<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="de">
	<id>http://hyperdramatik.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TomasM</id>
	<title>hyperdramatik - Benutzerbeiträge [de]</title>
	<link rel="self" type="application/atom+xml" href="http://hyperdramatik.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TomasM"/>
	<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php/Spezial:Beitr%C3%A4ge/TomasM"/>
	<updated>2026-06-30T14:10:07Z</updated>
	<subtitle>Benutzerbeiträge</subtitle>
	<generator>MediaWiki 1.38.2</generator>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=1257</id>
		<title>Benutzer:TomasM</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=1257"/>
		<updated>2020-05-14T11:05:18Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tomás Montes Massa&lt;br /&gt;
&lt;br /&gt;
I find inspiration in the animal and vegetal realms and am passionate about hybrid artistic experiences that stand for non-anthropocentric futures, queer interspecies ecologies, solar punk and horizontal and loving relationships to Nature at large. I´m also very interested in the relation between digital pop culture, networked protests and decolonizing / anti-capitalist practices in Latin America. During the Spiel &amp;amp; Objekt masters, I´ve learned really cool stuff about interaction design, programming, animation, DIY science and  game design. I'm an Axolotl hobbyist. Before studying in Berlin, I  trained as a theatrical actor (in Santiago) with particular interest in movement / physical theater and later I studied a masters in contemporary dramaturgies (in Utrecht), which opened my mind to the use of technologies in performing arts. &lt;br /&gt;
&lt;br /&gt;
instagram facebook twitter: @tomasaxolotl&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=1256</id>
		<title>Benutzer:TomasM</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=1256"/>
		<updated>2020-05-14T10:54:16Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tomás Montes Massa&lt;br /&gt;
&lt;br /&gt;
I find inspiration in the animal and vegetal realms and am passionate about hybrid artistic experiences that stand for non-anthropocentric futures, queer interspecies ecologies, solar punk and horizontal and loving relationships to Nature at large. I´m also very interested in the relation between digital pop culture, networked protests and decolonising / anti-capitalist practices in Latin America. During the Spiel &amp;amp; Objekt masters, I´ve learned really cool stuff about interaction design, programming, animation, DIY science and  game design. I'm an Axolotl hobbyist. Before studying in Berlin, I  trained as a theatrical actor (in Santiago) with particular interest in movement / physical theater and later I studied a masters in contemporary dramaturgies (in Utrecht), which opened my mind to the use of technologies in performing arts. &lt;br /&gt;
&lt;br /&gt;
instagram facebook twitter: @tomasaxolotl&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1190</id>
		<title>From Space to Space</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1190"/>
		<updated>2020-05-06T17:06:32Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* tomás */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeitraum: 5. - 7.05. und 12. - 14.05. jeweils 11:00 - 13:00 und 14:00 bis 16:00 Uhr&lt;br /&gt;
&lt;br /&gt;
Inhalt: Wie können wir aus dem technisch vernetzten Raum in den öffentlichen physikalischen Raum handeln? Welche Verschränkungen ergeben sich, und was ist heute eigentlich noch öffentlicher Raum? Anhand von Verbindungen zwischen dem Privaten häuslichen Raum, dem virtuellen geteilten Raum und dem Ladenlokal in der Zinnowitzer Strasse 7 wollen wir verschiedene Möglichkeiten des Miteinander und für Andere Performens einerseits technisch abbilden, andererseits spielerisch ausprobieren.&lt;br /&gt;
&lt;br /&gt;
Die im ersten Workshop implementierten Schnittstellen zu Arduino werden hier durch komplexere Aktuatoren und Sensoren erweitert und weitere Formen der Kommunikation zwischen den Dingen, unserer Wahrnehmung und unserem Körper werden ausprobiert.&lt;br /&gt;
&lt;br /&gt;
Wir streben eine direkte Kontrolle unterschiedlichster Auswirkungen in das Ladenlokal hinein und aus dem Ladenlokal hinaus an.&lt;br /&gt;
&lt;br /&gt;
Im Rahmen des Workshops wird es konzeptionelle und technische Aufgaben geben, die ausserhalb der Workshopzeit bearbeitet werden sollen.&lt;br /&gt;
&lt;br /&gt;
see also: [[http://hyperdramatik.net/mediawiki/index.php?title=Vernetzte_R%C3%A4ume VERNETZTE RÄUME]]&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49809367048_eccc936c8f_z.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=DAY_1: PLAYING TOGETHER=&lt;br /&gt;
&lt;br /&gt;
==PROCESSING--&amp;gt;&amp;lt;--MQTT--&amp;gt;&amp;lt;--PROCESSING==&lt;br /&gt;
&lt;br /&gt;
===Shiftr.io===&lt;br /&gt;
https://docs.shiftr.io/interfaces/mqtt/&lt;br /&gt;
https://shiftr.io/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CHALLENGE: write a 2+ player processing sketch==&lt;br /&gt;
NACHMITTAGS PLAN:&lt;br /&gt;
&lt;br /&gt;
1) alle erstellen shiftr.io account und einen Namespace (think about a name for your namespace.....:-)&lt;br /&gt;
((( maybe something like: hannahSPACE, friedrichSPACE..... )))&lt;br /&gt;
&lt;br /&gt;
2) challenge: work by yourself to write a sketch that involves 2 (or more?) players&lt;br /&gt;
&lt;br /&gt;
3) playtest your sketch with others&lt;br /&gt;
document on wiki (description/anleitung, screenshot, code)&lt;br /&gt;
&lt;br /&gt;
4) go out and enjoy the sun&lt;br /&gt;
&lt;br /&gt;
((( hannah bleibt bis 16:00 online um fragen zu beantworten und kann auch mit helfen spiele testen )))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SKETCHES===&lt;br /&gt;
*[[typing together]] (by hannah)&lt;br /&gt;
*[[squares together]] (by leoni fom hannah)&lt;br /&gt;
*[[particles together]] (by tomás)&lt;br /&gt;
*[[strange connections]] (by anna vera)&lt;br /&gt;
*[[connected mouse]] (by anna vera)&lt;br /&gt;
*[[Drawing bodies]] (by janne nora)&lt;br /&gt;
&lt;br /&gt;
=DAY_2: GETTING PHYSICAL=&lt;br /&gt;
&lt;br /&gt;
((( translating: WORLD —&amp;gt; COMPUTER )))&lt;br /&gt;
&lt;br /&gt;
*arduino recap&lt;br /&gt;
*reading analog sensors (voltage divider, ADC, internal pull-up)&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; challenge: make your own textile sensor(s)&lt;br /&gt;
((( send your sensor data to the network! )))&lt;br /&gt;
&lt;br /&gt;
LUNCH&lt;br /&gt;
&lt;br /&gt;
*breathe together&lt;br /&gt;
*discuss ideas&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; choose a challenge: &lt;br /&gt;
make more sensors&lt;br /&gt;
connect more sensors&lt;br /&gt;
draw with sensor data&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; document what your sensors + code in a wiki post:&lt;br /&gt;
http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* = video call&lt;br /&gt;
—&amp;gt; = offline working (with chat for questions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TEXTILE SENSORS==&lt;br /&gt;
&lt;br /&gt;
BREATHING BELT (knit stretch sensor)&lt;br /&gt;
Very simple solution for capturing the movement of the chest or stomach breathing using a stretch sensor knit from a stainless-steel &amp;amp; polyester yarn “sensor yarn”. &lt;br /&gt;
https://www.kobakant.at/DIY/?p=8171&lt;br /&gt;
&lt;br /&gt;
NEOPRENE BEND SENSOR (also a pressure sensor)&lt;br /&gt;
This bend sensor actually reacts (decreases in resistance) to pressure, not specifically to bend. But because it is sandwiched between two layers of neoprene (rather sturdy fabric), pressure is exerted while bending, thus allowing one to measure bend (angle) via pressure.&lt;br /&gt;
https://www.kobakant.at/DIY/?p=20&lt;br /&gt;
&lt;br /&gt;
PAPER MULTI-TOUCHPAD&lt;br /&gt;
Build our own muti-touch pressure-sensitive touchpads from paper, copper tape and velostat – a carbon impregnated plastic film with piezoresistive properties.&lt;br /&gt;
&lt;br /&gt;
pressure matrix code + circuit:&lt;br /&gt;
https://www.kobakant.at/DIY/?p=7943&lt;br /&gt;
&lt;br /&gt;
photos:&lt;br /&gt;
https://www.flickr.com/photos/plusea/albums/72157708415692535&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SENSORS + CODE===&lt;br /&gt;
&lt;br /&gt;
====hannahs====&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/33984536188_30760c37e5_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49781644002_ea097aef85_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/3621/3468358570_e5faecd054_m.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====tomás====&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_bend_sensor.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_breathe_sensor1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_touchpad.png]]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor1.png&amp;diff=1189</id>
		<title>Datei:Tomas breathe sensor1.png</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor1.png&amp;diff=1189"/>
		<updated>2020-05-06T17:05:59Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1188</id>
		<title>From Space to Space</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1188"/>
		<updated>2020-05-06T17:05:38Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* tomás */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeitraum: 5. - 7.05. und 12. - 14.05. jeweils 11:00 - 13:00 und 14:00 bis 16:00 Uhr&lt;br /&gt;
&lt;br /&gt;
Inhalt: Wie können wir aus dem technisch vernetzten Raum in den öffentlichen physikalischen Raum handeln? Welche Verschränkungen ergeben sich, und was ist heute eigentlich noch öffentlicher Raum? Anhand von Verbindungen zwischen dem Privaten häuslichen Raum, dem virtuellen geteilten Raum und dem Ladenlokal in der Zinnowitzer Strasse 7 wollen wir verschiedene Möglichkeiten des Miteinander und für Andere Performens einerseits technisch abbilden, andererseits spielerisch ausprobieren.&lt;br /&gt;
&lt;br /&gt;
Die im ersten Workshop implementierten Schnittstellen zu Arduino werden hier durch komplexere Aktuatoren und Sensoren erweitert und weitere Formen der Kommunikation zwischen den Dingen, unserer Wahrnehmung und unserem Körper werden ausprobiert.&lt;br /&gt;
&lt;br /&gt;
Wir streben eine direkte Kontrolle unterschiedlichster Auswirkungen in das Ladenlokal hinein und aus dem Ladenlokal hinaus an.&lt;br /&gt;
&lt;br /&gt;
