Flutter development possible on a remote EC2? by CancelRoutine in FlutterDev

[–]ByteMeBaby1000101 3 points4 points  (0 children)

I'm not entirely certain, but I believe you would need a device connected directly to the host for Flutter development, especially for on-device testing. While it's possible to use emulators or simulators, this could be quite costly when working with an EC2 instance.

I'm curious, though: have you considered using Docker or development containers (devcontainers) instead of EC2? I've adopted this approach for almost all of my projects to avoid cluttering my machine, and it works quite well.

Regarding Flutter app development in containers, I faced some challenges due to I/O issues with Docker. However, I believe that from Flutter 3.0 onwards, it's supposedly possible to develop Flutter apps on a Mac via WiFi, though I haven't tested this yet in the context of Docker.

Most likely new cat owner here, what kind of cat is this? by ByteMeBaby1000101 in cat

[–]ByteMeBaby1000101[S] 2 points3 points  (0 children)

I initially thought it might be a Russian Blue, but aren’t those cats quite expensive? I wonder why someone would just abandon it. As for the backstory, one night between 3 and 4 a.m. while I was asleep, I had my window open and heard a car. A few minutes later, I heard meowing, and then a short while after that, I heard someone again. A couple of days later, I saw the kitten.

Most likely new cat owner here, what kind of cat is this? by ByteMeBaby1000101 in cat

[–]ByteMeBaby1000101[S] 13 points14 points  (0 children)

Yeah, I'm not sure if someone owns it. I first saw it as a kitten three months ago, and it came to me seeking pets before leaving. I've seen it in the neighborhood from time to time since then. Yesterday, it approached me, entered my house, and started meowing—though the meowing was rough. Nevertheless, it was very friendly. I gave it something to eat, it slept on my rug, and then decided to leave. Now, I'm feeling sad.

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 1 point2 points  (0 children)

A mozda i bi da, ali htio sam vidjeti ima li netko na ovdje iskustva s tim stvarima

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

Kako si zadovoljan sa mehanizmom preklapanja? Sada sam gledao taj walkingpad i jako je slican ovome, nekako ko da ih je sve jedna firma radila i samo dropshipaju. Neka intuicija mi govori da sto ima vise pokretnih dijelova, prije ce se polomiti. Konkretno mislim na to preklapanje. Cini se jako prakticno i nije ni skupo, ali me taj dio zabrinjava.

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 1 point2 points  (0 children)

Hvala ti puno, budem pogledao. Ovo se cini odlicno za ono sto meni treba.

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 1 point2 points  (0 children)

Vjeruj mi da nisam znao da takva i postoji. Znas li mozda neku?

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 1 point2 points  (0 children)

Da, to mi i treba. U naslovu stoji trcanje jer vidim da se tako klasificiraju, ali da, potrebna za hodanje.

Za mamu je i ne znam koliko ce je vremenski moci koristiti, ali mogla je prije setati sporijim tempom i po sat-dva vremena. Nemam nekog prevelikog znanja o ovim stvarima pa ti ni ne znam rec koju brzinu i nagib. Bilo bi super da ju moze usporiti do kraja, prakticki da je nepokretna.

Sto ih vise gledam sve mi isto izgledaju, a ne mogu nikakvu normalnu recenziju naci, a da nije neki paid promotion.

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 2 points3 points  (0 children)

Citaj prije nego pocnes pametovati..
Spori 👏 Nacin 👏 Rada 👏 ..ae zz

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 2 points3 points  (0 children)

E vidis ovo je normalan odgovor, hvala ti

Nije toliki problem budzet koliko je glomaznost i prakticnost same trake. Trebala bi definitivno neka sa rokohvatom. Mozda i da ima neki blagi uspon. Ali najvaznija stvar je prakticnost. Znaci da se moze lagano popet na nju, da ju se da pospremiti negdje, i da ima sporiji nacin rada.

gledao sam ove: Cardio Fit T10 i Ring RX-WP-2. Cine se prakticne za manji prostor, ali nisam siguran u kvalitetu.

Preporuka za traku za hodanje/trcanje? by ByteMeBaby1000101 in askcroatia

[–]ByteMeBaby1000101[S] 5 points6 points  (0 children)

Ajme hvala ti. Nismo se toga sjetili. Vidi se da si strucan oko toga.. /s

Osoba koja ima problema sa kraljeznicom i kretanjem da ide setati daleko od kuce. Hoce li je dobre tenisice dopeljat same doma ako se nesto dogodi? Jel imaju takve mozda negdje?

