January 17, 2020 HFFWS Generation System Fixing Pulley Scenario Foundation Pulley Scenario Issues Not Producing Designated Number of Scenarios This was working before, so it was weird that the issue came up for all three pulley options after updating, including the original scenario I worked on, HeavyDoor. I found that the wheel positioning method was getting an array index error, so I focused around there. Instances where just one wheel needed to be created seemed to actually work fine, so there was something about creating multiple wheels that was causing an issue. I looked into what was happening after the first wheel was created, and there is a method dealing with the list of weighted ranges that can remove a range without adding any new ones after choosing a position (this option exists for when a chosen position is within the buffer range on both sides of it to other taken positions, or ends). It would make sense that we get an indexing error if we started with on...
July 1, 2020 Unity 2019 Isometric Tilemap MAKING ISOMETRIC TILEMAP in Unity 2019! (Tutorial) Youtube - Link By: Sykoo Introduction My friend was interested in isometric art pieces recently so I got looking into them and became curious myself as to how to work with them in Unity. I had seen it was a feature before, so I just wanted to find a decent source to look back on the topic when I got an opening. This video looks like it covers the full basics pretty well with setting all the proper settings as well as exploring some of the different options you have to place the tiles at the correct elevations with proper visual blocking.
March 10, 2021 Rigid Body Physics Unity Title: How is Drag Calculated by Unity Engine? Unity Forum - Link Description: Explanation of someone's testing of Unity's rigid body drag value. Overview I was just exploring Unity's physics through Rigidbodys and Physics Materials to see what different feels and effects I could get with them, and decided to delve a bit further into them. Rigid Body I was just doing very general testing without much research this time around just to see what I got from using the different values. Mass acts pretty much how you would expect, as it requires more force to accelerate the object and stops it faster when friction is involved. Drag Drag and Angular Drag however were a bit trickier. While Drag did reduce the acceleration of the object as it moved, and eventually the velocity as force stopped being applied, it did not appear to matter what direction or shape the object's facing direction created. I tes...
Comments
Post a Comment