Im Rahmen des Workshops wird es konzeptionelle und technische Aufgaben geben, die ausserhalb der Workshopzeit bearbeitet werden sollen.&lt;br /&gt;
&lt;br /&gt;
see also: [[http://hyperdramatik.net/mediawiki/index.php?title=Vernetzte_R%C3%A4ume VERNETZTE RÄUME]]&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49809367048_eccc936c8f_z.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=DAY_1: PLAYING TOGETHER=&lt;br /&gt;
&lt;br /&gt;
==PROCESSING--&amp;gt;&amp;lt;--MQTT--&amp;gt;&amp;lt;--PROCESSING==&lt;br /&gt;
&lt;br /&gt;
===Shiftr.io===&lt;br /&gt;
https://docs.shiftr.io/interfaces/mqtt/&lt;br /&gt;
https://shiftr.io/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CHALLENGE: write a 2+ player processing sketch==&lt;br /&gt;
NACHMITTAGS PLAN:&lt;br /&gt;
&lt;br /&gt;
1) alle erstellen shiftr.io account und einen Namespace (think about a name for your namespace.....:-)&lt;br /&gt;
((( maybe something like: hannahSPACE, friedrichSPACE..... )))&lt;br /&gt;
&lt;br /&gt;
2) challenge: work by yourself to write a sketch that involves 2 (or more?) players&lt;br /&gt;
&lt;br /&gt;
3) playtest your sketch with others&lt;br /&gt;
document on wiki (description/anleitung, screenshot, code)&lt;br /&gt;
&lt;br /&gt;
4) go out and enjoy the sun&lt;br /&gt;
&lt;br /&gt;
((( hannah bleibt bis 16:00 online um fragen zu beantworten und kann auch mit helfen spiele testen )))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SKETCHES===&lt;br /&gt;
*[[typing together]] (by hannah)&lt;br /&gt;
*[[squares together]] (by leoni fom hannah)&lt;br /&gt;
*[[particles together]] (by tomás)&lt;br /&gt;
*[[strange connections]] (by anna vera)&lt;br /&gt;
*[[connected mouse]] (by anna vera)&lt;br /&gt;
*[[Drawing bodies]] (by janne nora)&lt;br /&gt;
&lt;br /&gt;
=DAY_2: GETTING PHYSICAL=&lt;br /&gt;
&lt;br /&gt;
((( translating: WORLD —&amp;gt; COMPUTER )))&lt;br /&gt;
&lt;br /&gt;
*arduino recap&lt;br /&gt;
*reading analog sensors (voltage divider, ADC, internal pull-up)&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; challenge: make your own textile sensor(s)&lt;br /&gt;
((( send your sensor data to the network! )))&lt;br /&gt;
&lt;br /&gt;
LUNCH&lt;br /&gt;
&lt;br /&gt;
*breathe together&lt;br /&gt;
*discuss ideas&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; choose a challenge: &lt;br /&gt;
make more sensors&lt;br /&gt;
connect more sensors&lt;br /&gt;
draw with sensor data&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; document what your sensors + code in a wiki post:&lt;br /&gt;
http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* = video call&lt;br /&gt;
—&amp;gt; = offline working (with chat for questions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TEXTILE SENSORS==&lt;br /&gt;
&lt;br /&gt;
BREATHING BELT (knit stretch sensor)&lt;br /&gt;
Very simple solution for capturing the movement of the chest or stomach breathing using a stretch sensor knit from a stainless-steel &amp;amp; polyester yarn “sensor yarn”. &lt;br /&gt;
https://www.kobakant.at/DIY/?p=8171&lt;br /&gt;
&lt;br /&gt;
NEOPRENE BEND SENSOR (also a pressure sensor)&lt;br /&gt;
This bend sensor actually reacts (decreases in resistance) to pressure, not specifically to bend. But because it is sandwiched between two layers of neoprene (rather sturdy fabric), pressure is exerted while bending, thus allowing one to measure bend (angle) via pressure.&lt;br /&gt;
https://www.kobakant.at/DIY/?p=20&lt;br /&gt;
&lt;br /&gt;
PAPER MULTI-TOUCHPAD&lt;br /&gt;
Build our own muti-touch pressure-sensitive touchpads from paper, copper tape and velostat – a carbon impregnated plastic film with piezoresistive properties.&lt;br /&gt;
&lt;br /&gt;
pressure matrix code + circuit:&lt;br /&gt;
https://www.kobakant.at/DIY/?p=7943&lt;br /&gt;
&lt;br /&gt;
photos:&lt;br /&gt;
https://www.flickr.com/photos/plusea/albums/72157708415692535&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SENSORS + CODE===&lt;br /&gt;
&lt;br /&gt;
====hannahs====&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/33984536188_30760c37e5_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49781644002_ea097aef85_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/3621/3468358570_e5faecd054_m.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====tomás====&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_bend_sensor.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_touchpad.png]]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1187</id>
		<title>From Space to Space</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1187"/>
		<updated>2020-05-06T17:03:18Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* your name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeitraum: 5. - 7.05. und 12. - 14.05. jeweils 11:00 - 13:00 und 14:00 bis 16:00 Uhr&lt;br /&gt;
&lt;br /&gt;
Inhalt: Wie können wir aus dem technisch vernetzten Raum in den öffentlichen physikalischen Raum handeln? Welche Verschränkungen ergeben sich, und was ist heute eigentlich noch öffentlicher Raum? Anhand von Verbindungen zwischen dem Privaten häuslichen Raum, dem virtuellen geteilten Raum und dem Ladenlokal in der Zinnowitzer Strasse 7 wollen wir verschiedene Möglichkeiten des Miteinander und für Andere Performens einerseits technisch abbilden, andererseits spielerisch ausprobieren.&lt;br /&gt;
&lt;br /&gt;
Die im ersten Workshop implementierten Schnittstellen zu Arduino werden hier durch komplexere Aktuatoren und Sensoren erweitert und weitere Formen der Kommunikation zwischen den Dingen, unserer Wahrnehmung und unserem Körper werden ausprobiert.&lt;br /&gt;
&lt;br /&gt;
Wir streben eine direkte Kontrolle unterschiedlichster Auswirkungen in das Ladenlokal hinein und aus dem Ladenlokal hinaus an.&lt;br /&gt;
&lt;br /&gt;
Im Rahmen des Workshops wird es konzeptionelle und technische Aufgaben geben, die ausserhalb der Workshopzeit bearbeitet werden sollen.&lt;br /&gt;
&lt;br /&gt;
see also: [[http://hyperdramatik.net/mediawiki/index.php?title=Vernetzte_R%C3%A4ume VERNETZTE RÄUME]]&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49809367048_eccc936c8f_z.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=DAY_1: PLAYING TOGETHER=&lt;br /&gt;
&lt;br /&gt;
==PROCESSING--&amp;gt;&amp;lt;--MQTT--&amp;gt;&amp;lt;--PROCESSING==&lt;br /&gt;
&lt;br /&gt;
===Shiftr.io===&lt;br /&gt;
https://docs.shiftr.io/interfaces/mqtt/&lt;br /&gt;
https://shiftr.io/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CHALLENGE: write a 2+ player processing sketch==&lt;br /&gt;
NACHMITTAGS PLAN:&lt;br /&gt;
&lt;br /&gt;
1) alle erstellen shiftr.io account und einen Namespace (think about a name for your namespace.....:-)&lt;br /&gt;
((( maybe something like: hannahSPACE, friedrichSPACE..... )))&lt;br /&gt;
&lt;br /&gt;
2) challenge: work by yourself to write a sketch that involves 2 (or more?) players&lt;br /&gt;
&lt;br /&gt;
3) playtest your sketch with others&lt;br /&gt;
document on wiki (description/anleitung, screenshot, code)&lt;br /&gt;
&lt;br /&gt;
4) go out and enjoy the sun&lt;br /&gt;
&lt;br /&gt;
((( hannah bleibt bis 16:00 online um fragen zu beantworten und kann auch mit helfen spiele testen )))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SKETCHES===&lt;br /&gt;
*[[typing together]] (by hannah)&lt;br /&gt;
*[[squares together]] (by leoni fom hannah)&lt;br /&gt;
*[[particles together]] (by tomás)&lt;br /&gt;
*[[strange connections]] (by anna vera)&lt;br /&gt;
*[[connected mouse]] (by anna vera)&lt;br /&gt;
*[[Drawing bodies]] (by janne nora)&lt;br /&gt;
&lt;br /&gt;
=DAY_2: GETTING PHYSICAL=&lt;br /&gt;
&lt;br /&gt;
((( translating: WORLD —&amp;gt; COMPUTER )))&lt;br /&gt;
&lt;br /&gt;
*arduino recap&lt;br /&gt;
*reading analog sensors (voltage divider, ADC, internal pull-up)&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; challenge: make your own textile sensor(s)&lt;br /&gt;
((( send your sensor data to the network! )))&lt;br /&gt;
&lt;br /&gt;
LUNCH&lt;br /&gt;
&lt;br /&gt;
*breathe together&lt;br /&gt;
*discuss ideas&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; choose a challenge: &lt;br /&gt;
make more sensors&lt;br /&gt;
connect more sensors&lt;br /&gt;
draw with sensor data&lt;br /&gt;
&lt;br /&gt;
—&amp;gt; document what your sensors + code in a wiki post:&lt;br /&gt;
http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* = video call&lt;br /&gt;
—&amp;gt; = offline working (with chat for questions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TEXTILE SENSORS==&lt;br /&gt;
&lt;br /&gt;
BREATHING BELT (knit stretch sensor)&lt;br /&gt;
Very simple solution for capturing the movement of the chest or stomach breathing using a stretch sensor knit from a stainless-steel &amp;amp; polyester yarn “sensor yarn”. &lt;br /&gt;
https://www.kobakant.at/DIY/?p=8171&lt;br /&gt;
&lt;br /&gt;
NEOPRENE BEND SENSOR (also a pressure sensor)&lt;br /&gt;
This bend sensor actually reacts (decreases in resistance) to pressure, not specifically to bend. But because it is sandwiched between two layers of neoprene (rather sturdy fabric), pressure is exerted while bending, thus allowing one to measure bend (angle) via pressure.&lt;br /&gt;
https://www.kobakant.at/DIY/?p=20&lt;br /&gt;
&lt;br /&gt;
PAPER MULTI-TOUCHPAD&lt;br /&gt;
Build our own muti-touch pressure-sensitive touchpads from paper, copper tape and velostat – a carbon impregnated plastic film with piezoresistive properties.&lt;br /&gt;
&lt;br /&gt;
pressure matrix code + circuit:&lt;br /&gt;
https://www.kobakant.at/DIY/?p=7943&lt;br /&gt;
&lt;br /&gt;
photos:&lt;br /&gt;
https://www.flickr.com/photos/plusea/albums/72157708415692535&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SENSORS + CODE===&lt;br /&gt;
&lt;br /&gt;
====hannahs====&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/33984536188_30760c37e5_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49781644002_ea097aef85_m.jpg&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/3621/3468358570_e5faecd054_m.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====tomás====&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_bend_sensor.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_breathe_sensor.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:tomas_touchpad.png]]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_touchpad.png&amp;diff=1186</id>
		<title>Datei:Tomas touchpad.png</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_touchpad.png&amp;diff=1186"/>