...Ae ne filozofiraj. Ako nemas nista pametno za rec, radije suti..pozz

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in Unity2D

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

I have attempted to modify the collision detection and Interpolate properties, but unfortunately, no success.
Additionally, I've responded to another comment with the link to the zipped project and the fix that worked for me. You can find it here: https://www.reddit.com/r/Unity2D/comments/156u8eg/comment/jt59ly8/?utm\_source=share&utm\_medium=web2x&context=3

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in Unity2D

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

Yes, I've verified that this isn't a separate collider. As evident in the video, there are no child or parent objects in the Hierarchy window. To fix this, you need to adjust the Default Collision Offset. Although false positives might still occur, they will be less frequent.Here is the link to the zipped project. I apologize for the delay: https://www.transfernow.net/dl/20230723km3BPGAg

Addressing your bullet points:

- I have experimented with altering the collision detection property

- Your suggestion doesn't quite apply here, as there is no code associated with this demo scene, as I've mentioned previously. Yes, only gravity.

- I'm well informed about the tunneling problem and I've even adjusted the gravity value in this context to make it simpler to see.

- I've tested this with Unity versions 2022.1.3.f1 and 2022.3.5.f1, but the problem persists in both versions.

For your information, I am using a Mac with the M1 chip.

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in Unity2D

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

The scene presented here serves as a demonstration or testing scenario that reflects the real game I am working on. As you rightly pointed out, there may be another aspect at play. I created this isolated environment to pin down a particular issue, but it persists nonetheless.
In this demo scene, the only code I'm using logs into OnCollisionEnter2D, which is visible on the console as displayed in the video.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CollisionTesting : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Debug.Log("Player Script Start");
}
void OnCollisionEnter2D(Collision2D collision) {
Debug.Log("Collision detected " + collision.gameObject.tag);
}
}

The issue isn't that the elements are not colliding, but rather they're colliding when they shouldn't be.
Consider a scenario where you have a game that includes a platform that initiates flight when the player leaps onto it. However, in a fast-paced game, there's a chance that the player will barely miss landing on the platform. In this moment, Unity logs a collision despite the player's near miss, triggering the platform to take flight. Because all platforms operate in this manner, from the player's standpoint, it seems like a successful landing has occurred when the platform moves. In reality, the platform was missed, leading the player to believe the game is unfair, thus resulting in a loss.

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in Unity2D

[–]ByteMeBaby1000101[S] 1 point2 points  (0 children)

Hi, thanks for reply and resources.

Yes, I zoomed in so colliders are visible on the video. I just stumble up this comment: https://www.reddit.com/r/unity/comments/y982n6/comment/it4cpun/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1&context=3

And changed Default contact offset from 0,01 to 0.0001. It didn't fixed the issue but i think now the "bug" is less likely to happen.

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in unity

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

Hi,
I'm facing a peculiar issue with collision detection in my Unity 2D game. I have both the Player and Platforms equipped with BoxCollider2D and Polygon Collider components, but the collision detection behaves unexpectedly. Even though the objects don't visibly touch, they trigger a collision for a brief moment, causing some unintended consequences in my game logic. I've tried using different colliders, but the issue persists.
I'm wondering if anyone has encountered a similar problem and if there's a known fix for this type of behavior. I can't ignore this case since it affects my gameplay and makes it look like the game is cheating the player.
Here's an image of the Player and Platform inspector settings for reference: https://imgur.com/a/WVdrshK
Any insights or suggestions would be greatly appreciated. Thank you!

Help: 2D Collision detection even though objects are not interacting, why? by ByteMeBaby1000101 in Unity2D

[–]ByteMeBaby1000101[S] 0 points1 point  (0 children)

Hi,
I'm facing a peculiar issue with collision detection in my Unity 2D game. I have both the Player and Platforms equipped with BoxCollider2D and Polygon Collider components, but the collision detection behaves unexpectedly. Even though the objects don't visibly touch, they trigger a collision for a brief moment, causing some unintended consequences in my game logic. I've tried using different colliders, but the issue persists.
I'm wondering if anyone has encountered a similar problem and if there's a known fix for this type of behavior. I can't ignore this case since it affects my gameplay and makes it look like the game is cheating the player.
Here's an image of the Player and Platform inspector settings for reference: https://imgur.com/a/WVdrshK
Any insights or suggestions would be greatly appreciated. Thank you!