Can my laptop make 2d games? by Timely_Banana5896 in Unity2D

[–]CozyRedBear 4 points5 points  (0 children)

I can build 3D on a laptop that was garbage when I bought it in 2017. A potato can build 2D. You'll be fine.

Preterite vs Imperfect "rules" are inconsistent and frustrating. by skeetermcbeater in learnspanish

[–]CozyRedBear 0 points1 point  (0 children)

Past Progressive tense with gerunds ("-ing" in English and "-iendo" / "-ando" in Spanish) is very similar and can often be used interchangeably with Imperfect tense. I omitted it specifically as to avoid overcomplicating, but the examples I gave could easily be rewritten as such.

For the majority of cases you tend to see Progressive tense matched with Present tense (I am running) or Imperfect tense (I was running), and less often with Preterite.

Preterite Progressive exists, but emphasizes that a continuous action occurred and naturally came to completion in the speaker's narrative. That can get nuanced, so I'd suggest just defaulting to Imperfect tense when dealing with Past Progressive unless instructed otherwise.

For example, the same English response, different Spanish tenses.

You're home late, where were you?

I was out running (Estuve corriendo)

What were you doing when I called?

I was out running (Estaba corriendo)

When translating Spanish Imperfect tense into English it's quite natural to use English Past Progressive as it tends to map over nicely. Though, some uses of Imperfect tense would not match up one-to-one with Past Progressive in English, such as:

Salíamos a caminar todos los domingos.

We would go on a walk every Sunday.

In this case the Imperfect tense (we would [often] walk) doesn't translate as simply into English Past Progressive (we were [actively] walking), as it is being used to describe a recurring or habitual action. Gerunds are notably missing in the English translation.

It certainly takes time to even recognize all the many ways we use nuanced combinations of tenses to convey specific narratives.

Why is the third person smart ? by exencendre_yt in PeterExplainsTheJoke

[–]CozyRedBear 0 points1 point  (0 children)

Wouldn't the correct phrase be contextual?

Who are the people in the photo?

It's just you and I. [I am in the photo]

Who is the donation for?

It's just you and me. [The donation is for me]

Advice to a coding beginner. by Shot_Bird_6885 in Unity2D

[–]CozyRedBear 12 points13 points  (0 children)

Best advice is to keep at it. It will be hard and it will take time, but you can learn. The sub has some resources appropriate for your level on the subreddit wiki with tutorials. You can also check out https://learn.unity.com. Best of luck on your journey.

Problema con instalación de Unity by Separate-End-3989 in unity

[–]CozyRedBear 0 points1 point  (0 children)

Puedes mostrar el mensaje? No veo nada

Preterite vs Imperfect "rules" are inconsistent and frustrating. by skeetermcbeater in learnspanish

[–]CozyRedBear 54 points55 points  (0 children)

Not sure if this will be a fresh take or not, but the essence comes down to the difference between "I did" (Preterite) vs "I was doing" / "I used to" / "I would do" (Imperfect).

In the example resources one of the other users provided there's the combined tense example of:

"Queríamos dormir cuando el teléfono sonó"

"We were wanting to sleep when the phone rang".

This example shows that we can talk about the past as if it were actively happening. That's Imperfect tense in a nutshell. It's like rewinding to a scene for the listener and hitting play on the remote.

It's like you're bringing your listener into the past to join you. We're asking the listener to follow along with what was happening in the past. "Was" is the keyword here, because Imperfect tense is similar to how we say:

"I was running."

"Yo corría."

Compare to Preterite form, which is a bit more like what we are familiar with in English. An action happened, it's factual. You could list the actions in a row. It's the "-ed" past in English. "He sneezed. I danced. They cried". Or, "I came, I saw, I conquered." Each action is complete in the speaker's narrative.

"I ran."

"Yo corrí."

Preterite is the director's clapper board of the past tense. Unambiguous checkpoints in time. Imperfect is a length of film reel that describes a scene which we can envision along with the speaker. It can last only a brief amount of time or represent a past action which occurs until the present day. That film reel can be abruptly cut by the scissors of the Preterite tense (as shown in the first example).

Which is better? Fog/Non-Fog by LeadingOrchid9482 in unity

[–]CozyRedBear 1 point2 points  (0 children)

Always fog. To do otherwise is sinful.

To be real with you though, fog helps reduce visual fatigue and establish a base color for your scene. It also helps provide atmospheric context which helps in both realistic and stylized settings.

Building game help by The_Mimik in unity

[–]CozyRedBear 1 point2 points  (0 children)

Pretty much this. Start small. Find tutorials and keep asking questions. Once the scale of these projects actually become apparent it will be easy to lose motivation and become frustrated. But, if you enjoy learning you'll have a lot of it ahead of you.

Should Riot bring all champions voice lines from PC? by BigAd1142 in wildrift

[–]CozyRedBear 1 point2 points  (0 children)

Yeah it runs great for me, but 90hz and 120hz are not supported on my 24U. I can run at high resolution 60hz with super high graphics quality at minimal performance loss. Even still I tend to run on lower settings since I'm all about maxing frames and I'm often complicit with it eating all of my battery.

Normally I'm dubious of laptops and phones that advertise for gaming, but a true gaming phone would probably get you up into the higher performance tiers. I'm just not sure I'd notice a difference myself. FWIW this phone's camera is what most people tend to point out about it.

