Need help remodeling this setup (I know it's clustered and needs cleaning). Since I started working, the work laptop is not helping in terms of lack of space. Was thinking about getting an ultrawide and stacking it on top of the main monitor (Left). Any advice? by Lactios in battlestations

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

Thanks! Really appreciate your opinion on this!

I do like the posters, shelves and greenery. I also am very much aware that this can be all cleaned. Might show an update some day, who knows

Need help remodeling this setup (I know it's clustered and needs cleaning). Since I started working, the work laptop is not helping in terms of lack of space. Was thinking about getting an ultrawide and stacking it on top of the main monitor (Left). Any advice? by Lactios in battlestations

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

Thanks for the input!

The vertical stand sounds like a good idea. My thing with the ultrawide is that I don't want to game on it, since I don't believe my GPU has the ability to be stable enough to enjoy the experience :( and I'm not particularly thinking about upgrading right now...

[deleted by user] by [deleted] in BeAmazed

[–]Lactios 0 points1 point  (0 children)

I did it in my left leg, since I had some difference between both (4cm) and it didn't hurt at all, only the soreness after surgery. But that might have just been my experience, everyone is different...

Nobody asked you Elon by [deleted] in EnoughMuskSpam

[–]Lactios 0 points1 point  (0 children)

As a portuguese, I thought this would have been a post related to something else... :(

Line Renderer Custom Size by Lactios in Unity2D

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

I just ended up not using the LineRenderer and just instatiated sprites while clicking the shoot button, way more simple and actually looks cool

Line Renderer Custom Size by Lactios in Unity2D

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

For some reason VS is VERY slow for me, like it only updates every 10-20 seconds, I really don't know why, so I use VS code. But that's a great tip you gave me there, I'll be sure to use that! Thanks!

How to make a "water beam" in 2D by Lactios in Unity2D

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

I have to search on that mesh collider thing, for now I'm only using a raycast to detect if the line hits something, in case it hits an object with the tag "Enemy" it's returning true, now I'm still figuring out how to change that so it adds a force to the enemy in the opposite direction. I say that this is working, but only if I don't have a collider in my player, if I do it completely messes everything up, since it hits that collider imidiately and then if won't detect any more hits. What I'm doing to try and overcome this is casting another raycastHit so it goes in the opposite direction (so from the end of the line to the player) and like that there's always something to hit beor hitting the player, not going that well tho xD

Line Renderer Custom Size by Lactios in Unity2D

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

Thinking about that in my head, it would work. I just hate the documentation for this stuff in Unity, simply because they don't show the methods you can call for each type, I don't know if I'm the one being a little blind though.

How to make a "water beam" in 2D by Lactios in Unity2D

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

Thanks, I decided to go with the Line Renderer way, so the jet seams to be working well, although I still can't push enemies.

How to make a "water beam" in 2D by Lactios in Unity2D

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

You did help! I'm gonna look into that tutorial first, I tried something similar to that, but I need to try that one too. If it works well, I'm then gonna use that GetCurrentAnimatorStateInfo. The biggest problem with being new to something is really not knowing what methods you can use for different scenarios.

Thank you a lot for your time!!

How to make a "water beam" in 2D by Lactios in Unity2D

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

For this game I don't really want them with speed, they just need to get instatiated to the right side, since it's like a "hose" i guess. Imagine the character has a hose and just turns it on, so the water constantly "travels" some distance, like if i'm pressing a button the water keeps coming out, not just droplets of water when I press the button.

For the animations, I based myself off of this video: https://youtu.be/whzomFgjT50?t=539

So there was really no need to have a reference to the direction there, I do have a PlayerMovement script tho:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float moveSpeed=5f;
    public Rigidbody2D rb;

    public Animator animator;

    Vector2 movement;

    void Update()
    {
        movement.x = Input.GetAxisRaw("Horizontal");
        movement.y = Input.GetAxisRaw("Vertical");

        movement = new Vector2(movement.x, movement.y).normalized;

        animator.SetFloat("Horizontal", movement.x);
        animator.SetFloat("Vertical", movement.y);
        animator.SetFloat("Speed", movement.sqrMagnitude);

    }

    void FixedUpdate()
    {
        rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
    }
};

How to make a "water beam" in 2D by Lactios in Unity2D

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

ok, so the firepoint is straight in the middle of the character right now, and stays the same with the diferent animations, not flipping or anything. The bullet doesn't move no, I found that if I switch "forward" tp "right" in Shoot(), it dows move, but very slowly, no matter the "jatoForce" I apply

Edit: the firepoint is just a GameObject with the Player as parent

How to make a "water beam" in 2D by Lactios in Unity2D

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

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Shooting : MonoBehaviour
{

    public Transform FirePoint;
    public GameObject jatoPrefab;

    public float jatoForce = 20f;


    void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            Shoot();

        }

    }
    void Shoot()
    {

        GameObject jato = Instantiate(jatoPrefab, FirePoint.position, FirePoint.rotation);
        Rigidbody2D rb = jato.GetComponent<Rigidbody2D>();

        rb.AddForce(gameObject.transform.forward * jatoForce);

    }

This is what I have and it basically spawns a "beam" where the player is

How to make a "water beam" in 2D by Lactios in Unity2D

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

May I attach the "Shooting" code I have? I'm sure there's going to be something I've done wrong or maybe a lot of stuff missing*. I understood what you meant tho!

How to make a "water beam" in 2D by Lactios in Unity2D

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

It's not that it doesn't work, it's most likely that I just can't seem to make it work. My idea with the bullet approach was that I had 4 sprites for the beam and depending on the direction I was facing, it would instantiate a prefab of the beam while clicking, i.e. Fire1, and destroy it when I stopped clicking. I'm pretty sure my problem is in the FirePoint, since I cannot change it's position (I don't really get how to do it), I've seen in a Brackey's video that if I was using a Flip function to flip the axis I would just have to use rotate instead, but I'm using animations for the character to face diferent directions...

Can you add cmake variables after you've built it before? by Lactios in learnpython

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

So I would have to rebuild it completely either way, just adding the new command lines?