post in the first place was to show you Carla Bruni-Sarkozy's brand new website.
Carla is the First Lady of France, a mother, a wife, a sister, a daughter, a singer, a former model, the subject of ridicule in the tabloids at times…that's a lot to bear. (ok spare the details.) Now she is immortalized online forever; better than ending up at Grevin.
There you can see all the work she's been doing since becoming first lady, her very own foundation helping victims of AIDS and all the nice things she does for people all around the world through her work. I wonder if she does it just to appear as a good Frist Lady or if she really wants to do those things. Answer: I don't know. She isn't Michelle Obama nor Margaret Tatcher nor Angela Merkel…. and that's normal, there's only one Michelle, only one Margaret and only one Angela.
Everyone is unique, even Carla…so do check out her website to see the real Carla, because after all there's more than nakedness to Carla Bruni Sarkozy. Everyone can get naked but not everyone can get naked, have it posted online and still end up as a First Lady. That's an achievement all by itself. And you're wondering why, as a President and having a lot of power, Nicolas Sarkozy didn't get those naked pictures removed…Well maybe he loves to remind people of how seriously good looking his wife is…and that's the problem.


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Police guitarist Andy Summers is reportedly preparing to turn his autobiography 'One Train Later' into a documentary film.
The film will likely include 25,000 photos from Summers' collection as well as footage from The Police's current reunion tour.
Lauren Lazin is in negotiations to direct the film, and actor Nicolas Cage has signed on as a producer, reports the Hollywood Reporter.
The film will depict Summers' life from his childhood in England to encounters with several music legends, as well as the formation and current reunion of The Police.
The filmmakers are aiming to complete the film in time for the Sundance Film Festival in early 2009.
–By our Los Angeles staff.


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Work on Maturity: Use Your Words
Ephesians 4:11-16 Human maturity and spiritual maturity match up and are
connected. A spiritually mature person is never an immature human. Chronological
age and maturity are often not the same. Many who are adults chronologically are at
the child or infant stage of maturity. Years of Christian involvement do not ensure
maturity either.
Hebrews 5:11-14 Jesus is the primary example of a mature adult, and his teachings provide the doctrine he believed that made him the way he was.
Matthew 5:1-ff The beatitudes are the mature way to think which motivates the right way to act.
Matthew 5:21 & 22 Mature people do not call others "fool," "you good for nothing," nor have outbursts of anger. The immature allow their feelings to be hurt and act out on others.
Matthew 5:23 & 24 Mature people do the necessary hard tasks to reconcile with a brother. Children deny, ignore, or avoid reconciliation and rather care about themselves only.
Matthew 5:25 & 26 Mature people do not procrastinate when there is a problem with other people. They go to the person, speak up, and lovingly seek reconciliation.
Matthew 5:27-30 Mature people do the hard, disciplined work to avoid sin. Children have the inability to project for the future. This shortsightedness, therefore, often causes them to act foolishly and impetuously. They do not acknowledge something is wrong with their lives, nor do they take the responsibility to change.
Matthew 5:33-37 Mature people have integrity. Children swear to God and lie.
Matthew 5:38-44 Mature people do not retaliate, but rather they understand how evil works and therefore avoid being pulled into it. Immature people cannot stand any injustice or bad that others do to them because it causes much pain within them.
Matthew 5:43-48 Highly developed minds are able to love their enemies; these are only those who have truly died to themselves.
Matthew 6:1-18 The mature do what they do for God, not the approval or recognition of others.
- Repentance, the acceptance of the Lordship of Christ, and holy spirit. John 14:18
- Receive right doctrine about God and Christian living.
- Receive inner healing and the truth regarding the lies we believe.
- Belong to a family where we can receive and give life. Receive mentoring and provide mentoring for others.
- Deal with habitual sin and demons
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An age-friendly community benefits people of all ages. The whole community benefits when everyone lives in security, has sound housing, enjoys good health and continues to participate in society in a meaningful way.
The Phase 3 Age-Friendly Saskatoon Initiative: Implementation and Evaluation report describes community conversations that SCOA held with older adults and key stakeholders and highlights achievements and successes.
One year into implementation there is evidence of the community impact of the activities of the Age-friendly Saskatoon Initiative . New partnerships, programs and services and inclusion of older adults in planning illustrate that the Saskatoon community is responding positively to a growing older adult population.
While much remains to be done, and known challenges prevail, the future is encouraging. The community and its citizens are responding.
Official release of the Age-Friendly Saskatoon Initiative Phase 3 Report
Date: Wednesday, March 22, 2017 Time: 4 p.m. to 6 p.m.
Location: Saskatoon Council on Aging Resource Centre
2020 College Drive (Saskatoon Field House)


