What the Suns should do with their $60 million payroll

Phoenix Suns General Manager Ryan McDonough is the man who will make a big impact on the team’s payroll in 2018-19.

McDonough and the Suns brass are expected to make an announcement on their offseason plans Thursday.

Phoenix will be spending $60M over the next four years on players, including a projected $28M in player salaries, which will make the franchise’s payroll more than $150M for the first time in franchise history.

This is a great time for the Suns to make a splash with big-name free agents and draft picks.

McDonoh has a number of big-time free agents he wants to lock down in 2018, including Eric Bledsoe, Ryan Kelly, Markieff Morris, Brandon Knight and Isaiah Thomas.

McDonoh and his staff will be looking to get those deals done by the start of training camp, and they’re not going to let any of the free agents slip by.

As for the draft, McDonaugh and his front office are going to want to take advantage of the rising salary cap in 2018.

They have a number available on draft picks, including Deandre Ayton, Jordan Adams, Tyus Jones, Ty Lawson and a number from other teams.

How to enable visual comfort lighting for a project in Unity 5

Visual comfort lighting has been a hot topic for developers for some time now.

There are many options for how it should be enabled in Unity.

It is enabled by default for most games, but there are a few settings that can be tweaked, such as how much or how little light is visible.

Unity 5 introduces visual comfort by allowing developers to tweak these parameters, and the developer can tweak the default settings.

There is one more setting that is disabled in Unity 4.1, and it is the default for many games.

This setting is called “No-Lighting”.

In the new version of Unity 5, the developer does not have to enable the “No Lighting” setting, and developers can simply enable this option for the scene.

Visual comfort in Unity is achieved by enabling this setting for the visual effects engine.

It gives Unity a bit more control over how the lighting is rendered, and how the visual effect interacts with the game.

In the image below, you can see the Unity scene with no-lighting enabled.

As you can notice, the shadow is a bit darker than the foreground, and this makes the scene look a bit less bright.

Unity 4 has a few other visual comfort settings.

For instance, it has the ability to set a “Depth of Field” to how far away objects are from the camera.

This is helpful if the player wants to see what objects are behind them, or to create shadows on the ground.

Unity also has the option of changing how much light can be cast on the screen at once.

This makes the Unity 3.6.2 preview look a lot more colorful.

This feature was disabled in 4.0, and Unity 5.2.2 introduces it.

The default setting is that light is always cast in the direction the player is looking.

This works well for small screens and in low light environments.

Unity does have a setting that can make the scene appear more colorful by turning off the “Lighting” setting.

Unity has several different options for changing the color of the light, which is useful for artists and designers to add more depth and realism to their designs.

Unity can also adjust the lighting to create a “saturated” effect.

This means that the shadows will appear a bit brighter.

There’s also an option to change the way light is cast in 3D.

In this case, Unity 4 supports adding shadows to objects in the scene, which can make a 3D environment look more colorful, and more realistic.

There will also be a “Shadow Map” setting that enables the use of a light source, but the developer should be careful to use this setting carefully.

Unity uses a shader called the “Saturated Shader” to render the shadows.

When the developer chooses this option, the game renders the shadows as a solid color.

The color of light is then used to blend the shadows together, creating a realistic effect.

To change the color or transparency of the shadows, the shader also needs to be used.

This shader is called the Shadow Map.

This option lets the developer control the intensity of the shadow effect.

Unity’s “Lightness” setting can be a bit of a pain, especially if you have a lot of light sources.

To control the lighting in a scene, the “Color Temperature” setting determines how the light behaves.

The higher the value, the more intense the light is.

For example, if you want to make the lighting more intense, you could set the “Temperature” setting to 100.

Unity shows a few different options when you look at the scene graph.

There may be multiple lights in the same scene, or light sources can be in different positions in the image.

The “Rotation Angle” setting adjusts the position of the lights.

This may help to give the illusion of depth and scale to the scene by setting the “Position” setting so that the lights are in the center of the scene and the camera is at a distance of 0.0.

Unity 6.0 brings this option into the game, and also brings in a new “Shadow Depth” setting in the “Rigid Light” and “Saturation” options.

These options make the light sources more rigid.

When you use the “Radial Light” setting (shown in the screenshot below), the light source will be slightly farther away than the shadows are from it.

This helps to give a more realistic effect when lighting is set too high.

When using the “Ambient Light” option, you may see a shadow of the object cast onto the ground and into the sky.

This creates an illusion of a shadow cast from the ground to the ground, which adds depth to the background of the image as well.

Unity offers two other options for adjusting the lighting, which are “Ambiance” and the “Brightness”.

Ambiance is a value that adjusts the brightness of the ambient light.

For the Ambiance setting, it is set to 0.5, which makes the light appear