July 14, 2021 Modding with Harmony Monster Train Title: Harmony ParDeike - Reverse Patch By: Harmony Harmony - Documentation Description: Harmony documentation on patching with the Reverse Patch. Overview I was investigating ways to use Harmony to access private methods and fields from classes within the Unity target game itself, Monster Train in this case. One of the first direct options I came across was using reverse patches. Basics of the Reverse Patch "A reverse patch is a stub method in your own code that 'becomes' the original or part of the original method so you can use that yourself." Typical use cases: easily call private methods no reflection, no delegate, native performance you can cherry-pick part of the original method by using a transpiler can give you the unmodified original will freeze the implementation to the time you reverse patch Implementation After seeing its first use case being calling private ...
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...
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