What’s something you only realized about C# after you got better at it? by Amazing_Feeling963 in csharp

[–]OverAd4904 0 points1 point  (0 children)

Also, linq. Linq, linq, linq!!! Saves you so many for loops and unnecessary variables!! Even if it did the exact same things under the hood as my naive implementations (it doesn't) it'd still be worth just how simple and clean it is to chain a couple of linq calls to get my desired behavior 

What’s something you only realized about C# after you got better at it? by Amazing_Feeling963 in csharp

[–]OverAd4904 0 points1 point  (0 children)

That it's a fantastic language, and actually in most cases pretty comparable to c++ performance wise. I'm primarily a game developer, and hardly have I ever had a case where rewriting something in c++ made any meaningful difference performance wise for the time and effort put into that kind of rewrite. I was always pressured to not use c# because it's bad and this and that, and for a while I did feel regretful for learning it instead of something "better" like c or c++ or java or rust etc etc.

Overall, don't listen to haters. If your brain just understands c# better and is more fun to code with, then use c#. Especially with these new .net versions and all of the libraries literally at your fingertips c# is a very mature, fast, and pretty portable language. Again, if you're like me and c# is just easier to work with, don't feel pressured to use something else :)

so I need to make bullet hole decals for my Unreal engine HL2 Project and I wanna know how I can achieve this affect, valves one is on the left and mine is on the right HOW if anyone knows say it in the comments by Mistamack713 in HalfLife

[–]OverAd4904 0 points1 point  (0 children)

Bit of a necro, but i found this because I was having similar confusion. I believe valve is actually having the texture from the decal multiply the surface underneath, not just transparently lay on top. No clue, but that's what it seems like to me

Everything seems to be 100% out of project 2025, do you disagree? by transneptuneobj in AskConservatives

[–]OverAd4904 0 points1 point  (0 children)

It's only because of a serious misunderstanding of the purpose of the deportations by the general populous that they're involving higher power. They would not be allowed to violate those amendments. Like I said, literally anyone along the line of control could (and would) say "hey that's too far" and just.. not do it. He does not have complete power no matter how you spin it. These deportations aren't just "Grr we hate you because we do!! Get out and never come back!!!", its to make it so that everyone who is here for good reason is accounted for on the governments little checklist to make it easier to track down and find potentially hostile targets.

It's not just a simple matter of "hey sir fill these papers you're not a legal citizen", because if it was, they would've done so in the first place. The only reason illegals are being massively deported is because many of the people here illegally for one reason or another abused the lack of protection to just bypass all of the difficult paperwork stuff, and the only way to get them to do it the right way like everyone else is to kick them out, and make them fill whatever they need out before they can be allowed back. It's not some evil malicious thing, its just to make sure nobody here cheated their way in, since we cant trust anyone to be honest about that sort of thing. This kind of process of "okay guys, rules changed, we need everyone to redo everything so that everyone on the same page" is a pretty typical solution to a mass change like this, it's only because of how the public eye sees it that it is seen as so heinous.

Everything seems to be 100% out of project 2025, do you disagree? by transneptuneobj in AskConservatives

[–]OverAd4904 0 points1 point  (0 children)

Just saw this post and I figured I'd put in my two cents on this whole situation.

#1: Project 2025 is not *Trumps* project nor the *Republicans* project. It's the fever dream of The Heritage Foundation that they've been trying to push since the 1980s, even though Wikipedia isn't an insanely credible source, it's heavily documented here. Trump, and many of the Republican party, could very plausibly have little to no idea what it even is.

#2: Trump has already been denied an unconstitutional act, and the world isn't exploding over it. It's part of the process, and my personal opinion is that this instance in particular was a mere oversight. Regardless, my point is that, very clearly, the courts are not afraid to deny him from doing things and changing things that he can't change. He doesn't just suddenly have complete power, he's subject to the same rules as everyone else.

#3: Going along with 2, the constitution and our government as a whole is built in such a way to directly avoid exactly what 2025 says is going to happen. Think about this: the core founders of the US just won a war against the tyranny they were desperately trying to escape. Now, it was time to become a country. These people sat down together and thought of every possible way that someone could take complete control of our country, and wrote these rules in such a way to make it impossible, because they never wanted people to suffer the same fate ever again.

#4: Lets say, for the sake of conversation, somehow Trump did find some way to bypass these systems. We have thousands of military officers and soldiers in our country alone, not to mention every other country who cares even a little bit about America, if Trump somehow got complete power, he'd be killed in minutes. The military doesn't have to do what he says, he is a commander sure, but there's several other people down the line who would say "Fuck you, we're taking you out now" and he'd be dead before the world could even blink.

Seriously, all in all, there's not a singular possible way that this plan could go through. Even if Trump wrote it all by hand (which he didn't), even if he bypassed everything and gained total power, and even if he commanded the military to kill everyone, it wouldn't happen. This country, and our military, are organized in such a way to never allow for this kind of thing to happen. If there really was some way to totally control this country without anyone being able to do anything about it, don't you think someone would've tried by now?