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Last updated 4/27/2016
Visual: Walden logo at bottom of screen along with notepad and pencil background.
Audio: Guitar music.
Visual: "Walden University Writing Center. Your writing, grammar, and APA experts," appears in the center of the screen. Background changes to notebook open on wooden table. "Using & Crediting Sources. Citing Paraphrases," text appears in center of screen.
Slide changes to one titled "How do we cite?"
Body of slide reads: Paraphrases: Include the author(s) and the year of publication of source paraphrased.
Below this text is a text box that reads: Examples.
In-text citations: According to Jones (2012), regular consumption of carrots reduces the need for cataract surgery in adults who are 65 and older.
Parenthetical citations: Regular consumption of carrots reduces the need for cataract surgery in adults who are older (Jones, 2012).
Audio: Here we have a paraphrased idea with an in-text citation and a parenthetical citation. Notice how the example with the in-text citation uses the name of the author as part of the sentence. It says "according to Jones", gives the year, 2012, and then carries on," regular consumption of carrots reduces the need for cataract surgery in adults who are 65 and older". However, in the next example Jones is not referred to in this sentence. The example with the parenthetical citation focuses more on the content of what jones said rather than the fact that Jones stated the idea. Just to kind of point that out. And also when including citations, in case you haven't noticed, the punctuation and in this case the period and in most cases the period, the period comes after the parentheses, after the citation,not before.
Visual: Slide changes to notebook with Walden logo from introduction. Text reads: Walden University Writing Center. Questions? E-mail firstname.lastname@example.com.


text:
Call: 01274 689400
Email: firstname.lastname@example.com
We operate a modern fleet of five well maintained curtain sided vehicles ranging from 7.5tons to 26tons (net/ unloaded), driven by professional and courteous drivers, the fleet is coordinated by highly experienced staff in our transport office, fulfilling both our customers delivery requirements nationally and at the same time providing an efficient nationwide textile waste collection service.
Being steeped in the history of the Bradford and West Yorkshire textile industry, James Robinson Fibres Ltd are able to respond to enquiries for scoured wools and other speciality fibres : please call our head office 01274 689400 to discuss your individual requirements in more detail.
We offer textile baling/packing service utilising our high density press, the pressed packed bales are banded with wire bands and are designed specifically for containerisation. Please contact us regarding rates and nature of bale wrapping required i.e. Polypropylene, Hessian etc...
It is our company policy that all textile wastes received are weighed in with the supplier fully informed of weights/quantities.
We offer to outside road hauliers a weighbridge service, utilizing our on-site weighbridge facility: Telephone our transport office: 01274 689400.
We offer a complete sample service of all our products, for sample requests please contact us on 01274 689400 or email: firstname.lastname@example.com
We offer a collection service throughout the North of England, please visit our Textile Waste Recycling page and send us your request or call 01274 689400.


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Dallas Area Rapid Transit's Orange Line had its first test run Monday.
The test started at the Bachman Station in Dallas and ended at the Convention Center Station in Irving.
The train cars were filled with people who worked on the project during the past 10-plus years.
The latest news from around North Texas.
"This is kind of that first piece where you can really see all the fruits of your labor," said Gary Thomas, DART president.
Irving Mayor Pro-Tem Rick Stopfer, one of those who worked on the project during the entire project, got a chance to ride the train and take in the view of Las Colinas.
"To actually see it come out of the ground and to actually see the vehicle move through your community, it's very heartwarming," he said.
Monday's run was the first of several tests, traveling up to 5 mph but mostly at a walking pace. It also stopped quite often.
"We're testing things out and making sure that the overhead power works, making sure all the clearances are right," Thomas said.
DART crews walked alongside the train throughout its 5-mile trek.
The first phase of the Orange Line, which goes from downtown Dallas to the Irving Convention Center Station, opens on July 30.
Commuters said they were excited by the line's debut.
"It's going to make things a lot easier, life a lot easier," said Charles Bell, of Dallas.
The project's second phase, which extends the line to the Belt Line Station by State Highway 161, is scheduled to open Dec. 3. The third and final phase, which takes the train all the way to Terminal A at Dallas/Fort Worth International Airport, is slated to be completed by December 2014.


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Just Daddy and (Two of) the Boys
As of this yesterday, I'm playing Mr. Mom for about a week while my lovely and talented wife visits family with our two youngest. So it's up with the boys in the morning, get them on the school bus by 7:20 AM, then head off to work myself. Since the bus drops them off back at home around 2:30 PM, it's a mad-dash to get things done before I have to (get to) head back home. My goals for the week are to…
(1) Keep the boys well fed, caught up on their homework, on schedule, and (fairly) clean. Speaking of which, when I told our six year old to take a shower before bed last night, his response was: "Oh come on, Dad… I can just take one the night before Mom gets home." That's my boy! I'm so proud.
(2) Keep the house picked up and (fairly) clean. This is actually pretty easy to do since the two that I got to keep are capable of picking up after themselves. As it turns out, the biggest issue is picking up after myself.
(3) Enlist the boys to help get some jobs done around the yard. We've already taken one load of brush/trees to the landfill (we're working on clearing out our forest) and we have more ready to go.
(4) Have fun and enjoy a bit of extra time around the house with the kids.
Oh, and we have four soccer games and two soccer parties over the next three days.
No rest for the weary.