		<updated>2020-05-06T17:01:37Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_bend_sensor.png&amp;diff=1185</id>
		<title>Datei:Tomas bend sensor.png</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_bend_sensor.png&amp;diff=1185"/>
		<updated>2020-05-06T16:59:15Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor.png&amp;diff=1184</id>
		<title>Datei:Tomas breathe sensor.png</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor.png&amp;diff=1184"/>
		<updated>2020-05-06T16:56:42Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_touchpad.jpg&amp;diff=1183</id>
		<title>Datei:Tomas touchpad.jpg</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_touchpad.jpg&amp;diff=1183"/>
		<updated>2020-05-06T16:36:56Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_bend_sensor.jpg&amp;diff=1182</id>
		<title>Datei:Tomas bend sensor.jpg</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_bend_sensor.jpg&amp;diff=1182"/>
		<updated>2020-05-06T16:36:33Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor.jpg&amp;diff=1181</id>
		<title>Datei:Tomas breathe sensor.jpg</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:Tomas_breathe_sensor.jpg&amp;diff=1181"/>
		<updated>2020-05-06T16:36:05Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1143</id>
		<title>Particles together</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1143"/>
		<updated>2020-05-05T18:11:52Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Datei:particlesTogether.PNG]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
///S&amp;amp;&amp;amp;O SS2020 // course: *From Space to Space* with Hannah Pearl - Wilson&lt;br /&gt;
//press the mouse to create a particle system&lt;br /&gt;
// l or r to change wind direction&lt;br /&gt;
&lt;br /&gt;
import mqtt.*; // import MQTT library&lt;br /&gt;
MQTTClient client; // declare class MQTTClient&lt;br /&gt;
&lt;br /&gt;
ArrayList&amp;lt;ParticleSystem&amp;gt; sparksystems; //declare ArrayList of Particle Systems&lt;br /&gt;
&lt;br /&gt;
String mePlayer = &amp;quot;/particles-together/pink/p2/xy&amp;quot;;&lt;br /&gt;
String otherPlayer = &amp;quot;/particles-together/pink/p1/xy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
int otherMouseX = 0;  //for incoming values from other player's mouse xy&lt;br /&gt;
int otherMouseY = 0;&lt;br /&gt;
&lt;br /&gt;
void setup() {&lt;br /&gt;
  client = new MQTTClient(this);&lt;br /&gt;
  client.connect(&amp;quot;mqtt://tomasAxolotl:spielundobjekt@broker.shiftr.io&amp;quot;, &amp;quot;tomas&amp;quot;);  // &amp;quot;connect to namespace with clientID&amp;quot;&lt;br /&gt;
  size(1200, 900);&lt;br /&gt;
 &lt;br /&gt;
  sparksystems = new ArrayList&amp;lt;ParticleSystem&amp;gt;();  //initialize the Particle System class&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// RECEIVE // .suscribe &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
void clientConnected() {&lt;br /&gt;
  println(&amp;quot;client connected&amp;quot;);&lt;br /&gt;
  client.subscribe(otherPlayer);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//transforms the incoming xy string from the other player into x, y coordinates on my canvas&lt;br /&gt;
// which are the new coordinates for the particle system origin point &lt;br /&gt;
&lt;br /&gt;
void messageReceived(String topic, byte[] payload) {&lt;br /&gt;
  // the incoming MQTT &amp;quot;message&amp;quot; is a String: &amp;quot;xValue,yValue&amp;quot;&lt;br /&gt;
  // to unpack it we use the &amp;quot;split&amp;quot; function:&lt;br /&gt;
  String incomingPayload = new String(payload);  &lt;br /&gt;
  String[] xy = split(incomingPayload, ',');&lt;br /&gt;
  println(&amp;quot;new message: &amp;quot; + topic + &amp;quot; x: &amp;quot; + xy[0] + &amp;quot; y: &amp;quot; +xy[1]);&lt;br /&gt;
  otherMouseX = int(xy[0]);&lt;br /&gt;
  otherMouseY = int(xy[1]);&lt;br /&gt;
  sparksystems.add(new ParticleSystem(new PVector(otherMouseX, otherMouseY)));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//create my particle system at an emmiting point  &lt;br /&gt;
// .publish to send mouse x and y to coplayer!&lt;br /&gt;
&lt;br /&gt;
void mousePressed(){ &lt;br /&gt;
sparksystems.add(new ParticleSystem(new PVector(mouseX, mouseY)));&lt;br /&gt;
 client.publish(mePlayer, mouseX + &amp;quot;,&amp;quot; + mouseY); // (&amp;quot;topic&amp;quot;, &amp;quot;message&amp;quot;) &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void draw(){&lt;br /&gt;
background(0);&lt;br /&gt;
// enhanced for loop which can go through arrays which change length&lt;br /&gt;
for (ParticleSystem ps : sparksystems){&lt;br /&gt;
ps.run();&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void connectionLost() {&lt;br /&gt;
  println(&amp;quot;connection lost&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
//in this class is the information for each particle in itself&lt;br /&gt;
// exercise inspired by &amp;quot;The Nature of Code&amp;quot; Chapter 4 Particle Systems, Dan Schiffman he rocks&lt;br /&gt;
//link to particle system tutorials&lt;br /&gt;
// https://www.youtube.com/watch?v=vdgiqMkFygc&amp;amp;list=PLRqwX-V7Uu6Z9hI4mSgx2FlE5w8zvjmEy&lt;br /&gt;
&lt;br /&gt;
class Particle {&lt;br /&gt;
  &lt;br /&gt;
  PVector location;&lt;br /&gt;
  PVector velocity; &lt;br /&gt;
  PVector acceleration;&lt;br /&gt;
  float lifespan = 255;  // float for the alpha value, to make particles transparent over time aka disappear&lt;br /&gt;
  float mass;             //radio for the ellipse&lt;br /&gt;
  &lt;br /&gt;
  Particle (PVector l){&lt;br /&gt;
  acceleration = new PVector (0, 0.005);&lt;br /&gt;
  velocity = new PVector (random(-0.25,0.255),random(-0.5,0.5));&lt;br /&gt;
  location = l.get();&lt;br /&gt;
  mass = random(1,10);&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  //force = acceleration * mass&lt;br /&gt;
  // acceleration = force / mass&lt;br /&gt;
  //acceleration = force! (net force, that means, addition of all applied forces &lt;br /&gt;
  void applyForce(PVector force){&lt;br /&gt;
  &lt;br /&gt;
    PVector f = PVector.div(force,mass);&lt;br /&gt;
    acceleration.add(f);&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  // boolean to check if the alpha = 0 &lt;br /&gt;
  boolean isDead(){&lt;br /&gt;
  if(lifespan &amp;lt;= 0){&lt;br /&gt;
  return true;&lt;br /&gt;
  }else{&lt;br /&gt;
  return false;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  void update(){&lt;br /&gt;
  velocity = velocity.add(acceleration);  // add up the vectors &lt;br /&gt;
  location.add(velocity);                   // add up the vectors&lt;br /&gt;
  velocity.limit(5);&lt;br /&gt;
  //acceleration.limit(1); other variation to limit acceleration, which each frame increases and would soon go outta control&lt;br /&gt;
  acceleration.mult(0); // normalize acceleration&lt;br /&gt;
   lifespan -= 2;       // each particle will decrease in its alfa value over time&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
// visualisation of the particles&lt;br /&gt;
void display(){&lt;br /&gt;
stroke(0, random(0, 255), random(0,255), lifespan);&lt;br /&gt;
strokeWeight(1);&lt;br /&gt;
fill(random(100, 255), 0, random(100, 255), lifespan);&lt;br /&gt;
ellipse(location.x, location.y, mass, mass);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//in this class is the information for each particle system&lt;br /&gt;
&lt;br /&gt;
class ParticleSystem {&lt;br /&gt;
ArrayList&amp;lt;Particle&amp;gt; sparks;&lt;br /&gt;
PVector origin;&lt;br /&gt;
  &lt;br /&gt;
ParticleSystem(PVector location){&lt;br /&gt;
  origin = location.get();&lt;br /&gt;
sparks = new ArrayList&amp;lt;Particle&amp;gt;();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// in the main no_screens_1 script, we pass  into origin the vector where the mouse was pressed&lt;br /&gt;
// for loop to &lt;br /&gt;
void run(){&lt;br /&gt;
sparks.add(new Particle(origin));&lt;br /&gt;
for (int i = 0; i &amp;lt; sparks.size(); i ++){&lt;br /&gt;
  Particle p = sparks.get(i);&lt;br /&gt;
  &lt;br /&gt;
  //wind force function: r blows wind from the right, l blows wind from the left&lt;br /&gt;
    if(keyPressed){&lt;br /&gt;
      if(key == 'r'|| key == 'R'){&lt;br /&gt;
  PVector rightwind = new PVector(-0.2, 0);&lt;br /&gt;
  p.applyForce(rightwind);&lt;br /&gt;
  }&lt;br /&gt;
    } if(keyPressed){&lt;br /&gt;
      if(key == 'l'|| key == 'L'){&lt;br /&gt;
  PVector leftwind = new PVector(0.2, 0);&lt;br /&gt;
  p.applyForce(leftwind);&lt;br /&gt;
  }&lt;br /&gt;
       }&lt;br /&gt;
  &lt;br /&gt;
p.update();&lt;br /&gt;
p.display();&lt;br /&gt;
&lt;br /&gt;
// remove particles with alpha = 0 aka already transparent&lt;br /&gt;
if (p.isDead()){&lt;br /&gt;
sparks.remove(i);&lt;br /&gt;
   }&lt;br /&gt;
  }&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1142</id>
		<title>Particles together</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1142"/>
		<updated>2020-05-05T18:10:18Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Datei:particlesTogether.PNG]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
///S&amp;amp;&amp;amp;O SS2020 // course: *From Space to Space* with Hannah Pearl - Wilson&lt;br /&gt;
//press the mouse to create a particle system&lt;br /&gt;
// l or r to change wind direction&lt;br /&gt;
&lt;br /&gt;
import mqtt.*; // import MQTT library&lt;br /&gt;
MQTTClient client; // declare class MQTTClient&lt;br /&gt;
&lt;br /&gt;
ArrayList&amp;lt;ParticleSystem&amp;gt; sparksystems; //declare ArrayList of Particle Systems&lt;br /&gt;
&lt;br /&gt;
String mePlayer = &amp;quot;/particles-together/pink/p2/xy&amp;quot;;&lt;br /&gt;
String otherPlayer = &amp;quot;/particles-together/pink/p1/xy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
int otherMouseX = 0;  //for incoming values from other player's mouse xy&lt;br /&gt;
int otherMouseY = 0;&lt;br /&gt;
&lt;br /&gt;
void setup() {&lt;br /&gt;
  client = new MQTTClient(this);&lt;br /&gt;
  client.connect(&amp;quot;mqtt://tomasAxolotl:spielundobjekt@broker.shiftr.io&amp;quot;, &amp;quot;tomas&amp;quot;);  // &amp;quot;connect to namespace with clientID&amp;quot;&lt;br /&gt;
  size(1200, 900);&lt;br /&gt;
 &lt;br /&gt;
  sparksystems = new ArrayList&amp;lt;ParticleSystem&amp;gt;();  //initialize the Particle System class&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// RECEIVE // .suscribe &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
void clientConnected() {&lt;br /&gt;
