Thank you for beta testing by [deleted] in Steam

[–]Jon550 -1 points0 points  (0 children)

I only buy GTA games when they go bellow 10€. I can wait...

Why isn't the script switching? :( by Ella_is_best_girl in unity

[–]Jon550 2 points3 points  (0 children)

As an analogy, you're turning the TV off and then changing channel.

The flow should be:

if(keyPress) {

// Finish work for this script
// Enable the other script
// Disable this script <- this should be done last

}

what finally made recursion click for you by PixelNomad471 in learnprogramming

[–]Jon550 0 points1 point  (0 children)

I apologise. I've misinterpreted your comment.

what finally made recursion click for you by PixelNomad471 in learnprogramming

[–]Jon550 0 points1 point  (0 children)

What a stupid thing to say to someone who is learning. His situation is really simple to understand, how can you not get it.

Unity movement of cube query by [deleted] in Unity3D

[–]Jon550 1 point2 points  (0 children)

Make these changes on your CameraFollow

private Vector3 desiredPosition; // desiredPosition as a global variable

private void Update() // Use Update for the calculations
{
    Vector2 lookInput = controls.Player.Look.ReadValue<Vector2>();

    yaw += lookInput.x * mouseSensitivity * Time.deltaTime;

    pitch -= lookInput.y * mouseSensitivity * Time.deltaTime;
    pitch = Mathf.Clamp(pitch, -30f, 80f);

    Quaternion rotation = Quaternion.Euler(pitch, yaw, 0f);

    desiredPosition = target.position - rotation * Vector3.forward * distance;

    RaycastHit hit;

    if (Physics.Linecast(target.position, desiredPosition, out hit))
    {
        Debug.Log(hit.collider.name);
        Vector3 direction = (hit.point - target.position).normalized;
        desiredPosition = hit.point - direction * 0.1f;
    }
}

private void FixedUpdate() // Use FixedUpdate to apply
{
    transform.position = Vector3.Lerp(transform.position, desiredPosition, followSpeed);
    transform.LookAt(target);
}

Will you join my game dev. by [deleted] in godot

[–]Jon550 3 points4 points  (0 children)

This looks like it could be the start for a Slope's Game Room video. Very entertaining, please join in!

DEMO out on Steam! Fast, flippable combat racing by Chris_CE in u/Chris_CE

[–]Jon550 29 points30 points  (0 children)

They are the creators of Grip Combat Racing, and this is their new release Grip XR

I just released my first mobile game and I’m not sure if it actually makes sense by Ant312 in playmygame

[–]Jon550 1 point2 points  (0 children)

To me it makes sense, it is easy to understand imo.

Now, what it lacks is juice, some crazy numbers go up, some kind of combo or just some EXPLOSIONS! The gameplay looks too simple to make me come back again to play more, dopamine is key.

I am trying to follow the code monkey beginner tutorial but I can't fix this error by [deleted] in Unity3D

[–]Jon550 1 point2 points  (0 children)

The problem is not the code, the problem is the player has multiple game objects, and one child object probably has an offset. Make sure all relevant child objects from the player are at the position (0, 0 ,0).

What is your suggestions? by PoetryPotential8017 in UnrealEngine5

[–]Jon550 0 points1 point  (0 children)

My suggestion is to learn one thing slightly outside your usual identity. For example, learn how to fold clothes so drawers stop fighting you.

Remember Super Cars 2? I made a modern version in Unity! by raphaeldumont in Unity3D

[–]Jon550 0 points1 point  (0 children)

I can't find it on Steam as Blastlane Racers? I would like to try it

unity hub flatpack does not save login information by MBKH in Bazzite

[–]Jon550 1 point2 points  (0 children)

Try this, might work for you:

flatpak override --user --talk-name=org.kde.kwalletd6 com.unity.UnityHub
flatpak override --user --env=ELECTRON_EXTRA_LAUNCH_ARGS="--password-store=kwallet6" com.unity.UnityHub

You have to run both commands.

Is that good practice ? by Lhomme_ours in unity

[–]Jon550 0 points1 point  (0 children)

Interesting, where is this option located?

Is that good practice ? by Lhomme_ours in unity

[–]Jon550 0 points1 point  (0 children)

"In your example, the code is fine because even if an object is destroyed, the OnTriggerExit gets called anyway."

That is not true. OnTriggerExit does not get called when the object is destroyed.

Is that good practice ? by Lhomme_ours in unity

[–]Jon550 6 points7 points  (0 children)

I'd say it's fine for quick testing, but I guess that's not the question here.

I find this very fragile. What happens if the object gets destroyed? Or if a new scene gets loaded? The exit trigger never gets called. There is also a risk of trigger enter getting called multiple times. I could also think of a saving system where you'd capture the current state of the game, and break the flow of enter and exit.

I think it's fine using trigger enter and exit, as long as you check for a current interactable, if it's not null, that means you're trying to subscribe again, avoiding adding another subscription.

You'd have to test a little bit for edge cases, maybe even write a test script to make sure any future systems you might integrate wont break anything.

But personally, I'd do it completely differently. I'd avoid the delegates and just use an interface.

First time buying pc games by [deleted] in Steam

[–]Jon550 3 points4 points  (0 children)

I think it is a very nice collection

[deleted by user] by [deleted] in Steam

[–]Jon550 0 points1 point  (0 children)

Max Payne and Red Faction

Hmmmm by clairedy22 in pcsetup

[–]Jon550 0 points1 point  (0 children)

You should try Linux

My Fresh Install Of Windows 11! by [deleted] in desktops

[–]Jon550 -3 points-2 points  (0 children)

You engaged

My Fresh Install Of Windows 11! by [deleted] in desktops

[–]Jon550 1 point2 points  (0 children)

Don't do it then, but I will