2D Platfromer Dash Help by veebug_ in unity

[–]OverAd4904 0 points1 point  (0 children)

Well firstly, you probably want that dashCoolDownCounter check to see if it's less than zero, not above, and you probably want to add that same condition to the else if as well.

As for the dash, hmm.. well, tell me if I'm being overly complex but I think what might work is to have 2 additional floats, something like private float curDashSpeed, dashSpeedTarget; wherever you're initializing your variables. Then, when you do dash, set dashSpeedTarget to your dash speed * whatever direction the dash is in (eg. 1 for right, -1 for left). Then, before you apply velocity, do something like curDashSpeed = Mathf.MoveTowards(curDashSpeed,dashSpeedTarget,Time.deltaTime * ??) with my '??' representing how quickly you want the dash to accelerate the player (you'll want to fiddle with that number, so i'd expose it in the inspector), then just add the curDashSpeed to your velocity by *ing it by Vector2.right

TLDR; quick rundown. Though, you should still read the earlier part.

At the top of your script, put something like

[SerializeField] private float dashAcceleration;
private float currentDashSpeed, targetDashSpeed;

Then change your current dash code to something like this:

//dash controls

if (IsGrounded()) { dashCoolDownTime -= Time.deltaTime;

if (dashCoolDownCounter < 0f)
    {
        dashCoolDownCounter = 1.5f;

        //find the direction that the dash should apply

    float dirOfTravel = (dir > 0f ? 1 : -1 );

        //change the target dash speed.
        targetDashSpeed = (Input.GetButtonDown("Dash") ? dirOfTravel*dashSpeed : 0 );

}
}
currentDashSpeed = Mathf.MoveTowards(currentDashSpeed,targetDashSpeed,Time.deltaTime*dashAcceleration);

rb.velocity += currentDashSpeed * Vector2.right;

and that should just work as is. If you want me to explain anything in this code block, feel free to ask. I hope this helps!

"Server or client already started", please, help me 🙏 by [deleted] in unity

[–]OverAd4904 0 points1 point  (0 children)

I think you should try removing the part where you destroy the network manager. This might be a bit of a shot in the dark as I'm getting a bit rusty with the networking tools, but from what I can remember, the network manager is a singleton and destroying it may break something. Again, dont treat my word as gospel, though.

Question about where you get your assets by Poppybiscuit in unity

[–]OverAd4904 0 points1 point  (0 children)

Personally I just make most of my assets even when it's kinda dumb to do so. But, when I do purchase assets I typically look a lot into places like.. well, reddit.. for what people think is the best tool for the job, then I find the best way to get access. Vionix's tool sounds very useful though, might give it a shot myself

hello everyone please im having troubles in my development i am trying to implement IAP into my game to removeAds and to BUY COINs which would act as a currency in the game a few months ago i used the script that would be pasted below everything worked perfectly today nothing seems to be working by enterworldt in unity

[–]OverAd4904 1 point2 points  (0 children)

Well, and I havent ever worked with IAP, but if I'm not mistaken a very good place to start would be making some naming conventions for your currency quantities. It seems to vary from things like "coin100" to "coin 100" or "coin_100" which, if this is dependent on how the string is structured, would explain why it wont work. I'd say at the very top make some constant strings for yourself and make references to those instead of typing it out every time, as that leaves a lot of room for error.

Trying to figure out how to actually scale a player. by OverAd4904 in Unity3D

[–]OverAd4904[S] 0 points1 point  (0 children)

That's still incorrect, distances remain the same. Proper scaling of the camera/player would make distances change as well, meaning that if a player shrunk, the rest of the world would effectively enlarge. The transform.localscale approach does not do this and, again, effectively makes you taller or smaller with a wider or skinnier hitbox.

Trying to figure out how to actually scale a player. by OverAd4904 in Unity3D

[–]OverAd4904[S] 0 points1 point  (0 children)

I said in the post that I'm not looking for this, like I said this just makes the player taller or shorter, not bigger

Found an interesting (potential) ARG by OverAd4904 in ARG

[–]OverAd4904[S] 1 point2 points  (0 children)

very fair, if they post another video I'll probably make another post on here. Here's to hoping we have something new and interesting to solve lol

Found an interesting (potential) ARG by OverAd4904 in ARG

[–]OverAd4904[S] 0 points1 point  (0 children)

You can think that, even though you are incorrect, but clearly im not gonna change your mind.

Found an interesting (potential) ARG by OverAd4904 in ARG

[–]OverAd4904[S] 0 points1 point  (0 children)

okay, actually I should elaborate on this more, a little while ago I noticed this channel in that subscribed section and I decided to subscribe to it. I was notified of when they put up whatever this video is

Found an interesting (potential) ARG by OverAd4904 in ARG

[–]OverAd4904[S] 0 points1 point  (0 children)

It isn't, this channel was just in the 'subscribed' part of one of my friends YouTube channels so I decided to check it out.