  println(&amp;quot;client connected&amp;quot;);&lt;br /&gt;
  client.subscribe(otherPlayer);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//transforms the incoming xy string from the other player into x, y coordinates on my canvas&lt;br /&gt;
// which are the new coordinates for the particle system origin point &lt;br /&gt;
&lt;br /&gt;
void messageReceived(String topic, byte[] payload) {&lt;br /&gt;
  // the incoming MQTT &amp;quot;message&amp;quot; is a String: &amp;quot;xValue,yValue&amp;quot;&lt;br /&gt;
  // to unpack it we use the &amp;quot;split&amp;quot; function:&lt;br /&gt;
  String incomingPayload = new String(payload);  &lt;br /&gt;
  String[] xy = split(incomingPayload, ',');&lt;br /&gt;
  println(&amp;quot;new message: &amp;quot; + topic + &amp;quot; x: &amp;quot; + xy[0] + &amp;quot; y: &amp;quot; +xy[1]);&lt;br /&gt;
  otherMouseX = int(xy[0]);&lt;br /&gt;
  otherMouseY = int(xy[1]);&lt;br /&gt;
  sparksystems.add(new ParticleSystem(new PVector(otherMouseX, otherMouseY)));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//create my particle system at an emmiting point  &lt;br /&gt;
// .publish to send mouse x and y to coplayer!&lt;br /&gt;
&lt;br /&gt;
void mousePressed(){ &lt;br /&gt;
sparksystems.add(new ParticleSystem(new PVector(mouseX, mouseY)));&lt;br /&gt;
 client.publish(mePlayer, mouseX + &amp;quot;,&amp;quot; + mouseY); // (&amp;quot;topic&amp;quot;, &amp;quot;message&amp;quot;) &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void draw(){&lt;br /&gt;
background(0);&lt;br /&gt;
// enhanced for loop which can go through arrays which change length&lt;br /&gt;
for (ParticleSystem ps : sparksystems){&lt;br /&gt;
ps.run();&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void connectionLost() {&lt;br /&gt;
  println(&amp;quot;connection lost&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
//in this class is the information for each particle in itself&lt;br /&gt;
// exercise inspired by &amp;quot;The Nature of Code&amp;quot; Chapter 4 Particle Systems, Dan Schiffman he rocks&lt;br /&gt;
//link to particle system tutorials&lt;br /&gt;
// https://www.youtube.com/watch?v=vdgiqMkFygc&amp;amp;list=PLRqwX-V7Uu6Z9hI4mSgx2FlE5w8zvjmEy&lt;br /&gt;
&lt;br /&gt;
class Particle {&lt;br /&gt;
  &lt;br /&gt;
  PVector location;&lt;br /&gt;
  PVector velocity; &lt;br /&gt;
  PVector acceleration;&lt;br /&gt;
  float lifespan = 255;  // float for the alpha value, to make particles transparent over time aka disappear&lt;br /&gt;
  float mass;             //radio for the ellipse&lt;br /&gt;
  &lt;br /&gt;
  Particle (PVector l){&lt;br /&gt;
  acceleration = new PVector (0, 0.005);&lt;br /&gt;
  velocity = new PVector (random(-0.25,0.255),random(-0.5,0.5));&lt;br /&gt;
  location = l.get();&lt;br /&gt;
  mass = random(1,10);&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  //force = acceleration * mass&lt;br /&gt;
  // acceleration = force / mass&lt;br /&gt;
  //acceleration = force! (net force, that means, addition of all applied forces &lt;br /&gt;
  void applyForce(PVector force){&lt;br /&gt;
  &lt;br /&gt;
    PVector f = PVector.div(force,mass);&lt;br /&gt;
    acceleration.add(f);&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  // boolean to check if the alpha = 0 &lt;br /&gt;
  boolean isDead(){&lt;br /&gt;
  if(lifespan &amp;lt;= 0){&lt;br /&gt;
  return true;&lt;br /&gt;
  }else{&lt;br /&gt;
  return false;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  void update(){&lt;br /&gt;
  velocity = velocity.add(acceleration);  // add up the vectors &lt;br /&gt;
  location.add(velocity);                   // add up the vectors&lt;br /&gt;
  velocity.limit(5);&lt;br /&gt;
  //acceleration.limit(1); other variation to limit acceleration, which each frame increases and would soon go outta control&lt;br /&gt;
  acceleration.mult(0); // normalize acceleration&lt;br /&gt;
   lifespan -= 2;       // each particle will decrease in its alfa value over time&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
// visualisation of the particles&lt;br /&gt;
void display(){&lt;br /&gt;
stroke(0, random(0, 255), random(0,255), lifespan);&lt;br /&gt;
strokeWeight(1);&lt;br /&gt;
fill(random(100, 255), 0, random(100, 255), lifespan);&lt;br /&gt;
ellipse(location.x, location.y, mass, mass);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1141</id>
		<title>Particles together</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1141"/>
		<updated>2020-05-05T18:08:43Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Datei:particlesTogether.PNG]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;java&amp;quot; line start=&amp;quot;2&amp;quot; highlight=&amp;quot;4-6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
///S&amp;amp;&amp;amp;O SS2020 // course: *From Space to Space* with Hannah Pearl - Wilson&lt;br /&gt;
//press the mouse to create a particle system&lt;br /&gt;
// l or r to change wind direction&lt;br /&gt;
&lt;br /&gt;
import mqtt.*; // import MQTT library&lt;br /&gt;
MQTTClient client; // declare class MQTTClient&lt;br /&gt;
&lt;br /&gt;
ArrayList&amp;lt;ParticleSystem&amp;gt; sparksystems; //declare ArrayList of Particle Systems&lt;br /&gt;
&lt;br /&gt;
String mePlayer = &amp;quot;/particles-together/pink/p2/xy&amp;quot;;&lt;br /&gt;
String otherPlayer = &amp;quot;/particles-together/pink/p1/xy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
int otherMouseX = 0;  //for incoming values from other player's mouse xy&lt;br /&gt;
int otherMouseY = 0;&lt;br /&gt;
&lt;br /&gt;
void setup() {&lt;br /&gt;
  client = new MQTTClient(this);&lt;br /&gt;
  client.connect(&amp;quot;mqtt://tomasAxolotl:spielundobjekt@broker.shiftr.io&amp;quot;, &amp;quot;tomas&amp;quot;);  // &amp;quot;connect to namespace with clientID&amp;quot;&lt;br /&gt;
  size(1200, 900);&lt;br /&gt;
 &lt;br /&gt;
  sparksystems = new ArrayList&amp;lt;ParticleSystem&amp;gt;();  //initialize the Particle System class&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
// RECEIVE // .suscribe &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
void clientConnected() {&lt;br /&gt;
  println(&amp;quot;client connected&amp;quot;);&lt;br /&gt;
  client.subscribe(otherPlayer);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//transforms the incoming xy string from the other player into x, y coordinates on my canvas&lt;br /&gt;
// which are the new coordinates for the particle system origin point &lt;br /&gt;
&lt;br /&gt;
void messageReceived(String topic, byte[] payload) {&lt;br /&gt;
  // the incoming MQTT &amp;quot;message&amp;quot; is a String: &amp;quot;xValue,yValue&amp;quot;&lt;br /&gt;
  // to unpack it we use the &amp;quot;split&amp;quot; function:&lt;br /&gt;
  String incomingPayload = new String(payload);  &lt;br /&gt;
  String[] xy = split(incomingPayload, ',');&lt;br /&gt;
  println(&amp;quot;new message: &amp;quot; + topic + &amp;quot; x: &amp;quot; + xy[0] + &amp;quot; y: &amp;quot; +xy[1]);&lt;br /&gt;
  otherMouseX = int(xy[0]);&lt;br /&gt;
  otherMouseY = int(xy[1]);&lt;br /&gt;
  sparksystems.add(new ParticleSystem(new PVector(otherMouseX, otherMouseY)));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//create my particle system at an emmiting point  &lt;br /&gt;
// .publish to send mouse x and y to coplayer!&lt;br /&gt;
&lt;br /&gt;
void mousePressed(){ &lt;br /&gt;
sparksystems.add(new ParticleSystem(new PVector(mouseX, mouseY)));&lt;br /&gt;
 client.publish(mePlayer, mouseX + &amp;quot;,&amp;quot; + mouseY); // (&amp;quot;topic&amp;quot;, &amp;quot;message&amp;quot;) &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void draw(){&lt;br /&gt;
background(0);&lt;br /&gt;
// enhanced for loop which can go through arrays which change length&lt;br /&gt;
for (ParticleSystem ps : sparksystems){&lt;br /&gt;
ps.run();&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void connectionLost() {&lt;br /&gt;
  println(&amp;quot;connection lost&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1140</id>
		<title>Particles together</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Particles_together&amp;diff=1140"/>
		<updated>2020-05-05T18:03:26Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „Datei:particlesTogether.PNG“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Datei:particlesTogether.PNG]]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Datei:ParticlesTogether.PNG&amp;diff=1139</id>
		<title>Datei:ParticlesTogether.PNG</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Datei:ParticlesTogether.PNG&amp;diff=1139"/>
		<updated>2020-05-05T17:59:23Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1138</id>
		<title>From Space to Space</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1138"/>
		<updated>2020-05-05T17:56:13Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* OUR SKETCHES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeitraum: 5. - 7.05. und 12. - 14.05. jeweils 11:00 - 13:00 und 14:00 bis 16:00 Uhr&lt;br /&gt;
&lt;br /&gt;
Inhalt: Wie können wir aus dem technisch vernetzten Raum in den öffentlichen physikalischen Raum handeln? Welche Verschränkungen ergeben sich, und was ist heute eigentlich noch öffentlicher Raum? Anhand von Verbindungen zwischen dem Privaten häuslichen Raum, dem virtuellen geteilten Raum und dem Ladenlokal in der Zinnowitzer Strasse 7 wollen wir verschiedene Möglichkeiten des Miteinander und für Andere Performens einerseits technisch abbilden, andererseits spielerisch ausprobieren.&lt;br /&gt;
&lt;br /&gt;
Die im ersten Workshop implementierten Schnittstellen zu Arduino werden hier durch komplexere Aktuatoren und Sensoren erweitert und weitere Formen der Kommunikation zwischen den Dingen, unserer Wahrnehmung und unserem Körper werden ausprobiert.&lt;br /&gt;
&lt;br /&gt;
Wir streben eine direkte Kontrolle unterschiedlichster Auswirkungen in das Ladenlokal hinein und aus dem Ladenlokal hinaus an.&lt;br /&gt;
&lt;br /&gt;
Im Rahmen des Workshops wird es konzeptionelle und technische Aufgaben geben, die ausserhalb der Workshopzeit bearbeitet werden sollen.&lt;br /&gt;
&lt;br /&gt;
see also: [[http://hyperdramatik.net/mediawiki/index.php?title=Vernetzte_R%C3%A4ume VERNETZTE RÄUME]]&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49809367048_eccc936c8f_z.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=DAY_1=&lt;br /&gt;
&lt;br /&gt;
