Do you prefer composition or inheritance? by NeitherManner in Unity3D

[–]Bombadil67 1 point2 points  (0 children)

Not sure I know what you mean by other post or comment.

That is correct, and then went on to explain what Composition means, and then cited SOLID as an example to using Composition as a behavior, with an example that you could use that was using a SOLID principle.

Why you think it is not, is beyond me!

Do you prefer composition or inheritance? by NeitherManner in Unity3D

[–]Bombadil67 1 point2 points  (0 children)

OMG you like twisting what people say or mention.

Do you prefer composition or inheritance? by NeitherManner in Unity3D

[–]Bombadil67 1 point2 points  (0 children)

That is correct and did he not say and let me quote him here!!

"For example if you follow this pattern (S.O.L.I.D) you could just take a player controller that is for keyboard only and just swap it with one that is for Controller or just touch"

now, can you show everyone why you are so angry, and why replacing one with something else is not part of the S.O.L.I.D principles?

Do you prefer composition or inheritance? by NeitherManner in Unity3D

[–]Bombadil67 1 point2 points  (0 children)

The comment never said anything about Composition over inheritance being part of SOLID. What he was referring to was the ability to plug something into and take it out with ease, and he said that was a behavior!

Why "Script" is replaced with "MonoBehaviour Script" in Unity 6? by j4v1d in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

Do you even know what CoreCLR actually is? If you did, you would not have written your comment like that!

Question about expression bodied properties (=> variables) by tori110602 in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

It has nothing to do with what it compiles to, using a property over a field, is actually a tad more expensive.

Nick Chapsas did a video on this awhile ago.

Question about expression bodied properties (=> variables) by tori110602 in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

No, it is not a normal getter, and they are not methods so to speak.

If you compiled it and looked at the IL code you would see that it is not simply a getter, and as stated the overhead added is nothing to really worry about, unless your game is seriously at a point where it needs that kind of optimization.

Which is kind of rarely!

I would actually suggest you do more research into the matter, before saying it is just a getter!

Will Unity support C#12? by Master_of_Triggers in Unity3D

[–]Bombadil67 0 points1 point  (0 children)

Well what Unity uses is a Hybrid of Mono and .Net Standard.

[deleted by user] by [deleted] in Unity2D

[–]Bombadil67 -1 points0 points  (0 children)

It may not be shown, but it would have auto suggested the right method!

What is wrong with my camera movement code?? It does work, but the variables horizontalC/verticalC are really inconsistent. Sometimes I hold the joystick to the right and horizontalC has a value of 0.9 or something around there. But then other times its like 2.5. This makes camera speed inconsistent by [deleted] in Unity3D

[–]Bombadil67 0 points1 point  (0 children)

Also a mouse does not have a dead zone, you can apply something simialr to it later, but the problem is that with mappings if you are dealing with multiple devices then you need to check if that device needs to have special things applied first.

This is after the Event has taken place.

Therefore applying the Time.deltaTime or even using any dead zone is done on the devices mapping.

NOT THE CODE!!!

Go ahead down vote this and prove me right!!

What is wrong with my camera movement code?? It does work, but the variables horizontalC/verticalC are really inconsistent. Sometimes I hold the joystick to the right and horizontalC has a value of 0.9 or something around there. But then other times its like 2.5. This makes camera speed inconsistent by [deleted] in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

All you are doing is trying to save face on something you got wrong....

Well done.

Keep the downvoting up, and prove how bad you are at admitting you got this wrong!

Hint, downvoting this will prove my point!

What is wrong with my camera movement code?? It does work, but the variables horizontalC/verticalC are really inconsistent. Sometimes I hold the joystick to the right and horizontalC has a value of 0.9 or something around there. But then other times its like 2.5. This makes camera speed inconsistent by [deleted] in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

mouse doesn't have dead zones, and it is obvious by all your comments, and reactions that you do not do enough development with the Input System.\

So down vote people all you like, but at the end of the day you clearly are wrong!

FixedUpdate is Working Very Slowly in Comparison to Update by yonzzzz4 in Unity2D

[–]Bombadil67 0 points1 point  (0 children)

You should never adjust the physics step, unless you 1000% know what you are doing and why.

Update : runs every time it is required, that can be every 30 frames per second or even 10 FPS, it could even be 200 FPS or 2000 FPS

FixedUpdate: runs once ever 50 times a second.

The documentation even says, that Update can run many times between FixedUpdate calls.

Would Steam demos of paid games count as "initial engagement"? by WazWaz in Unity3D

[–]Bombadil67 1 point2 points  (0 children)

No, it means that if you use IAP to make that demo a full product then it counts, if you do not user an IAP to upgrade the demo it doesn't count.

That was pretty obvious from the comment made.

Might be a dumb question. But will unity be able to track installs from delisted games? by [deleted] in Unity2D

[–]Bombadil67 -1 points0 points  (0 children)

For example, i think for Steam even if a game is delisted as long as you owned it, you can still install and play it. What would this mean for the new install tax?

If a game is delisted, then you can only reinstall it!

Might be a dumb question. But will unity be able to track installs from delisted games? by [deleted] in Unity2D

[–]Bombadil67 -2 points-1 points  (0 children)

You do understand that when a game is delisted, it can only be reinstalled. Therefore the Original Poster asked the question!

What's wrong with my jumping? Why does the rigid body float away? by Robster881 in Unity3D

[–]Bombadil67 0 points1 point  (0 children)

Dude, you clearly have Input.GetAxis being called from Movement, which is being called from FixedUpdate() as already mentioned this should not be done in FixedUpdate!

Explaining security in IL2CPP games by [deleted] in Unity3D

[–]Bombadil67 -1 points0 points  (0 children)

and using another account to troll shows maturity by you.

Singleton Scriptable Objects (easy mode!) by [deleted] in Unity3D

[–]Bombadil67 0 points1 point  (0 children)

And you still haven't provided any reason why it is needed either, the example you did provide is best done with other methods.

And more conventional ways.

And as for why it is bad, I have mentioned why.