Rotating proxies not working properly

Hello,

I use Metric Checker to get the Google Index metric of website, but when I use rotating proxy the metric value is often 0 when it should not.

Look the attached screenshot for an exemple. screenshot 1 => No proxy loaded and it works, screenshot 2 => rotating proxies loaded and it doesn’t work, i get 0.

I also tried with private dedicated proxy (not rotating) from Buyproxies provider and I had no problem.

Can you help me please ? Undecided

PS : I’ve respected the recommanded settings from the Stormproxies and Rotatingproxies websites. (I tried these two providers)

PS 2 : I put these domains in a txt file if you want to try.

https://rotatingproxies.com/support/docs…scrapebox/
https://stormproxies.com/download/scrapebox_proxies.pdf

.png   metrics-checker.png (Size: 6.34 KB / Downloads: 1)

.png   metrics-checker-0.png (Size: 6.56 KB / Downloads: 1)

.txt   domains.txt (Size: 38 bytes / Downloads: 0)

Why if the targetToFollow(Player) is rotating and facing the transform the player can get close to the transform even touch it?

using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.Characters.ThirdPerson;  public class Follow : MonoBehaviour {     public Transform targetToFollow;     public Transform missionTarget;     public GameObject naviParent;     public ThirdPersonCharacter thirdPersonCharacter;     public Text textDistance;     public Text textSpeed;     public float lookAtRotationSpeed;     public float moveSpeed;     public float followRadius = 1.5f;     public float fastRadius = 5f;     public float speedBoost = 0.5f;     public bool follow = false;     public bool reachTarget = false;      private bool isNaviChild = false;     private Vector3 lTargetDir;     private float originSpeed;     private float originFollowRadius;      void Start()     {         originSpeed = moveSpeed;         originFollowRadius = followRadius;          if (reachTarget)         {             moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;             followRadius = 0.1f;         }     }      // Update is called once per frame     void FixedUpdate()     {         if (follow)         {             if(reachTarget)             {                 moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;                 followRadius = 0.1f;             }             else             {                 moveSpeed = originSpeed;                 followRadius = originFollowRadius;             }              lTargetDir = targetToFollow.position - transform.position;             lTargetDir.y = 0.0f;              Turn();              float ms = moveSpeed;             var distance = Vector3.Distance(transform.position, targetToFollow.position);             // Compute a position no further than followRadius away from our target.             Vector3 fromTarget = Vector3.ClampMagnitude(                 -lTargetDir, followRadius);             Vector3 stopPoint = targetToFollow.position + fromTarget;              // Compute a speed that's faster when far away and slower when close.             float speedBlend = Mathf.Clamp01((distance - followRadius) / (fastRadius - followRadius));              ms = moveSpeed + speedBlend * speedBoost;              // Move as far as we can at our speed ms to reach the stopPoint, without overshooting.             transform.position = Vector3.MoveTowards(transform.position,                 stopPoint, Time.deltaTime * ms);              var dist = Vector3.Distance(transform.position, targetToFollow.position);             if (dist < 0.1f && isNaviChild == false && reachTarget)             {                 transform.parent = targetToFollow;                 transform.localPosition = new Vector3(0, 0, 0);                 transform.localRotation = Quaternion.identity;                 transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);                  isNaviChild = true;             }         }     }      private void Turn()     {         transform.rotation = Quaternion.RotateTowards(transform.rotation,                 Quaternion.LookRotation(lTargetDir), Time.time * lookAtRotationSpeed);     }      private void Mission()     {      } } 

When the bool flag follow is true and the bool flag reachTarget is false the transform that this script is attached to is moving towards the targetToFollow and then when the targetTofollow(in this case the target is the player that move by the kleys WSAD) move the transform is following him with keeping distance to follow that’s the followRadius.

The problem is that if I rotate my place to face the transform and then moving the player forward he will be able to get too close to the transform even touching it.

But in my logic if the radius to follow is 1.5 so even if the player will face the transform and try to move forward to it the transform should always move to the back of the player or move back and keep the follow radius of 1.5 or if the follow radius is 66.3 then 66.3

The player should not be able to get so close to the transform.

How can I solve it ?

First-person camera script for space game jitters when rotating diagonally

I am working on a first-person shooter that is set in space. Since its set in space, the characters must be able to rotate in 2 directions at once. Currently, I am using 2 transform.rotates which causes my character to jitter whenever you try to move horizontally and vertically.

