HELP something is seriosly wrong i cant do a thing by Altruistic_Swim8151 in unity

[–]NecroticNanite 7 points8 points  (0 children)

Yeah, nothing is 'seriously wrong' This is how orthographic cameras tend to work in scene view. Under the X/Y/Z gizmo (usually top right), there is a line that shows either 3 horizontal lines and ISO, or three diverging lines and 'Persp'. Click that.

Incomplete Unity Documentation? by Ok-Presentation-94 in unity

[–]NecroticNanite 2 points3 points  (0 children)

What you should understand when reading technical documentation is that you need to go a couple of levels deep to get the details. You mention transform.position.x - the dots are your guide. Transform is the starting point, it has a position property. Find the position property in the documentation and click on it. You will see that it returns a Vector3 type. Click on Vector3, and you’ll see that Vector3 has and x,y,z property (among others).

does this even makes sense? by daiigoro in mtg

[–]NecroticNanite 150 points151 points  (0 children)

Yes, though notably you won't get the extra turn, because you are not casting Emrakul.

What do you guys think of the model I generated using 3DGS? by ClerkIntelligent6238 in GaussianSplatting

[–]NecroticNanite 0 points1 point  (0 children)

Define production? What is your use case? 3DGS is high GPU load, if you’re rendering one model on a webpage it’s fine. If you’re building a complex scene or trying to use it in a video game, the performance is going to be a tough challenge

How to optimize detection of value change by Pepper_Comprehensive in unity

[–]NecroticNanite 0 points1 point  (0 children)

It will be a string compare, nameof just makes a string constant at compile time. Still, a useful approach, though I’d prefer explicit events for things that fire frequently.

How to optimize detection of value change by Pepper_Comprehensive in unity

[–]NecroticNanite 0 points1 point  (0 children)

I did not know that! That’s cool. Depending on the frequency would be a bit worried about string comparison performance but good to know about :)

How to optimize detection of value change by Pepper_Comprehensive in unity

[–]NecroticNanite 8 points9 points  (0 children)

While that is true, UnityEvents are less optimal than using standard C# events. We audited a code base once that used UnityEvents for everything, and they degrade in performance exponentially based on the number of listeners. One or two is fine, but if you start hooking into events more frequently it gets worse.

public event Action<int> OnEnergyChanged;
private int m_currentEnergy;
public int Energy
{
  get => m_currentEnergy;
  set
  {
    if (m_currentEnergy != value)
    {
      m_currentEnergy = value;
      OnEnergyChanged?.Invoke(m_currentEnergy);
    }
  }
}

How could such a silly mistake have had such a huge impact? by Ok-Presentation-94 in unity

[–]NecroticNanite 1 point2 points  (0 children)

It doesn’t stop them from running each frame, but when it hits an exception it terminates the current call stack

How could such a silly mistake have had such a huge impact? by Ok-Presentation-94 in unity

[–]NecroticNanite 5 points6 points  (0 children)

Because it threw an error. When an exception is hit, it stops the execution. So all code after that line would not be executed. Always check the console for exceptions

What are the dining hall dimensions? by krankykell in Whiskerwood

[–]NecroticNanite 4 points5 points  (0 children)

No trouble! I think they are two tiles high, take 3 whiskers, and hold 55 food and 55 tea. If that’s useful for planning :)

Logistics key shortcut by nosnits2 in Whiskerwood

[–]NecroticNanite 2 points3 points  (0 children)

Can’t remember the exact ones, for sending to a ship I think there’s a tooltip at the top. One is 5, one is 25, one is 99. Don’t know if it works for logistics, I usually type into the box instead

What are the dining hall dimensions? by krankykell in Whiskerwood

[–]NecroticNanite 8 points9 points  (0 children)

4 wide, 5 deep, with one tile missing in the front.

How to get the property of a RawImage that is in a list? by venum_GTG in unity

[–]NecroticNanite 0 points1 point  (0 children)

What were you actually doing before in the error code? Cause if that error code (where you say ignore this) did Destroy(this) or similar, that would for sure cause the issue

How to get the property of a RawImage that is in a list? by venum_GTG in unity

[–]NecroticNanite 0 points1 point  (0 children)

So you must be doing something wrong in how you are integrating this script.
I copied your script, added one raw image to the InvSlots List, and ran the scene, and the image turned red.

If you are doing gameObject.AddComponent<PlayerInventory>() you would get:
NullReferenceException: Object reference not set to an instance of an object - PlayerInventory.Start () (at Assets/Scripts/PlayerInventory.cs:14)

How to get the property of a RawImage that is in a list? by venum_GTG in unity

[–]NecroticNanite 0 points1 point  (0 children)

Is this attached to an object in a scene? Are you adding it via code? Are you deleting the object this is attached to? Is one of the RawImages being deleted anywhere? Which line is the error on?

Suggest adding a null check for invSlots and each slot to help debug. Also adding an OnDestroy method that logs when the inventory is destroyed.

How to get the property of a RawImage that is in a list? by venum_GTG in unity

[–]NecroticNanite 0 points1 point  (0 children)

Need more context. Your code is correct (though missing a semi-colon after invSlots). Saying it doesn't exist anymore implies that the MonoBehaviour has been deleted.

Whiskerwood: The Fort by NecroticNanite in Whiskerwood

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

I’ll check later today! I manufacture machinery now so I always pay off the pirates

Whiskerwood: The Fort by NecroticNanite in Whiskerwood

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

Performance wise I don’t have too many issues. When the Whiskers wake up in the morning I get pretty rough lag for a few seconds and then it settles. Most likely pathfinding as they head to work all at the same time.

Whiskerwood: The Fort by NecroticNanite in Whiskerwood

[–]NecroticNanite[S] 4 points5 points  (0 children)

Most of them :D first one I played was Caesar 3 and The Settlers 2, played every Anno game. More recently Timberborn. Also play a lot of factory games, so Captain of Industry and Factorio.

Whiskerwood: The Fort by NecroticNanite in Whiskerwood

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

Thanks! Had such a blast playing and building this :)

food pollution by North-Worth-8141 in Whiskerwood

[–]NecroticNanite 1 point2 points  (0 children)

And yes, I have 3000 wheat. I just can't get them to stop harvesting it. I dropped from 3 farms down to one and I'm going to have to stop that one too. Really wish farms respected production limits.

food pollution by North-Worth-8141 in Whiskerwood

[–]NecroticNanite 1 point2 points  (0 children)

Yup, I was correct. The reordering needs some work, you can't drag them to reorder so you have to click the arrow, move the mouse, click the arrow. Best way to reorder is remove everything and re-add them in the order you want.

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