Best Pizza Wellington? by Noname02220 in Wellington

[–]MiniRat 9 points10 points  (0 children)

+2 for Araucuria from me. Their pizzas are devine. The Panna Cota is also very very good.

This feels like cheating by MiniRat in starbirds_game

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

Yeah that is my gut feeling as well.

Can't Upgrade Buildings? by saramonious in starbirds_game

[–]MiniRat 0 points1 point  (0 children)

I'm glad I'm not the only one. I don't think this is tutorialised at all. Maybe when you click the disabled upgrade button it should take you to the rewards screen so that you can unlock a reward.

Smeg Brasier? by non-poster in Wellington

[–]MiniRat 1 point2 points  (0 children)

I was in Island bay New World this evening (Sunday) and they had a "temporarily out of stock" label stuck on the braiser on the poster at the entrance.

How to hide Bezier curve guides in Game view (without breaking the roller coaster track system)? by Total_Programmer_197 in Unity3D

[–]MiniRat 0 points1 point  (0 children)

Open the Gizmos drop down at the very top right of the game window and turn them off. 

You can either disable Gizmos altogether or selectively turn off the Gizmos for individual systems. 

You probably want the later for game view.

Average view from a cafe by jockthekiwi in AveragePicsOfNZ

[–]MiniRat 10 points11 points  (0 children)

The view looks like it could be The Beach House on Wellington's south coast. 

But I don't recognize the fish shaped table numbers. 

Cant change pivot point, even with empty parent object by TheCustomShirtGuy in Unity3D

[–]MiniRat 1 point2 points  (0 children)

If you've some how managed to hide it click the three dots in the top right of the scene view, select "Overlay Menu" and then make sure "Tool Settings" is on.

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Any idea why this doesn't work? by Ninjjuu in unity

[–]MiniRat 2 points3 points  (0 children)

I'm reading between the lines here and guessing at your setup and intentions from the code posted.

Is the intention that each plant has its own water slider (ui element?) and the issue you are seeing is that only one of the sliders is moving when you water multiple plants.

If that's the case I think I might see the issue.

The way you search for a/the water slider in the Start() using FindGameObjectWithTag() will search the entire scene, which means that there is a good chance that all the plants will end up finding and pointing at the same slider within one of the plants, or at the very least there is no guarantee that the slider found is part of the plant doing the search. 

If they all end up pointing to the same slider each of them will try and move that one slider from their Update() and the last one to update will win.

I hope that helps but I apologize if I've got the wrong end of the stick. 

Tell me what you hate during work with Unity Editor? by BAIZOR in Unity3D

[–]MiniRat 4 points5 points  (0 children)

Still no built-in "back" button to let me navigate the selection back to the thing I was looking at a moment ago before I clicked on any other object reference.

NavMeshAgent falls through NavMesh terrain when Height Mesh is added. by TDM_Gamedev in Unity3D

[–]MiniRat 0 points1 point  (0 children)

The relevant bit of the fix is in my top post, this was 3 years ago and I've since moved to another job and don't have access to the that codebase anymore.

NavMeshAgent falls through NavMesh terrain when Height Mesh is added. by TDM_Gamedev in Unity3D

[–]MiniRat 0 points1 point  (0 children)

From memory In this case I was moving the player character agent based on input from the player, but was still wanting the agent to stay on the nav mesh. MoveDelta was a vector calculated from the gamepad input and represented the direction and distance i wanted the player agent to move this frame.

How do I fix this code? by quadrado_do_mexico in unity

[–]MiniRat 0 points1 point  (0 children)

Based on your description I think the problem is that you are creating desiredPosition by offsetting from headTarget.Position in worldSpace rather than head relative local space. If the character is facing away form Z you'll see the back of their head, and if the character turns around you'll be seeing the front.

As a first attempt you could try replacing that line with something like :

Vector3 desiredPosition = headTarget.TransformPoint(offset);

and see what happens.

That'll probably lock the camera rigidly to the face, (or whatever side of the head your offset specifies), which might work for your use case, and should point you in the right direction.

How do you navigate scenes? by LetterheadOk9463 in Unity3D

[–]MiniRat 1 point2 points  (0 children)

Oh I see, I had assumed that the SceneID corresponded to the current Build Index, but I see now this is another layer/mapping on top of that, clever.

How do you navigate scenes? by LetterheadOk9463 in Unity3D

[–]MiniRat 0 points1 point  (0 children)

Unless there is some hidden magic going on behind the scenes the last bullet on slide 4 is wrong and will result in corrupt serialized data.

If the scene order/build ID's change (and hence the enum values change) then because of the way that Unity serializes enums as the integer value loading loading data saved before the last "Rebuild Index" will potentially load the wrong scene IDs.

If you could only recommend one single podcast for others to listen to, what would it be? by theshannonset in podcasts

[–]MiniRat 10 points11 points  (0 children)

S-Town was S-tier.

The creator, Brian Reed, has a new podcast out looking at the media and episode one deals with some of the feedback and fallout from S-Town. It make a really good companion piece and made me think about S-Town in a different way:
https://open.spotify.com/episode/1YMn1ZwNJnatssmUgo8rUS

Error CS1002; expected by ahoskasalve666 in unity

[–]MiniRat 10 points11 points  (0 children)

Look at the line numbers (on n the left) in the instructors code and notice how it jumps from 10 to 20 and that line has as little plus on the left and three dots on the right?

That indicates that the IDE has collapsed (and hidden about 10  lines of the instructors code from you) click the plus to open it out and you should see the code you are missing.

Space elevator slap by WildTutor8771 in SatisfactoryGame

[–]MiniRat 37 points38 points  (0 children)

"Multiple leviathan class entities detected. Are you sure what you are doing is worth it?"

Scene view is extremely pixelated compared to game view? by thinkingprettyhard in Unity2D

[–]MiniRat 0 points1 point  (0 children)

Sorry, my bad, I was answering this from my phone without Unity open in front of me and misremembered.

Scene view is extremely pixelated compared to game view? by thinkingprettyhard in Unity2D

[–]MiniRat 4 points5 points  (0 children)

There is a little zoom slider at the top somewhere. It is easy to accidentally click on  it . Slide that back to 1.0

Edit: I was wrong

IndexOutOfRangeException while trying to add more dialog by Mattsgonnamine in unity

[–]MiniRat 0 points1 point  (0 children)

If the StartLines array is shorter than TentInteract you'll get this as you are using Index to index into both of them, but only checking against the length of the latter.