Edit: my current idea is to combine the two-axis(x and y) into one rotation

public float mouseSensitivity = 100f; public float xRotation = 0f;  // Start is called before the first frame update void Start() {     Cursor.lockState = CursorLockMode.Locked; }  // Update is called once per frame void FixedUpdate() {     //horizontal     float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;     this.transform.Rotate(Vector3.up, mouseX);     print(mouseX);     //vertical     float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;     xRotation -= mouseY;     transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f); } 

Thanks

⭐PRIVATE ROTATING RESIDENTIAL PROXIES⭐ NEVER GET BLOCKED AGAIN ✅ 9M+ IPs WORLDWIDE✅


FAQ
Q. Do you provide trials or review memberships?
A. We provide a premium service, we don’t provide trials or review memberships, but we stand by our 3 day money-back guarantee.

Q. How many IPs do you have?
A. We have more than 9M+ active IPs every month from all over the world.

Q. Do you have US IPs?
A. Yes we do, more than 2M+/month, and yes we have IPs from Vietnam, UK, Indonesia or any other country you can think of.

Q. Do you have datacenter proxies?
A. No we don’t, we have only real residential proxies.

Q. Do you have city targeting?
A. For the moment we offer only country targeting.

Q. What is the IP rotation time?
A. The minimum rotation time is 5 minutes, you can choose rotation times up to 60 minutes.

Q. How many authorised IPs do you allow?
A. Up to 100 ports we allow 10 authorised IPs/proxy port package, over 100 ports we allow 100 authorised IPs.

Q. Does the discount apply to all my proxy port packages?
A. Yes, if you open up new proxy port package you will benefit from the same discount rate, just ask for a new coupon code.

Q. Do you charge VAT?
A. We are a legitimate business, so have an obligation to charge VAT in the countries where prices are subject to VAT.​

Rotating TLS Certs used with Public key Pinning

I have an app which connects to an API. The API TLS certificate is about to expire and we are using Public key Pinning.

How do I rotate the certs without disabling access to our users?

When rotating certs; can I change the private key without changing the public key? I assume no as they are a key pair. Can someone confirm?

What would be the point of rotating the cert only to update the expiry date? Surely someone investing sufficient time to compromise the private key can continue to do if only the expiry date variable is changed?

I understand if it coming close to expiry I should update the cert to prevent unavailability of the service but then is it recommended to have a long expiry date on the next rotation?

When keys are rotated (say I leave the public and private key the same); is there anything mathematically or from an encryption perspective that changes if only the expiry date has changed?

Prevent sprite from rotating with camera

I am creating a small 2d game and looking for a way, to prevent certain sprites from rotating with the camera.

I could not find any settings that would allow me to do so, so my next best guess would be, to do that in a vertex shader. Since my knowledge on shaders and math is quite limited, I could not figure out a way to accomplish that, either by rotating it back after all default transformations are done or setting the skip_vertex_transform flag and transform the vertex without rotating it.

Another option would be, to manually set the angles for each object individually, but I feel like that would not be the cleanest option, since there can be quite a few sprites on the screen that would need frequent “counter rotating”.

Rotating squares animation

enter image description here

I want to generate an rotating squares animation like this, my code only workd for 3×3 squares, how can I expand to more squares ( (2n-1) × (2n-1) )?

pts = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};  Manipulate[Graphics[{    EdgeForm[Gray], LightGreen,    RotationTransform[θ + Pi/2, #]@pts & /@ pts // Polygon,     LightRed, Polygon[pts],    TranslationTransform[RotationTransform[θ + Pi/2, #2]@# - #]@pts & @@@      Partition[pts, 2, 1, 1] // Polygon    }, PlotRange -> {{-2, 3}, {-2, 3}}], {θ, 0, Pi}] 

enter image description here

CloudProxies.com – 20000+ Rotating Public & Private Proxies – Instant Setup

CloudProxies

Fast Quality HTTP & SOCKS5 Backconnect Proxies
With Instant Setup
Get Unlimited Access to 20,000+ Public and Private Proxies
FEATURES
– Super fast servers
– HTTP & SOCKS5 Proxies
– Unlimited Bandwidth
– USA EU ASIA WordWide Proxies
– Multiple subnets
– Instant Delivery
– These proxies will rotate to a new proxy every 3-10 minutes
– GEOlocation Filter
– China Proxy Filter
– 4 Access IPs.
PRICING
50 Backconnect Ports – $ 50
100 Backconnect Ports – $ 100
200 Backconnect Ports – $ 180
Special Price for GSA members: 30% OFF Lifetime
Please post “I want 30% Coupon Code” in this thread and I will send code to your PM Inbox.
If you have any other questions, don’t hesitate to contact us!
CONTACT
Email – contact@cloudproxies.com
Support – http://cloudproxies.com/billing/helpdesk/
Refund Policy
We offer 48 hours money back guarantee on your first purchase, so you can test our service.
FAQ HERE
>> Visit >>CloudProxies.com<<