==PROCESSING--&amp;gt;&amp;lt;--MQTT--&amp;gt;&amp;lt;--PROCESSING==&lt;br /&gt;
&lt;br /&gt;
===Shiftr.io===&lt;br /&gt;
https://docs.shiftr.io/interfaces/mqtt/&lt;br /&gt;
https://shiftr.io/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CHALLENGE: write a 2+ player processing sketch==&lt;br /&gt;
NACHMITTAGS PLAN:&lt;br /&gt;
&lt;br /&gt;
1) alle erstellen shiftr.io account und einen Namespace (think about a name for your namespace.....:-)&lt;br /&gt;
((( maybe something like: hannahSPACE, friedrichSPACE..... )))&lt;br /&gt;
&lt;br /&gt;
2) challenge: work by yourself to write a sketch that involves 2 (or more?) players&lt;br /&gt;
&lt;br /&gt;
3) playtest your sketch with others&lt;br /&gt;
document on wiki (description/anleitung, screenshot, code)&lt;br /&gt;
&lt;br /&gt;
4) go out and enjoy the sun&lt;br /&gt;
&lt;br /&gt;
((( hannah bleibt bis 16:00 online um fragen zu beantworten und kann auch mit helfen spiele testen )))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SKETCHES===&lt;br /&gt;
*[[typing together]] (by hannah)&lt;br /&gt;
*[[squares together]] (by leoni fom hannah)&lt;br /&gt;
*[[particles together]] (by tomás)&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1137</id>
		<title>From Space to Space</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=From_Space_to_Space&amp;diff=1137"/>
		<updated>2020-05-05T17:55:30Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* OUR SKETCHES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeitraum: 5. - 7.05. und 12. - 14.05. jeweils 11:00 - 13:00 und 14:00 bis 16:00 Uhr&lt;br /&gt;
&lt;br /&gt;
Inhalt: Wie können wir aus dem technisch vernetzten Raum in den öffentlichen physikalischen Raum handeln? Welche Verschränkungen ergeben sich, und was ist heute eigentlich noch öffentlicher Raum? Anhand von Verbindungen zwischen dem Privaten häuslichen Raum, dem virtuellen geteilten Raum und dem Ladenlokal in der Zinnowitzer Strasse 7 wollen wir verschiedene Möglichkeiten des Miteinander und für Andere Performens einerseits technisch abbilden, andererseits spielerisch ausprobieren.&lt;br /&gt;
&lt;br /&gt;
Die im ersten Workshop implementierten Schnittstellen zu Arduino werden hier durch komplexere Aktuatoren und Sensoren erweitert und weitere Formen der Kommunikation zwischen den Dingen, unserer Wahrnehmung und unserem Körper werden ausprobiert.&lt;br /&gt;
&lt;br /&gt;
Wir streben eine direkte Kontrolle unterschiedlichster Auswirkungen in das Ladenlokal hinein und aus dem Ladenlokal hinaus an.&lt;br /&gt;
&lt;br /&gt;
Im Rahmen des Workshops wird es konzeptionelle und technische Aufgaben geben, die ausserhalb der Workshopzeit bearbeitet werden sollen.&lt;br /&gt;
&lt;br /&gt;
see also: [[http://hyperdramatik.net/mediawiki/index.php?title=Vernetzte_R%C3%A4ume VERNETZTE RÄUME]]&lt;br /&gt;
&lt;br /&gt;
https://live.staticflickr.com/65535/49809367048_eccc936c8f_z.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=DAY_1=&lt;br /&gt;
&lt;br /&gt;
==PROCESSING--&amp;gt;&amp;lt;--MQTT--&amp;gt;&amp;lt;--PROCESSING==&lt;br /&gt;
&lt;br /&gt;
===Shiftr.io===&lt;br /&gt;
https://docs.shiftr.io/interfaces/mqtt/&lt;br /&gt;
https://shiftr.io/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CHALLENGE: write a 2+ player processing sketch==&lt;br /&gt;
NACHMITTAGS PLAN:&lt;br /&gt;
&lt;br /&gt;
1) alle erstellen shiftr.io account und einen Namespace (think about a name for your namespace.....:-)&lt;br /&gt;
((( maybe something like: hannahSPACE, friedrichSPACE..... )))&lt;br /&gt;
&lt;br /&gt;
2) challenge: work by yourself to write a sketch that involves 2 (or more?) players&lt;br /&gt;
&lt;br /&gt;
3) playtest your sketch with others&lt;br /&gt;
document on wiki (description/anleitung, screenshot, code)&lt;br /&gt;
&lt;br /&gt;
4) go out and enjoy the sun&lt;br /&gt;
&lt;br /&gt;
((( hannah bleibt bis 16:00 online um fragen zu beantworten und kann auch mit helfen spiele testen )))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OUR SKETCHES===&lt;br /&gt;
*[[typing together]] (by hannah)&lt;br /&gt;
*[[squares together]] (by leoni fom hannah)&lt;br /&gt;
*[[particles together]] (by tomas)&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=E)_RigidBody.Velocity&amp;diff=556</id>
		<title>E) RigidBody.Velocity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=E)_RigidBody.Velocity&amp;diff=556"/>
		<updated>2019-10-23T14:55:03Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „'''E) RigidBody.Velocity'''  The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.   public class RigidBodySetVeloc…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=555</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=555"/>
		<updated>2019-10-23T14:54:51Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
[[A) transform.position]]&lt;br /&gt;
&lt;br /&gt;
[[B) transform.Translate]]&lt;br /&gt;
&lt;br /&gt;
[[C) RigidBody.AddForce]]&lt;br /&gt;
&lt;br /&gt;
[[D) RigidBody.MovePosition]]&lt;br /&gt;
&lt;br /&gt;
[[E) RigidBody.Velocity]]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=554</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=554"/>
		<updated>2019-10-23T14:54:28Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
[[A) transform.position]]&lt;br /&gt;
&lt;br /&gt;
[[B) transform.Translate]]&lt;br /&gt;
&lt;br /&gt;
[[C) RigidBody.AddForce]]&lt;br /&gt;
&lt;br /&gt;
[[D) RigidBody.MovePosition]]&lt;br /&gt;
&lt;br /&gt;
[[E) RigidBody.Velocity]]&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=D)_RigidBody.MovePosition&amp;diff=552</id>
		<title>D) RigidBody.MovePosition</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=D)_RigidBody.MovePosition&amp;diff=552"/>
		<updated>2019-10-23T14:52:34Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „'''D) RigidBody.MovePosition'''  Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=C)_RigidBody.AddForce&amp;diff=550</id>
		<title>C) RigidBody.AddForce</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=C)_RigidBody.AddForce&amp;diff=550"/>
		<updated>2019-10-23T14:50:14Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „'''C) RigidBody.AddForce'''  '''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, whi…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=B)_transform.Translate&amp;diff=547</id>
		<title>B) transform.Translate</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=B)_transform.Translate&amp;diff=547"/>
		<updated>2019-10-23T14:48:59Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „'''B) transform.Translate'''  Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move,…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=546</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=546"/>
		<updated>2019-10-23T14:48:14Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
[[A) transform.position]]&lt;br /&gt;
&lt;br /&gt;
[[B) transform.Translate]]&lt;br /&gt;
&lt;br /&gt;
[[C) RigidBody.AddForce]]&lt;br /&gt;
&lt;br /&gt;
[[D) RigidBody.MovePosition]]&lt;br /&gt;
&lt;br /&gt;
[[E) RigidBody.Velocity]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=A)_transform.position&amp;diff=544</id>
		<title>A) transform.position</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=A)_transform.position&amp;diff=544"/>
		<updated>2019-10-23T14:47:21Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „ '''Transform:''' a Class which contains the information of position, rotation and scale of an object.    '''transform.position:''' The position property of a…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=543</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=543"/>
		<updated>2019-10-23T14:46:25Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
[[A) transform.position]]&lt;br /&gt;
&lt;br /&gt;
[[B) transform.Translate]]&lt;br /&gt;
&lt;br /&gt;
[[C) RigidBody.AddForce]]&lt;br /&gt;
&lt;br /&gt;
[[D) RigidBody.MovePosition]]&lt;br /&gt;
&lt;br /&gt;
[[E) RigidBody.Velocity]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=541</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=541"/>
		<updated>2019-10-23T14:42:56Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
A) transform.position&lt;br /&gt;
&lt;br /&gt;
B) transform.Translate&lt;br /&gt;
&lt;br /&gt;
C) RigidBody.AddForce&lt;br /&gt;
&lt;br /&gt;
D) RigidBody.MovePosition&lt;br /&gt;
&lt;br /&gt;
E) RigidBody.Velocity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=540</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=540"/>
		<updated>2019-10-23T14:42:31Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options:&lt;br /&gt;
 &lt;br /&gt;
A)transform.position&lt;br /&gt;
&lt;br /&gt;
B)transform.Translate&lt;br /&gt;
&lt;br /&gt;
C)RigidBody.AddForce&lt;br /&gt;
&lt;br /&gt;
D)RigidBody.MovePosition&lt;br /&gt;
&lt;br /&gt;
E)RigidBody.Velocity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=539</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=539"/>
		<updated>2019-10-23T14:39:41Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''E) RigidBody.Velocity'''&lt;br /&gt;
&lt;br /&gt;
The velocity vector of the rigidbody. It represents the rate of change of the Rigidbody position.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodySetVelocity : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    // Update is called once per frame&lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.velocity = transform.forward * Time.deltaTime * forceMult;&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=538</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=538"/>
		<updated>2019-10-23T14:37:19Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;br /&gt;
&lt;br /&gt;
'''D) RigidBody.MovePosition'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position but applied to a RigidBody, it sets the new position of the GameObject. Recommended to use with kinematic rigid bodies. When a RigidBody is marked as Kinematic, it will not be affected by collisions, forces, or any other part of Unity´s phisics engine.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyMovePosition : MonoBehaviour&lt;br /&gt;
 { &lt;br /&gt;
   public float forceMult = 100;&lt;br /&gt;
    private Rigidbody rb;&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
     &lt;br /&gt;
        {&lt;br /&gt;
            rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
        }  &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.MovePosition(transform.position + (transform.forward * Time.deltaTime));&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=537</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=537"/>
