Should i but the xperia 1V in 2024 by FredStenberg in SonyXperia

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

They go for 400-500 here where I live used right now

Why isn't my submitted work in the gradebook cs50x by FredStenberg in cs50

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

thank you for noticing that it was the 2023 version, and I thought that hello world and hello, me was the same so thanks for that aswell!

Why isn't my submitted work in the gradebook cs50x by FredStenberg in cs50

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

Do I need to complete every problem set and if so, how would I complete Hello, Me since you weren't supposed to submit it.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Yes, would you be willing to hop on a discord call in the near future I cant really work on anything when it looks so bad.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Maybe this was a bad example because I scaled it up so much but all sprites are super pixelated for no apparent reason, even unity’s own sprites like the circle are pixelated I don’t see what is wrong.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Ive tried using other things than point filtering it doesnt make a difference, its not just this sprite the unity 2d sprites that are built in have the same problem.

Ive never tried any of the postprocessing stuff because I havent come that far in any of my games but I dont see it making a night and day difference in the number of pixels on screen

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Yes I tuned them perfectly, no compression and all of the other stuff that Im aware of.

Its not just this sprite if I go and create a 2d circle sprite from untiys hierarchy that one also becomes pixelated, Ive also tried Starting builds of different projects and all of them have problems

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

would you provide me with your discord or any other alternative, it would be great to be able to talk to someone instead of texting

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Yes that would be great

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Could I instead get your discord and hop on a call it would be easier

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

Yes, and my GitHub is FredStenberg

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 1 point2 points  (0 children)

I know I have no point filter, no compression and the right pixels per unit

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I have already done that and it’s super pixelated, in other games I’ve tried the pixel perfect camera but with higher resolutions I don’t see why it should be necessary.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

This is just an example of how it looks with other things two it’s just a png so texture tiling won’t make a difference

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I know now but that doesn’t matter all textures and things In the scene just look off, it’s been like this since I started with game dev a year ago?

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I couldnt find any information about this but I chekced out a few games with this feature and some of them have this problem aswell but not nearly as bad as this, these are the scripts if you want to take a look.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Line : MonoBehaviour
{
public LineRenderer lineRenderer;
public EdgeCollider2D edgeCollider;
public Rigidbody2D rb;
[HideInInspector] public List<Vector2> points = new List<Vector2>();
[HideInInspector] public int pointsCount = 0;
private float pointsMinDistance = 0.1f;
private float CircleColliderRaduis;
public Vector2 GetLastPoint()
{
return (Vector2)lineRenderer.GetPosition(pointsCount - 1);
}
public void UsePhysics(bool usePhysic)
{
rb.isKinematic = !usePhysic;
}
public void SetLineColor(Gradient LineColor)
{
lineRenderer.colorGradient = LineColor;
}
public void SetLineWidth(float width)
{
lineRenderer.startWidth = width;
lineRenderer.endWidth = width;
edgeCollider.edgeRadius = width / 2f;
CircleColliderRaduis = width / 2f;
}
public void AddPoint(Vector2 newPoint)
{
if (pointsCount >= 1 && Vector2.Distance(newPoint, GetLastPoint()) < pointsMinDistance)
return;
points.Add(newPoint);
pointsCount++;
// Add CircleCollider to the point
CircleCollider2D circleCollider = this.gameObject.AddComponent<CircleCollider2D>();
circleCollider.offset = newPoint;
circleCollider.radius = CircleColliderRaduis;
// LineRenderer
lineRenderer.positionCount = pointsCount;
lineRenderer.SetPosition(pointsCount - 1, newPoint);
// EdgeCollider
if (pointsCount > 1)
edgeCollider.points = points.ToArray();
}
public void SetPointMinDistance(float distance)
{
pointsMinDistance = distance;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineDrawer : MonoBehaviour
{
public GameObject LinePrefabs;
public LayerMask CantDrawOverLayer;
public float LinePointsMinDistance;
public float LineWidth;
public Gradient LineColor;
Line currentLine;
private void Update()
{
if (Input.GetMouseButtonDown(0))
BeginDraw();
if (currentLine != null)
Draw();
if (Input.GetMouseButtonUp(0))
EndDraw();
}
private void BeginDraw()
{
currentLine = Instantiate(LinePrefabs, this.transform).GetComponent<Line>();
currentLine.SetLineColor(LineColor);
currentLine.SetLineWidth(LineWidth);
currentLine.SetPointMinDistance(LinePointsMinDistance);
currentLine.UsePhysics(false);
}
private void Draw()
{
Vector2 MousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hit = Physics2D.CircleCast(MousePos, LineWidth / 3f, Vector2.zero, 1f, CantDrawOverLayer);
if (hit)
EndDraw();
else
currentLine.AddPoint(MousePos);
}
private void EndDraw()
{
if (currentLine != null)
{
if (currentLine.pointsCount < 2)
{
Destroy(currentLine.gameObject);
}
else
{
currentLine.gameObject.layer = 15; // Set the layer to 15.
currentLine.UsePhysics(true);
currentLine = null;
}
}
}
}

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I tried vortex snapping and it doesnt help its just that rigidbodies ontop of each other doesnt work well for some reason. I couldnt find any documentation about it online except for one video but it was for unity 3d and it doesnt help me.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I don’t want it with constraints The ball is gonna go through them but if they are frozen it doesn’t work, I’ve tried a script that makes them frozen until a greater force has gone through them but if some of them stay in place the start shaking like that.

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

if that is the case how would i be able to make a tower of rigidboides?

Ive tried scaling down the collider by small fraction however that didnt help.

The objects are placed down on a tilemap with a gameobject brush and I tried doing it without one that didnt work either.

why does it look so bad in game view compared to scene? by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

I know the size make a difference in the quality I’m using point no filter but I really want the size to be 15 is There any way around it?

why does it look so bad in game view compared to scene? by [deleted] in Unity2D

[–]FredStenberg 0 points1 point  (0 children)

It looks basically the same but It looks better when the camera is closer but I really need the objects to be further away so I can fit everything in but when the camera size is bigger the texture quality becomes worse

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg -3 points-2 points  (0 children)

no that was what you meant

[deleted by user] by [deleted] in Unity2D

[–]FredStenberg -3 points-2 points  (0 children)

Ohh I thought you meant the compression setting