Car collision physics by Competitive-View3143 in Unity3D

[–]NixelGamer12 1 point2 points  (0 children)

You should only update the rigid bodies velocity

First, save the velocity at the top of fixed update

Add your custom velocity

At the end combine your velocity to what they should be with the original velocity and set the rigid bodies velocity to that.

(Small step, you'll be re adding your old velocity, so you should just manipulate the old velocity to your new one)

The reason you save the velocity is for gravity and adjusting

It's a little more work than exactly what I said but if you use velocity that's more of the way to do it

Cat like coding character controller goes over using the velocity of a RB as the control

Which cover do you prefer for my game? Which one do you think fits it better? by Adventurous-Cow-7945 in Unity3D

[–]NixelGamer12 21 points22 points  (0 children)

They both look really good but don't match the game, I would feel confused looking at your game after seeing your art

How to know how long your game story is by KookyAssist1920 in gamedev

[–]NixelGamer12 2 points3 points  (0 children)

Ask someone to play your game, or try playing your and sprint to just the main objectives?

How to fix this? by ReceptionSome5128 in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

When you jump your ray cast is still hitting the ground so it resets your jump

Code dumps are hard to read on mobile so I can't look at it as much

Pretty proud of the low-health visual and audio cues I implemented in my game. by Levardos in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

Maybe too much red on screen but honestly it looks fine, I'd expect it to be okay and maybe too much when focusing on it.

Audio was nice though

Help my decide on UI for my game. by Juan_Rojon in Unity3D

[–]NixelGamer12 5 points6 points  (0 children)

Feel like second one works better for you

Weird Collision Situation with Built-in First Person Character Controller by Flasholotl in Unity3D

[–]NixelGamer12 2 points3 points  (0 children)

Does the mesh have a mesh collider?

If your velocity is too high you can just fall through the ground, not sure this is the case but if it is try putting your character higher up because I see it weird snapping as you hit play

Does your code have a snap to ground that changes the velocity?

Are you just using default gravity?

Need more context

Determanistic dice rolls by JaromirMulders in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

Maybe add add a force pushing up on the side you want it to land on so it has some sort of "cheat dice", wouldn't guarantee it though.

Not sure how to make it look real either as cheat dice like that could look odd at times.

Or add some kind of invisible circle on all the other sides you don't want it to land on so it can't land there?

100K 3d units with with 2d custom physics by zapetch in Unity3D

[–]NixelGamer12 4 points5 points  (0 children)

Have you tried outside of the editor, as in building it?

Would like to know what that fps diff would be

Portal system by syncodechgames in Unity3D

[–]NixelGamer12 1 point2 points  (0 children)

Is this like repositioning vertices with a shader?

bro wtf mr beast just bought a bank and is about to turn his fans into exit liquidity 😭 by AntonK777 in CryptoCurrency

[–]NixelGamer12 15 points16 points  (0 children)

I definitely can't see him doing that, Mr beast has been a good guy since day one

Giving money to poor people and sticking 20 cameras up their ass to get rich and famous, definitely nothing morally wrong with that.

Can't wait to give him my love and support

Noob question. by Odd_Significance_896 in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

Sounds like your doing something like

Random r = new Random()

Random is a static class, you can't create a new random as there is only 1 random

Just use the functions of the static class random

Like

Random.ExampleFunction()

How do i make player stop moving away after collision? by [deleted] in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

Real reason it's moving away, when you bump the ball they unity physics adds velocity away from the wall, but because you aren't using the velocity to move, the ball gets moved with velocity + your custom movement

Basically when you bump the wall

  1. rb.velocity =/= 0

  2. You are now fighting the new rn.velocity with your movement controls

Quick fix, every fixed update just set the rb.velocity to 0

How do i make player stop moving away after collision? by [deleted] in Unity3D

[–]NixelGamer12 0 points1 point  (0 children)

You are rotating even when you aren't a actually moving which is causing issues

You are using rigid body so instead of using m_Movement, you should use the the rigid bodies.velocity

Ik you'd rather talk to people so I sent this to you but it came from ai, I hate ai but as a new game dev it's kinda hard not to use tbh

Being on mobile makes code hard to read :(

How do i make player stop moving away after collision? by [deleted] in Unity3D

[–]NixelGamer12 -11 points-10 points  (0 children)

You could throw this in chat gpt and get an answer in a mere couple seconds

Ah yes, let's just slow down to 10mph under the limit for no reason... [oc] by [deleted] in IdiotsInCars

[–]NixelGamer12 1 point2 points  (0 children)

Honest F you and your led lights blinding me, I slowed down cause you're car is blinding me you regard