		<updated>2019-10-23T14:33:40Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move a GameObject in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
* The effect of the float forceMult (multiplier) over the RigidBody’s  velocity  is acceleration, it´s adding force every frame. A divider would be deceleration (transform.up / forceDiv). &lt;br /&gt;
* GameObject is activated in private void Awake(); &lt;br /&gt;
* transform.up  is the unit vector defined by (0, 0, 1).&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=536</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=536"/>
		<updated>2019-10-23T14:31:31Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to a GameObject will put its motion under the control of Unity's physics engine, which is a long list of physical properties such as acceleration, mass, gravity, inertia, etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=535</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=535"/>
		<updated>2019-10-23T14:30:29Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine, which are a long list of physical properties such as acceleration, mass, gravity, inertia  etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;br /&gt;
&lt;br /&gt;
 public class RigidBodyAddForce : MonoBehaviour&lt;br /&gt;
 {&lt;br /&gt;
    public float forceMult = 200; //velocity float multiplier&lt;br /&gt;
    private Rigidbody rb; //declarate Class Rigidbody&lt;br /&gt;
 &lt;br /&gt;
    private void Awake()&lt;br /&gt;
    {&lt;br /&gt;
        rb = GetComponent&amp;lt;Rigidbody&amp;gt;();&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
    private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        rb.AddForce(transform.up * forceMult * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=533</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=533"/>
		<updated>2019-10-23T14:28:26Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B) transform.Translate'''&lt;br /&gt;
&lt;br /&gt;
Similar to transform.position, but instead of assigning the GameObject a new position, it gives the GameObject an amount to move, data contained in a Vector3 struct. &lt;br /&gt;
&lt;br /&gt;
   private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.Translate(Vector3.forward * Time.deltaTime);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''C) RigidBody.AddForce'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RigidBody:''' Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine, which are a long list of physical properties such as acceleration, mass, gravity, inertia  etc, as well as the capacity to react to other rigid bodies (for instance, collide). &lt;br /&gt;
&lt;br /&gt;
'''RigidBody.AddForce:''' Adds a force vector to the class Rigidbody. Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=531</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=531"/>
		<updated>2019-10-23T14:17:33Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A Class refering to a mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
example 1)&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
* the “f” is there to state that the variable 0.01 is of type float.&lt;br /&gt;
&lt;br /&gt;
example 2)&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
*Vector3.forward is the unit vector defined by (0, 0, 1)&lt;br /&gt;
*Time.deltaTime is a variable used so velocity is consistent across different frame  rates.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=530</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=530"/>
		<updated>2019-10-23T14:14:14Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). A class &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     void Update()&lt;br /&gt;
    {&lt;br /&gt;
      transform.position += new Vector3(0, 0, 0.01f);&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=529</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=529"/>
		<updated>2019-10-23T14:12:54Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). A class &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space. In other words, a group of Vectors. &lt;br /&gt;
&lt;br /&gt;
 private void Update()&lt;br /&gt;
    {&lt;br /&gt;
        transform.position += transform.forward * Time.deltaTime; &lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=528</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=528"/>
		<updated>2019-10-23T14:10:41Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). A class &lt;br /&gt;
&lt;br /&gt;
'''Vector3:''' is a Unity C# struct with given x, y &amp;amp; z components, representing points and vectors in 3D space.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=527</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=527"/>
		<updated>2019-10-23T14:07:18Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space with code. Here we go over 5 options.&lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''Transform:''' a Class which contains the information of position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Assigns the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''Vector:''' A mathematical entity commonly drewn as an arrow in two or three dimensional space, which has a a magnitude (size or length) and a direction (angle θ). A class &lt;br /&gt;
&lt;br /&gt;
 '''A Vector3(float x, float y, float z) is a Unity C# struct representing points and vectors in 3D space.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=526</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=526"/>
		<updated>2019-10-23T13:30:38Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space. &lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''transform:''' Position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Gives the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
'''Vector:''' A class to describe a two or three dimensional vector, a vector is an entity that has both magnitude and direction.''' '''A Vector3(float x, float y, float z) is a Unity C# struct representing points and vectors in 3D space.&lt;br /&gt;
'''&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=525</id>
		<title>Moving Objects in Unity</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Moving_Objects_in_Unity&amp;diff=525"/>
		<updated>2019-10-23T13:28:13Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „'''Unity : How to move an object in 3D space?'''  There are different ways to move an object within 3D space.   '''A) transform.position'''  '''transform:''' P…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity : How to move an object in 3D space?'''&lt;br /&gt;
&lt;br /&gt;
There are different ways to move an object within 3D space. &lt;br /&gt;
&lt;br /&gt;
'''A) transform.position'''&lt;br /&gt;
&lt;br /&gt;
'''transform:''' Position, rotation and scale of an object.  &lt;br /&gt;
&lt;br /&gt;
'''transform.position:''' The position property of a GameObject's Transform. Gives the object a new position.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
'''Vector:''''''  '''A class to describe a two or three dimensional vector, a vector is an entity that has both magnitude and direction.''' '''A Vector3(float x, float y, float z) is a Unity C# struct representing points and vectors in 3D space.&lt;br /&gt;
'''&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Hauptseite&amp;diff=524</id>
		<title>Hauptseite</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Hauptseite&amp;diff=524"/>
		<updated>2019-10-23T13:23:18Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* In Arbeit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Herzlich Willkommen bei Allen Dingen Hyper und Drama&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Zum Nachschlagen =&lt;br /&gt;
* [[GlossarCG|Begriffe der Computergrafik]]&lt;br /&gt;
* [[GlossarSensorActuator|Sensoren und Aktuatoren]]&lt;br /&gt;
* [[Algorithms|Common Algorithms]]&lt;br /&gt;
* [[Glossar Code|Glossar Code]]&lt;br /&gt;
&lt;br /&gt;
= Technik = &lt;br /&gt;
== Arduino ==&lt;br /&gt;
*[[Übersicht Arduino| Übersicht Arduino]]&lt;br /&gt;
*[[TFT LCD Shield|2.6&amp;quot;/2.8&amp;quot; TFT LCD Shield mit Touch]]&lt;br /&gt;
*[[Bewässerungsanlage mit Arduino Uno und DIY-Feuchtigkeitssensor]]&lt;br /&gt;
&lt;br /&gt;
== Unity ==&lt;br /&gt;
Hier werden Dinge gesammelt, die mit der Game-Development-Software [https://unity3d.com/de Unity] zu tun haben. &lt;br /&gt;
*[[Unity]]&lt;br /&gt;
&lt;br /&gt;
== Video Technik ==&lt;br /&gt;
''Alles, was dir deine Eltern nicht zum Thema '''Videoübertragung''' erzählt haben.'' &lt;br /&gt;
Oft ist ein PC als Schnittstelle zwischer Kamera und Bildschirm/Projektor sinnvoll oder nötig. Doch es gibt auch Fälle, in denen eine unkomplizierte, direkte Verbindung einfacher und besser ist.&lt;br /&gt;
&lt;br /&gt;
=== Direkte Verbindung der Kamera mit dem Ausgabegerät ===&lt;br /&gt;
*[[NX500|NX500 &amp;amp;rArr; Bildschirm oder Projektor]]&lt;br /&gt;
&lt;br /&gt;
=== PC als Schnittstelle ===&lt;br /&gt;
*[[Der Videomischer]]&lt;br /&gt;
*[[Blackmagic Intensity|Blackmagic Intensity &amp;amp;rArr; PC]]&lt;br /&gt;
&lt;br /&gt;
== Netzwerkommunikation ==&lt;br /&gt;
*[[Netzwerk]]&lt;br /&gt;
*[[Ubiquiti WiFi|Stabiles WiFi auf der Bühne]]&lt;br /&gt;
*[[AsusRP-N53|Access Point mit dem Asus RP-N53]]&lt;br /&gt;
*[[Asus RT-AC68U|WLan mit dem Asus RT-AC68U]]&lt;br /&gt;
&lt;br /&gt;
== RFID ==&lt;br /&gt;
*[[User Login|Einloggen an einer Station mit einem Avatar]]&lt;br /&gt;
&lt;br /&gt;
== XY Plotter ==&lt;br /&gt;
Here you can find a description and example code of how to connect a XY Plotter to Unity.&lt;br /&gt;
*[[Presettings in Unity]]&lt;br /&gt;
*[[Example of Code]]&lt;br /&gt;
*[[Link to Unity project]]&lt;br /&gt;
&lt;br /&gt;
=Kommunikation=&lt;br /&gt;
==OSC==&lt;br /&gt;
[[OSC in Unity]]&lt;br /&gt;
&lt;br /&gt;
= Kurse =&lt;br /&gt;
== Spiel &amp;amp;&amp;amp; Objekt ==&lt;br /&gt;
*[[SpieleDesign|Spiel und Theater]]&lt;br /&gt;
*[[PartizipationÜbungen|Übungen Partizipation]]&lt;br /&gt;
*[[NeueMedienGesellschaft|Neue Medien und Gesellschaft]]&lt;br /&gt;
&lt;br /&gt;
== Kooperation Uni Bremen ==&lt;br /&gt;
*[[OeffentlichkeitTheorie| Öffentlichkeit bei Habermas und Luhmann]]&lt;br /&gt;
&lt;br /&gt;
=Projekte=&lt;br /&gt;
&lt;br /&gt;
*[[Be Bernd]]&lt;br /&gt;
