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	<title>Comments on: Undocumented Unity Function</title>
	<atom:link href="http://www.vergilkanne.com/design09/undocumented-unity-function/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.vergilkanne.com/design09/undocumented-unity-function/</link>
	<description>SEO addict, photographer, interactive developer, on-line marketing fanatic</description>
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		<title>By: vergilkanne</title>
		<link>http://www.vergilkanne.com/design09/undocumented-unity-function/comment-page-1/#comment-358</link>
		<dc:creator>vergilkanne</dc:creator>
		<pubDate>Wed, 01 Apr 2009 18:15:25 +0000</pubDate>
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		<description>Fair enough.

Sounds like GDC went well, very excited to see what effect a new crop of PC developers will have on web plug-in saturation. I think there will be a lot of opportunity for simulations, serious games etc. once acceptance of Unity online spreads.

I appreciate you taking the time to stop by.

Vergil</description>
		<content:encoded><![CDATA[<p>Fair enough.</p>
<p>Sounds like GDC went well, very excited to see what effect a new crop of PC developers will have on web plug-in saturation. I think there will be a lot of opportunity for simulations, serious games etc. once acceptance of Unity online spreads.</p>
<p>I appreciate you taking the time to stop by.</p>
<p>Vergil</p>
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		<title>By: David Helgason</title>
		<link>http://www.vergilkanne.com/design09/undocumented-unity-function/comment-page-1/#comment-356</link>
		<dc:creator>David Helgason</dc:creator>
		<pubDate>Mon, 23 Mar 2009 18:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.vergilkanne.com/?p=43#comment-356</guid>
		<description>A nicer way to do this is actually described in our docs. Here&#039;s the gist of it:

for (var child : Transform in transform)
  child.AddComponent(&quot;Rigidbody&quot;);

Less code, and cleaner too (and anything that uses undocumented functions in Unity is prone to breakage, as &quot;undocumented&quot; in Unity also means &quot;subject to change&quot;). 

Not that there&#039;s anything wrong with what you wrote, but any code that uses the &quot;i&quot; iterator for something would be very prone to breaking.

Best regards from GDC!

d.</description>
		<content:encoded><![CDATA[<p>A nicer way to do this is actually described in our docs. Here&#8217;s the gist of it:</p>
<p>for (var child : Transform in transform)<br />
  child.AddComponent(&#8220;Rigidbody&#8221;);</p>
<p>Less code, and cleaner too (and anything that uses undocumented functions in Unity is prone to breakage, as &#8220;undocumented&#8221; in Unity also means &#8220;subject to change&#8221;). </p>
<p>Not that there&#8217;s anything wrong with what you wrote, but any code that uses the &#8220;i&#8221; iterator for something would be very prone to breaking.</p>
<p>Best regards from GDC!</p>
<p>d.</p>
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