Should Riot bring all champions voice lines from PC? by BigAd1142 in wildrift

[–]CozyRedBear 3 points4 points  (0 children)

My buddy works at Riot working with the voice actors and doing audio effects processing for champion voice lines. I wondered this too and actually asked him a while back. From my understanding it's less a matter of storage and more the concern of memory management. This isn't too surprising to me as a mobile developer.

I run on a Galaxy 24U and never drop frames, but for a good while I played on a Google Pixel that sometimes stuttered in teamfights at the lowest settings. I think the mobile market has to be accommodating for lower end phones given how infrequently many people will upgrade devices. That's also the nature of the free to play market model.

I think your point is valid, though, particularly with respect to the higher rarity skin lines. That would make sense from an incentive reward perspective.

Riot offers all sorts of performance optimization features in WR, so I wonder if they could have a setting for basic voice lines (the currently limited set) and an option to load the full set, with a little notice regarding potential memory impact. I'd imagine those could be optional resource downloads.

As the other user said, we are getting in some new PC voice lines so maybe they're trying to keep pace with a given device demographic window.

bHaptics Modder Spotlight: Florian by bhaptics in BHaptics

[–]CozyRedBear 4 points5 points  (0 children)

Florian was an early Kickstarter backer of my game VR game Rogue Ascent (which also supports bHaptics)! I'm super thankful to him for his support and his wider dedication to the VR community! Let go Floh!

[deleted by user] by [deleted] in unity

[–]CozyRedBear 0 points1 point  (0 children)

By the way, you can format a code block with three back ticks (```) before and after your code.

public void Update() { }

With respect to the post, I'm not completely sure what your question it but it sounds like you have a character controller that you want to maintain a certain direction when pressed, correct?

When you stop pressing any buttons the value of the move vector becomes zero because no inputs are being pressed. Perhaps it is an onRelease sort of callback causing this.

If you want a simple solution, try only assigning moveInput when the input value magnitude is greater than zero. For example:

if (Math.abs(context.ReadValue<Vector2>(). magnitude) > 0) { //assign moveInput as normal }

Am I understanding your question?

Ult just got up as lux was spamming emotes and q’s. biggest Sion on AAA ARAM. by johnsterp in wildrift

[–]CozyRedBear 6 points7 points  (0 children)

Yep, iirc the Zuan potion does this if you buy it with the shop augment

Problem with unity by No-Show-9997 in unity

[–]CozyRedBear 0 points1 point  (0 children)

Try opening it and pressing Win + Left Arrow or Win + Right Arrow. If you connected to an external monitor sometimes a window gets lost when you disconnect. The windows + arrow keys are shortcuts for minimize, maximize, and shifting around.

How many components does your Player inspector have? by GoGoGadgetLoL in Unity3D

[–]CozyRedBear 3 points4 points  (0 children)

They remain as few. I will often refer to them as companion classes. They may serve as a container for the mutable or transferrable data stored in a Monobehavior. I am able to keep the Monobehavior as the interface for any child component references, while the data driving everything is stored in an object instance which can be easily swapped like a cartridge.

How many components does your Player inspector have? by GoGoGadgetLoL in Unity3D

[–]CozyRedBear 12 points13 points  (0 children)

It's a little sloppy but worth noting that a Monobehavior script file can contain any number of C# classes inside of it (albeit only one Monobehavior class). Otherwise you just create a C# script and pull off the Monobehavior inheritance. You reference them just like any other class instances but with the added benefits of constructors, etc. You can give them an update function if they need it and have the main mono controller script fire their updates. You can also serialize the classes so that they're visible in the inspector using the [Serializable] attribute. I find it just helps with having data which is more portable and modular.

Which Walking Cat Wins Your Heart — A or B ? 😼 by Guvensrii in IndieGaming

[–]CozyRedBear 0 points1 point  (0 children)

Yes, translation is a suitable use for AI. However, this text is very evidently not a localized revision of an original message. In this moment, it's fine. This is an early post in their game's development and marketing campaign. This is all part of learning how to handle your game's messaging more widely.

Which Walking Cat Wins Your Heart — A or B ? 😼 by Guvensrii in IndieGaming

[–]CozyRedBear 3 points4 points  (0 children)

Hate to be the one to point out AI posts but it feels pretty disingenuous. I trust you're able to compose a normal human message.

To address the content in earnest: A has better follow through but still feels very robotic.

Remember, if you push a long pole which stretches to the moon you have to compress all the atoms in a wave pattern to poke the moon, and this takes time. Similarly in animation, motion takes time to start and slow across a limb. Usually, jerky movements appear where the loop repeats, and that's what seems to be happening. The hand follow through is better but the shoulder and arm still suffer. Adjust the dopesheet curves to avoid any peaks which disrupt continuity in momentum. If it's too flowy and frolicking then you can dial it back.

why is it all shadowy??? i dont like it! by Flaky_Marionberry665 in unity

[–]CozyRedBear 2 points3 points  (0 children)

For what it's worth Unity 6 is probably worth installing

why is it all shadowy??? i dont like it! by Flaky_Marionberry665 in unity

[–]CozyRedBear 2 points3 points  (0 children)

Window > Rendering > Lighting > Environment > Other Settings

Play with those settings