= Recherche =&lt;br /&gt;
*[[BioArt]]&lt;br /&gt;
*[[Feminismus]]&lt;br /&gt;
*[[VideoAsSculpture]]&lt;br /&gt;
*[[Choice Based Narratives]]&lt;br /&gt;
&lt;br /&gt;
= Chancen Unmöglichkeiten =&lt;br /&gt;
*[[Residencies &amp;amp; Camps]]&lt;br /&gt;
*[[Festivals &amp;amp; Konferenzen mit CfPs]]&lt;br /&gt;
&lt;br /&gt;
= Sonstiges =&lt;br /&gt;
*[[Multiple_Keyboards_with_RaspberryPi_and_OSC|Mehrere Keyboards/RFID Reader an ein RaspberryPi, mit OSC ins Netzwerk]]&lt;br /&gt;
*[[Raspberry Pi - Helfende Befehle]]&lt;br /&gt;
&lt;br /&gt;
=In Arbeit=&lt;br /&gt;
*[[OSC Kommunikation in Processing]]&lt;br /&gt;
&lt;br /&gt;
*[[Moving Objects in Unity]]&lt;br /&gt;
&lt;br /&gt;
= QuickLinks / Hilfe zum Umgang mit dem Wiki =&lt;br /&gt;
*[https://www.mediawiki.org/wiki/Help:Formatting | Hilfe: Formatierung]&lt;br /&gt;
*[https://www.mediawiki.org/wiki/Help:Links | Hilfe: Links]&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=496</id>
		<title>Benutzer:TomasM</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=496"/>
		<updated>2019-10-22T15:22:52Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tomás was born in Santiago, Chile (1993) and studied his Bachelors in Theater Acting (2012-2016). Later, he did the Master &amp;quot; Conteporary Theater, Dance &amp;amp; Dramaturgy&amp;quot; in Utrecht, Netherlands (2017-2018). He currently courses the second year of the  MA &amp;quot;Spiel &amp;amp;&amp;amp; Objekt&amp;quot; at HfS - Ernst Busch Berlin. His research combines theater, interactive media-art and DIY science committed to creating non-anthropocentric performances in which animals, plants, organic matter at large, technology and humans entangle  with each other in order to speculate with alternative, more horizontal ecologies.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=494</id>
		<title>Benutzer:TomasM</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=494"/>
		<updated>2019-10-22T15:20:51Z</updated>

		<summary type="html">&lt;p&gt;TomasM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tomás was born in Santiago, Chile (1993) and studied his Bachelors in Theater Acting (2012-2016). Later, he did the Master &amp;quot; Conteporary Theater, Dance &amp;amp; Dramaturgy&amp;quot; in Utrecht, Netherlands (2017-2018). He currently courses the second year of the  MA &amp;quot;Spiel &amp;amp;&amp;amp; Objekt&amp;quot; at HfS - Ernst Busch Berlin. His research combines participatory theater forms, media-art and DIY science motivated by creating non-anthropocentric performances, in which animals, plants, organic matter at large, technology and humans entangle  with each other in order to speculate with alternative ecologies.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=487</id>
		<title>Benutzer:TomasM</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=Benutzer:TomasM&amp;diff=487"/>
		<updated>2019-10-22T15:12:09Z</updated>

		<summary type="html">&lt;p&gt;TomasM: Die Seite wurde neu angelegt: „Tomás was born in Santiago, Chile (1993) and studied his Bachelors in Theater Acting (2012-2016). Later, he did the Master &amp;quot; Conteporary Theater, Dance &amp;amp; Dram…“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tomás was born in Santiago, Chile (1993) and studied his Bachelors in Theater Acting (2012-2016). Later, he did the Master &amp;quot; Conteporary Theater, Dance &amp;amp; Dramaturgy&amp;quot; in Utrecht, Netherlands (2017-2018). He currently courses the second year of &amp;quot; MA Spiel &amp;amp;&amp;amp; Objekt&amp;quot; at HfS - Ernst Busch Berlin.&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=437</id>
		<title>OSC Kommunikation in Processing</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=437"/>
		<updated>2019-10-22T14:19:37Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* 2. Verbindung mit anderer IP Adresse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=1. IP Adresse herausfinden=&lt;br /&gt;
&lt;br /&gt;
Unter einer ''IP Adresse'' versteht man den Standort eines Computers in einem Netzwerk. &lt;br /&gt;
&lt;br /&gt;
Schritte: &lt;br /&gt;
&lt;br /&gt;
Firewall ausstellen (Privat und Public Domain).&lt;br /&gt;
&lt;br /&gt;
im Windows Suchfeld &amp;quot;CMD&amp;quot; oder &amp;quot;MeshLabServer&amp;quot; eingeben.&lt;br /&gt;
&lt;br /&gt;
In dem  MeshLabServer-Fenster,  “ipconfig” eingeben.&lt;br /&gt;
&lt;br /&gt;
Beispiel einer IP Adresse: 192.168.236.75&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2. Verbindung mit anderer IP Adresse=&lt;br /&gt;
&lt;br /&gt;
''Ping'' ist ein Diagnose-Werkzeug, mit dem überprüft werden kann, ob ein bestimmter Host in einem IP-Netwerk erreichbar ist.  &lt;br /&gt;
&lt;br /&gt;
In dem MeshLabServer-Fenster, “ping IPAdresse” eingeben.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture1.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:'''&lt;br /&gt;
&lt;br /&gt;
Firewall prüfen: Settings &amp;gt; Firewall &amp;amp; Network protection &amp;gt; Domain Network, Private Network &amp;amp; Public Network ausschalten.&lt;br /&gt;
&lt;br /&gt;
Vergabe der IP Adresse prüfen: Auf das Internetsymbol rechtsklick &amp;gt; Open Netzwerk and Internet Settings &amp;gt; Change Adapter Options &amp;gt; Auf das PC-Symbol mit dem Internet.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rechtsklick &amp;gt; Properties &amp;gt; Internet Protocol Version 4 &amp;gt;&amp;gt; (doppelklick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture3.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wenn hier eine feste IP Adresse steht “Use the following IP address”, umstellen auf “Obtain an IP adress automatically”.&lt;br /&gt;
&lt;br /&gt;
=3. in Processing=&lt;br /&gt;
&lt;br /&gt;
oscP5 Library (by Andreas Schlegel) herunterladen:[http://www.sojamo.de/libraries/oscP5/]&lt;br /&gt;
&lt;br /&gt;
Dazu einen neuen Processing Sketch öffnen. &lt;br /&gt;
&lt;br /&gt;
Im Sketch oben in der Leiste auf “Scetch” &amp;gt; “Import Library” &amp;gt; oscP5&lt;br /&gt;
&lt;br /&gt;
Im Sketch die Library wieder rauslöschen( brauchen wir nicht) und bei “File”&amp;gt;”Examples”&amp;gt;”Contributed Libraries”&amp;gt;”oscP5”&amp;gt; “oscP5SendRecieve”.&lt;br /&gt;
&lt;br /&gt;
Den Examplecode haben wir wie folgt verändert;&lt;br /&gt;
&lt;br /&gt;
a) wir haben unsere eigenen IP-Adressen eingefügt:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture4.PNG]]&lt;br /&gt;
&lt;br /&gt;
b) wir haben die jeweilig anderen PC als Variable deklariert:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture5.PNG]]&lt;br /&gt;
&lt;br /&gt;
c) IP Adresse der anderen Person hinzufügen:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture6.PNG]]&lt;br /&gt;
&lt;br /&gt;
d) Code:&lt;br /&gt;
 &amp;lt;code&amp;gt;&lt;br /&gt;
 /**&lt;br /&gt;
  * oscP5sendreceive by andreas schlegel&lt;br /&gt;
  * example shows how to send and receive osc messages.&lt;br /&gt;
  * oscP5 website at http://www.sojamo.de/oscP5&lt;br /&gt;
  */&lt;br /&gt;
  &lt;br /&gt;
 import oscP5.*;&lt;br /&gt;
 import netP5.*;&lt;br /&gt;
  &lt;br /&gt;
 OscP5 oscP5;&lt;br /&gt;
 NetAddress myRemoteLocation;&lt;br /&gt;
 NetAddress TomasRemoteLocation;&lt;br /&gt;
 &lt;br /&gt;
 void setup() {&lt;br /&gt;
  size(400,400);&lt;br /&gt;
  frameRate(25);&lt;br /&gt;
  /* start oscP5, listening for incoming messages at port 12000 */&lt;br /&gt;
  oscP5 = new OscP5(this,12000);&lt;br /&gt;
 &lt;br /&gt;
  /* myRemoteLocation is a NetAddress. a NetAddress takes 2 parameters,&lt;br /&gt;
   * an ip address and a port number. myRemoteLocation is used as parameter in&lt;br /&gt;
   * oscP5.send() when sending osc packets to another computer, device,&lt;br /&gt;
   * application. usage see below. for testing purposes the listening port&lt;br /&gt;
   * and the port of the remote location address are the same, hence you will&lt;br /&gt;
   * send messages back to this sketch.&lt;br /&gt;
   */&lt;br /&gt;
 //myRemoteLocation = new NetAddress(&amp;quot;192.168.236.83&amp;quot;,12000);&lt;br /&gt;
 TomasRemoteLocation = new NetAddress(&amp;quot;192.168.236.75&amp;quot;,12000);&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
  void draw() {&lt;br /&gt;
   background(0);  &lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 void mousePressed() {&lt;br /&gt;
  /* in the following different ways of creating osc messages are shown by example */&lt;br /&gt;
  OscMessage myMessage = new OscMessage(&amp;quot;/halloTomas&amp;quot;);&lt;br /&gt;
  &lt;br /&gt;
  myMessage.add(123); /* add an int to the osc message */&lt;br /&gt;
 &lt;br /&gt;
  /* send the message */&lt;br /&gt;
  //oscP5.send(myMessage, myRemoteLocation);&lt;br /&gt;
  oscP5.send(myMessage, TomasRemoteLocation);&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 /* incoming osc message are forwarded to the oscEvent method. */&lt;br /&gt;
 void oscEvent(OscMessage theOscMessage) {&lt;br /&gt;
  /* print the address pattern and the typetag of the received OscMessage */&lt;br /&gt;
  print(&amp;quot;### received an osc message.&amp;quot;);&lt;br /&gt;
  print(&amp;quot; addrpattern: &amp;quot;+theOscMessage.addrPattern());&lt;br /&gt;
  println(&amp;quot; typetag: &amp;quot;+theOscMessage.typetag());&lt;br /&gt;
 }&lt;br /&gt;
 &amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=436</id>
		<title>OSC Kommunikation in Processing</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=436"/>
		<updated>2019-10-22T14:18:49Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* 2. Verbindung mit anderer IP Adresse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=1. IP Adresse herausfinden=&lt;br /&gt;
&lt;br /&gt;
Unter einer ''IP Adresse'' versteht man den Standort eines Computers in einem Netzwerk. &lt;br /&gt;
&lt;br /&gt;
Schritte: &lt;br /&gt;
&lt;br /&gt;
Firewall ausstellen (Privat und Public Domain).&lt;br /&gt;
&lt;br /&gt;
im Windows Suchfeld &amp;quot;CMD&amp;quot; oder &amp;quot;MeshLabServer&amp;quot; eingeben.&lt;br /&gt;
&lt;br /&gt;
In dem  MeshLabServer-Fenster,  “ipconfig” eingeben.&lt;br /&gt;
&lt;br /&gt;
Beispiel einer IP Adresse: 192.168.236.75&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2. Verbindung mit anderer IP Adresse=&lt;br /&gt;
&lt;br /&gt;
''Ping'' ist ein Diagnose-Werkzeug, mit dem überprüft werden kann, ob ein bestimmter Host in einem IP-Netwerk erreichbar ist.  &lt;br /&gt;
&lt;br /&gt;
