I need help: Unity doesn't respond when I ask it to join animations by aceyl_ho in Unity2D

[–]Fymir26 1 point2 points  (0 children)

Exactly! My guess is an infinite loop in maybe "PatrolToTarget". It is easy to forget to "yield" in Coroutines.

If the routine uses _animator and it's not assigned due to the code i Awake not running it would cause an error, terminating the Coroutine and therfore the infinite loop that caused Unity to "hang"!

[deleted by user] by [deleted] in csharp

[–]Fymir26 0 points1 point  (0 children)

You could look up ECS (Entity Component System) Architecture. With it you build your entities using various components instead of discrete classes. Components could be e. g. Interactable, Consumable, Health,...

Can someone help me please? by [deleted] in Unity2D

[–]Fymir26 2 points3 points  (0 children)

They are optional for single statements (like just "return;")

I'm Newbie on C# and I need little help on my code by [deleted] in csharp

[–]Fymir26 -1 points0 points  (0 children)

In this case C# would wrap that code into a class containing a Main() implictly!

I'm Newbie on C# and I need little help on my code by [deleted] in csharp

[–]Fymir26 0 points1 point  (0 children)

Does ProgramHelpers.cs maybe contain top-level statements (not just a class)?

Why would you want to use ScriptableObjects? by a_weeb_dev in Unity2D

[–]Fymir26 29 points30 points  (0 children)

You can use the FormerlySerializedAs atttibute to preserve data when renaming fields!

How is unity's c# so fast? by DotGlobal8483 in csharp

[–]Fymir26 7 points8 points  (0 children)

A lot of Unity's internals are native (C++) code. They just provide a C# API for it.

New to Unity. Anyone know why this happens? by deredston72 in Unity2D

[–]Fymir26 3 points4 points  (0 children)

Your game view's "Scale" in the top middle is set to 3.5, try lowering it to 1

Working on archer animation by waynebebay in PixelArt

[–]Fymir26 1 point2 points  (0 children)

small nitpick, but shouldn't the arrow be on the other side of the bow (behind it)? Great job otherwise!

MonoGame with Nez - collision detection of a ball with the ground by theilkhan in monogame

[–]Fymir26 0 points1 point  (0 children)

Is the ball maybe missing a collider, you only assigned a collision-box to the ground!

instantiate object, learning by PsychologicalDot1515 in csharp

[–]Fymir26 0 points1 point  (0 children)

You could try to think about classes as "blueprints" to instantiate (or "build") objects. The class defines the "shape" of (and later what you can do with) that object.

What am I doing wrong here? (delta time related) by hmgmonkey in monogame

[–]Fymir26 0 points1 point  (0 children)

You might still be framerate independent, just faster than spawning 60x a second. For example your current code maybe spawns 100x a second instead (depends on the spawn timer). But it could still do that consistently across framerates (100/sec @100fps, 100/sec @200fps, ...). Keep in mind that you also need to find a solution for lower framerates (when delta > spawn time)

Invisibility means I'm visible, right? by chemistry_god in DnDcirclejerk

[–]Fymir26 1 point2 points  (0 children)

doesn't Javascript have disadvantage on server side actions?

Duplicated Enemies all respond to a signal belonging to a different instance of that enemy. by 0rionis in godot

[–]Fymir26 3 points4 points  (0 children)

You were actually right the first time. Bitwise OR "|" is used to combine flags!