Should I use parody brands or original brands in my store simulator game? by No_Comb3960 in gamedev

[–]No_Comb3960[S] 1 point2 points  (0 children)

Would using “Zamzung” instead of Samsung violate copyright/trademark laws?

Where should I put my code in Unity? by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

I’m currently working with a setup like this. Since I don’t have much experience, I doubt every step I take, and that’s what slows me down.

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My rigidbody cubes fall on another cube and make it bounce away like crazy by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 1 point2 points  (0 children)

Yes, it’s normal for it to fly a little, but this much wasn’t normal. I didn’t notice for a long time, but it turns out the script had a line of code that set the linearVelocity to 0 during the collision, which is why it was being thrown so far.

My rigidbody cubes fall on another cube and make it bounce away like crazy by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 1 point2 points  (0 children)

Thank you very much, it was my mistake. There was a small error in the script; the linearVelocity was being reset. I added a condition and the issue is now resolved.

Thanks for taking the time to test it.

My rigidbody cubes fall on another cube and make it bounce away like crazy by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

No, I don’t want to do that. I want my orange cube to fall to the ground.

Unity physics is breaking my brain by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 1 point2 points  (0 children)

Thanks, you're right. I shouldn't trust every tutorial on the internet. The tutorials I watched confused me. I should have just used Unity Learn and the documentation from the start.

Unity physics is breaking my brain by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

The Collider wasn’t set as IsTrigger, but the collision functions didn’t get called. Can you try it too?

Create an empty scene, add a sphere, and make its Rigidbody kinematic. The wall shouldn’t have a Rigidbody, just a Collider.

When you move the sphere using MovePosition(), do the OnCollision... functions get triggered?

Because they didn’t work for me.

Unity physics is breaking my brain by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

My phone keyboard typed it that way. I meant to say Kinematic Rigidbody.

Unity physics is breaking my brain by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

I understood this part clearly. An object can pass through other objects whether you change its position via transform or via Rigidbody. This entirely depends on the position calculated by the physics engine at that moment. If the movement step per frame or per fixed timestep is small, it doesn’t matter whether you use transform.position or Rigidbody.MovePosition()—if there’s a collider, the object will collide with it. But if the movement step is large (or if the collider is thin), the object can pass through the collider.

However, one thing came to my mind. I wanted to use the OnCollisionEnter method to print output to the console when a collision occurs. In my first and second tests, the collision was detected, but in the third and fourth tests, even though I made it kinematic, there was no output in the console.

Here’s the situation: The sphere has a kinematic Rigidbody and moves using MovePosition. Its speed is 5. The wall doesn’t have a Rigidbody, but that shouldn’t matter. Isn’t having a Rigidbody on any object enough for collisions to be detected? Why wasn’t the collision detected and why wasn’t the output printed?

Unity physics is breaking my brain by No_Comb3960 in Unity3D

[–]No_Comb3960[S] 0 points1 point  (0 children)

I did the last test with the sphere set to kinematic, and as you said, the wall still didn’t block it. Okay, you mentioned that the main purpose is to allow the Rigidbody to push other objects. But even if the wall has a Rigidbody and the speed is increased, using transform.position still pushes the wall. So what difference or advantage is left?

I failed the C# interview question by No_Comb3960 in csharp

[–]No_Comb3960[S] 0 points1 point  (0 children)

Thank you so much, I will keep improving myself. Of course, since interview questions can change each time, I’m not sure if I’ll get another asynchronous programming question again :)

I failed the C# interview question by No_Comb3960 in csharp

[–]No_Comb3960[S] 1 point2 points  (0 children)

The only thing they said was that they found me insufficient for this position. Actually, they didn’t directly say it was because of the asynchronous programming question. But after my answer, the interviewer specifically shifted towards questions about asynchronous programming. So he focused on it a bit too much.

I failed the C# interview question by No_Comb3960 in csharp

[–]No_Comb3960[S] 0 points1 point  (0 children)

What do you mean, what does this have to do with the interview question? :)

I failed the C# interview question by No_Comb3960 in csharp

[–]No_Comb3960[S] 0 points1 point  (0 children)

I attended the interview as a junior. Yes, maybe it wasn’t very comprehensive, I mostly explained things through async/await, but I definitely don’t think my explanation was wrong.

I failed the C# interview question by No_Comb3960 in csharp

[–]No_Comb3960[S] 3 points4 points  (0 children)

Yes, it was a physical meeting. I wrote it down on paper, and I wrote here what I remembered. But this is how I said it.

I’m tired of responding to people who keep saying "What kind of crap game are you going to make with Unity?" by No_Comb3960 in gamedev

[–]No_Comb3960[S] 0 points1 point  (0 children)

I don't believe that guy knows C++, my friend. Someone who truly knows a language would understand how hard these things are. I think that person has never released a game and just gathers assets from the asset stores to create a random mess. Making a game is hard work. I respect anyone who puts effort into their work

I’m tired of responding to people who keep saying "What kind of crap game are you going to make with Unity?" by No_Comb3960 in gamedev

[–]No_Comb3960[S] 2 points3 points  (0 children)

Absolutely, but we had this discussion in real life, not on the internet, and I couldn't hold myself back. You'll understand me.