In dem MeshLabServer-Fenster, “ping IPAdresse” eingeben.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture1.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Troubleshooting:&lt;br /&gt;
&lt;br /&gt;
Firewall prüfen: Settings &amp;gt; Firewall &amp;amp; Network protection &amp;gt; Domain Network, Private Network &amp;amp; Public Network ausschalten.&lt;br /&gt;
&lt;br /&gt;
Vergabe der IP Adresse prüfen: Auf das Internetsymbol rechtsklick &amp;gt; Open Netzwerk and Internet Settings &amp;gt; Change Adapter Options &amp;gt; Auf das PC-Symbol mit dem Internet.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rechtsklick &amp;gt; Properties &amp;gt; Internet Protocol Version 4 &amp;gt;&amp;gt; (doppelklick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture3.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wenn hier eine feste IP Adresse steht “Use the following IP address”, umstellen auf “Obtain an IP adress automatically”.&lt;br /&gt;
&lt;br /&gt;
=3. in Processing=&lt;br /&gt;
&lt;br /&gt;
oscP5 Library (by Andreas Schlegel) herunterladen:[http://www.sojamo.de/libraries/oscP5/]&lt;br /&gt;
&lt;br /&gt;
Dazu einen neuen Processing Sketch öffnen. &lt;br /&gt;
&lt;br /&gt;
Im Sketch oben in der Leiste auf “Scetch” &amp;gt; “Import Library” &amp;gt; oscP5&lt;br /&gt;
&lt;br /&gt;
Im Sketch die Library wieder rauslöschen( brauchen wir nicht) und bei “File”&amp;gt;”Examples”&amp;gt;”Contributed Libraries”&amp;gt;”oscP5”&amp;gt; “oscP5SendRecieve”.&lt;br /&gt;
&lt;br /&gt;
Den Examplecode haben wir wie folgt verändert;&lt;br /&gt;
&lt;br /&gt;
a) wir haben unsere eigenen IP-Adressen eingefügt:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture4.PNG]]&lt;br /&gt;
&lt;br /&gt;
b) wir haben die jeweilig anderen PC als Variable deklariert:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture5.PNG]]&lt;br /&gt;
&lt;br /&gt;
c) IP Adresse der anderen Person hinzufügen:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture6.PNG]]&lt;br /&gt;
&lt;br /&gt;
d) Code:&lt;br /&gt;
 &amp;lt;code&amp;gt;&lt;br /&gt;
 /**&lt;br /&gt;
  * oscP5sendreceive by andreas schlegel&lt;br /&gt;
  * example shows how to send and receive osc messages.&lt;br /&gt;
  * oscP5 website at http://www.sojamo.de/oscP5&lt;br /&gt;
  */&lt;br /&gt;
  &lt;br /&gt;
 import oscP5.*;&lt;br /&gt;
 import netP5.*;&lt;br /&gt;
  &lt;br /&gt;
 OscP5 oscP5;&lt;br /&gt;
 NetAddress myRemoteLocation;&lt;br /&gt;
 NetAddress TomasRemoteLocation;&lt;br /&gt;
 &lt;br /&gt;
 void setup() {&lt;br /&gt;
  size(400,400);&lt;br /&gt;
  frameRate(25);&lt;br /&gt;
  /* start oscP5, listening for incoming messages at port 12000 */&lt;br /&gt;
  oscP5 = new OscP5(this,12000);&lt;br /&gt;
 &lt;br /&gt;
  /* myRemoteLocation is a NetAddress. a NetAddress takes 2 parameters,&lt;br /&gt;
   * an ip address and a port number. myRemoteLocation is used as parameter in&lt;br /&gt;
   * oscP5.send() when sending osc packets to another computer, device,&lt;br /&gt;
   * application. usage see below. for testing purposes the listening port&lt;br /&gt;
   * and the port of the remote location address are the same, hence you will&lt;br /&gt;
   * send messages back to this sketch.&lt;br /&gt;
   */&lt;br /&gt;
 //myRemoteLocation = new NetAddress(&amp;quot;192.168.236.83&amp;quot;,12000);&lt;br /&gt;
 TomasRemoteLocation = new NetAddress(&amp;quot;192.168.236.75&amp;quot;,12000);&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
  void draw() {&lt;br /&gt;
   background(0);  &lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 void mousePressed() {&lt;br /&gt;
  /* in the following different ways of creating osc messages are shown by example */&lt;br /&gt;
  OscMessage myMessage = new OscMessage(&amp;quot;/halloTomas&amp;quot;);&lt;br /&gt;
  &lt;br /&gt;
  myMessage.add(123); /* add an int to the osc message */&lt;br /&gt;
 &lt;br /&gt;
  /* send the message */&lt;br /&gt;
  //oscP5.send(myMessage, myRemoteLocation);&lt;br /&gt;
  oscP5.send(myMessage, TomasRemoteLocation);&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 /* incoming osc message are forwarded to the oscEvent method. */&lt;br /&gt;
 void oscEvent(OscMessage theOscMessage) {&lt;br /&gt;
  /* print the address pattern and the typetag of the received OscMessage */&lt;br /&gt;
  print(&amp;quot;### received an osc message.&amp;quot;);&lt;br /&gt;
  print(&amp;quot; addrpattern: &amp;quot;+theOscMessage.addrPattern());&lt;br /&gt;
  println(&amp;quot; typetag: &amp;quot;+theOscMessage.typetag());&lt;br /&gt;
 }&lt;br /&gt;
 &amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
	<entry>
		<id>http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=434</id>
		<title>OSC Kommunikation in Processing</title>
		<link rel="alternate" type="text/html" href="http://hyperdramatik.net/mediawiki/index.php?title=OSC_Kommunikation_in_Processing&amp;diff=434"/>
		<updated>2019-10-22T14:17:16Z</updated>

		<summary type="html">&lt;p&gt;TomasM: /* In Arbeit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=1. IP Adresse herausfinden=&lt;br /&gt;
&lt;br /&gt;
Unter einer ''IP Adresse'' versteht man den Standort eines Computers in einem Netzwerk. &lt;br /&gt;
&lt;br /&gt;
Schritte: &lt;br /&gt;
&lt;br /&gt;
Firewall ausstellen (Privat und Public Domain).&lt;br /&gt;
&lt;br /&gt;
im Windows Suchfeld &amp;quot;CMD&amp;quot; oder &amp;quot;MeshLabServer&amp;quot; eingeben.&lt;br /&gt;
&lt;br /&gt;
In dem  MeshLabServer-Fenster,  “ipconfig” eingeben.&lt;br /&gt;
&lt;br /&gt;
Beispiel einer IP Adresse: 192.168.236.75&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2. Verbindung mit anderer IP Adresse=&lt;br /&gt;
&lt;br /&gt;
''Ping'' ist ein Diagnose-Werkzeug, mit dem überprüft werden kann, ob ein bestimmter Host in einem IP-Netwerk erreichbar ist.  &lt;br /&gt;
&lt;br /&gt;
In dem MeshLabServer-Fenster, “ping IPAdresse” eingeben.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture1.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[&lt;br /&gt;
Troubleshooting:]]&lt;br /&gt;
&lt;br /&gt;
Firewall prüfen: Settings &amp;gt; Firewall &amp;amp; Network protection &amp;gt; Domain Network, Private Network &amp;amp; Public Network ausschalten.&lt;br /&gt;
&lt;br /&gt;
Vergabe der IP Adresse prüfen: Auf das Internetsymbol rechtsklick &amp;gt; Open Netzwerk and Internet Settings &amp;gt; Change Adapter Options &amp;gt; Auf das PC-Symbol mit dem Internet.&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rechtsklick &amp;gt; Properties &amp;gt; Internet Protocol Version 4 &amp;gt;&amp;gt; (doppelklick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture3.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wenn hier eine feste IP Adresse steht “Use the following IP address”, umstellen auf “Obtain an IP adress automatically”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=3. in Processing=&lt;br /&gt;
&lt;br /&gt;
oscP5 Library (by Andreas Schlegel) herunterladen:[http://www.sojamo.de/libraries/oscP5/]&lt;br /&gt;
&lt;br /&gt;
Dazu einen neuen Processing Sketch öffnen. &lt;br /&gt;
&lt;br /&gt;
Im Sketch oben in der Leiste auf “Scetch” &amp;gt; “Import Library” &amp;gt; oscP5&lt;br /&gt;
&lt;br /&gt;
Im Sketch die Library wieder rauslöschen( brauchen wir nicht) und bei “File”&amp;gt;”Examples”&amp;gt;”Contributed Libraries”&amp;gt;”oscP5”&amp;gt; “oscP5SendRecieve”.&lt;br /&gt;
&lt;br /&gt;
Den Examplecode haben wir wie folgt verändert;&lt;br /&gt;
&lt;br /&gt;
a) wir haben unsere eigenen IP-Adressen eingefügt:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture4.PNG]]&lt;br /&gt;
&lt;br /&gt;
b) wir haben die jeweilig anderen PC als Variable deklariert:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture5.PNG]]&lt;br /&gt;
&lt;br /&gt;
c) IP Adresse der anderen Person hinzufügen:&lt;br /&gt;
&lt;br /&gt;
[[Datei:Capture6.PNG]]&lt;br /&gt;
&lt;br /&gt;
d) Code:&lt;br /&gt;
 &amp;lt;code&amp;gt;&lt;br /&gt;
 /**&lt;br /&gt;
  * oscP5sendreceive by andreas schlegel&lt;br /&gt;
  * example shows how to send and receive osc messages.&lt;br /&gt;
  * oscP5 website at http://www.sojamo.de/oscP5&lt;br /&gt;
  */&lt;br /&gt;
  &lt;br /&gt;
 import oscP5.*;&lt;br /&gt;
 import netP5.*;&lt;br /&gt;
  &lt;br /&gt;
 OscP5 oscP5;&lt;br /&gt;
 NetAddress myRemoteLocation;&lt;br /&gt;
 NetAddress TomasRemoteLocation;&lt;br /&gt;
 &lt;br /&gt;
 void setup() {&lt;br /&gt;
  size(400,400);&lt;br /&gt;
  frameRate(25);&lt;br /&gt;
  /* start oscP5, listening for incoming messages at port 12000 */&lt;br /&gt;
  oscP5 = new OscP5(this,12000);&lt;br /&gt;
 &lt;br /&gt;
  /* myRemoteLocation is a NetAddress. a NetAddress takes 2 parameters,&lt;br /&gt;
   * an ip address and a port number. myRemoteLocation is used as parameter in&lt;br /&gt;
   * oscP5.send() when sending osc packets to another computer, device,&lt;br /&gt;
   * application. usage see below. for testing purposes the listening port&lt;br /&gt;
   * and the port of the remote location address are the same, hence you will&lt;br /&gt;
   * send messages back to this sketch.&lt;br /&gt;
   */&lt;br /&gt;
 //myRemoteLocation = new NetAddress(&amp;quot;192.168.236.83&amp;quot;,12000);&lt;br /&gt;
 TomasRemoteLocation = new NetAddress(&amp;quot;192.168.236.75&amp;quot;,12000);&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
  void draw() {&lt;br /&gt;
   background(0);  &lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 void mousePressed() {&lt;br /&gt;
  /* in the following different ways of creating osc messages are shown by example */&lt;br /&gt;
  OscMessage myMessage = new OscMessage(&amp;quot;/halloTomas&amp;quot;);&lt;br /&gt;
  &lt;br /&gt;
  myMessage.add(123); /* add an int to the osc message */&lt;br /&gt;
 &lt;br /&gt;
  /* send the message */&lt;br /&gt;
  //oscP5.send(myMessage, myRemoteLocation);&lt;br /&gt;
  oscP5.send(myMessage, TomasRemoteLocation);&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 /* incoming osc message are forwarded to the oscEvent method. */&lt;br /&gt;
 void oscEvent(OscMessage theOscMessage) {&lt;br /&gt;
  /* print the address pattern and the typetag of the received OscMessage */&lt;br /&gt;
  print(&amp;quot;### received an osc message.&amp;quot;);&lt;br /&gt;
  print(&amp;quot; addrpattern: &amp;quot;+theOscMessage.addrPattern());&lt;br /&gt;
  println(&amp;quot; typetag: &amp;quot;+theOscMessage.typetag());&lt;br /&gt;
 }&lt;br /&gt;
 &amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomasM</name></author>
	</entry>
</feed>