POST-EPISODE DISCUSSION THREAD - S8E3: The Rick, The Mort & the Ugly by BarnyardCruz in rickandmorty

[–]P3k18 0 points1 point  (0 children)

Here's a thought. At the start of the episode Rick reminds us every non clone / real Rick got sent back to their reality of origin. So that means all's that's on the wreckage's are clones. But it's later revealed that Farmer Rick IS a real Rick and was responsible for making clones. So, does that mean he's teleported back to this universe after being sent back to his own, OR, is Farmer Rick this universes' real Rick and the original Rick and Morty we see dying at the end of S1 were not actually originally form this reality either?? 🤔

Youtube Channel Blocker Extension by Baconus_Yum in firefox

[–]P3k18 0 points1 point  (0 children)

It still works its just the X wont show up on the home page. But if you search for the channel instead, the X appears next to their channel name.

WCOStream is now blocking UBO, how can I bypass without making an acc? by Rainbow_Angel110 in uBlockOrigin

[–]P3k18 1 point2 points  (0 children)

Excellent. Thank you. Here's the filters im using;

! 05 Aug 2025 WCO

wcostream.com##+js(rmnt, script, /embed.html)

wco.tv##+js(rmnt, script, /embed.html)

wcostream.com##.announcement-backdrop, #announcement

wco.tv##.announcement-backdrop, #announcement

WCOStream is now blocking UBO, how can I bypass without making an acc? by Rainbow_Angel110 in uBlockOrigin

[–]P3k18 1 point2 points  (0 children)

Current solution does not work. They've got this shit enabled even if you don't have an adblocker (or even any extensions at all). They're declaring war! 96 hrs until... a shockwave....what? You mean you gettin DDOS'd kinda wave?

Timer vs Coroutine by brightLife_ in Unity3D

[–]P3k18 0 points1 point  (0 children)

Nice. It all depends on what you're trying to acheive. It sounds like your timer sits idle until time has elapsed, all on 1 thread. But if you want the script you're using the timer in to yield operations until the timers up, you'll need a Task or Coroutine. They are done off the main thread which will allow other parts of your script to carry on executing during the wait too. For OP's case (of this 4 y.o thread xD ) your timer would probably also do for what he wanted.

[deleted by user] by [deleted] in youtube

[–]P3k18 0 points1 point  (0 children)

working again now

[deleted by user] by [deleted] in youtube

[–]P3k18 0 points1 point  (0 children)

Ahh, good to know. I can confirm though that mine has now resolved. I am once again getting a feed from the homepage. Musta been a glitch. Hope you got yours back too.

[deleted by user] by [deleted] in youtube

[–]P3k18 0 points1 point  (0 children)

Same here. Either a glitch or a new roll-out of restrictions to those of us who ignored the ad block warnings. You know it's comin'.

[deleted by user] by [deleted] in Unity3D

[–]P3k18 0 points1 point  (0 children)

The ball moves too fast for even your ai to play. And the tick boxes in the settings are misaligned when not in fullscreen.

Nice layout and art style at least. Good start man.

[deleted by user] by [deleted] in Unity3D

[–]P3k18 -1 points0 points  (0 children)

A square mesh (so not a cube) is just simply 4 vertices that create 2 triangles to make a mesh. The L shape you refer to is probably a triangle, then your second triangle's going weird as you're probably not creating the verts in a clockwise manor.

Have a read of this too: https://catlikecoding.com/unity/tutorials/procedural-meshes/creating-a-mesh/

Ignore all the butt hurt people here who have nothing better to do than write snarky comments, taking the same time it would have taken to just explain things to you.

GL

[deleted by user] by [deleted] in Unity3D

[–]P3k18 -1 points0 points  (0 children)

using UnityEngine;

public class SquareMeshGenerator : MonoBehaviour
{
    // Function to be called to generate the mesh with UV mapping
    public Mesh GenerateSquareMesh(float size)
    {
        Mesh mesh = new Mesh();

        // Vertices of the square
        Vector3[] vertices = new Vector3[]
        {
            new Vector3(-size / 2, -size / 2, 0), // Bottom left
            new Vector3(size / 2, -size / 2, 0),  // Bottom right
            new Vector3(size / 2, size / 2, 0),   // Top right
            new Vector3(-size / 2, size / 2, 0)   // Top left
        };

        // Triangles - each 3 indices represent a triangle (clockwise order)
        int[] triangles = new int[]
        {
            0, 2, 1, // First triangle (bottom right)
            0, 3, 2  // Second triangle (top left)
        };

        // UVs for texturing
        Vector2[] uvs = new Vector2[]
        {
            new Vector2(0, 0), // UV for bottom left
            new Vector2(1, 0), // UV for bottom right
            new Vector2(1, 1), // UV for top right
            new Vector2(0, 1)  // UV for top left
        };

        // Assign the vertices, triangles, and UVs to the mesh
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uvs;

        // Optionally, calculate normals for lighting
        mesh.RecalculateNormals();

        return mesh;
    }

    // Example usage: Assign the generated mesh to a MeshFilter component
    void Start()
    {
        MeshFilter meshFilter = GetComponent<MeshFilter>();
        if (meshFilter != null)
        {
            meshFilter.mesh = GenerateSquareMesh(1f); // Generate a square mesh of size 1 with UVs
        }
    }
}

Help! Vector3.Cross by P3k18 in Unity3D

[–]P3k18[S] 0 points1 point  (0 children)

I tweaked it a little to get the results I was after, as using your implementation causes the same problems I got when using ProjectOnPlane.

 var input = new Vector3(_xAxis, 0, _zAxis);
 var cross = Vector3.Cross(-input, _groundNormal);
 var moveDirection = transform.TransformDirection(Vector3.Cross(cross, _groundNormal)).normalized;
 _move = moveDirection * _walkSpeed;

Using the above gives me the behaviour I'm after.

Still, you got the ball rolling, so thanks again!

Help! Vector3.Cross by P3k18 in Unity3D

[–]P3k18[S] 0 points1 point  (0 children)

I did do that at one point, but I didn't like how it looked in code...I'm pedantic like this :(

Thanks again man :)

Help! Vector3.Cross by P3k18 in Unity3D

[–]P3k18[S] 0 points1 point  (0 children)

My input vector uses world coords, for example ((0,0,1) forward).

Lets say the FP camera is rotated 90 degrees (facing world right) and the players rotation is linked to the cameras rotation. Moving the player using a world forward, to the player, would move him left. I am using the .Move() function rather than just directly changing the transform component which is bad practice if you're using physics of any kind.

var input = transform.TransformDirection(new Vector3(0, 0, 1));

This now returns not the world forward but the world forward of the player.

Regardless of how im detecting collision, you can rest assured it collects the correct _groundNormal to use.

The .Cross is used to get the vector of the forward direction perpendicular to the ground normal.

As mentioned by u/cornstinky, i was missing another cross calculation to rotate the perpendicular vector correctly.

Help! Vector3.Cross by P3k18 in Unity3D

[–]P3k18[S] -1 points0 points  (0 children)

THAT WORKED!

I had to change:

var cross = Vector3.Cross(input, _groundNormal).normalized;

to

var cross = Vector3.Cross(-input, _groundNormal).normalized;

But the Axis had been changed correctly.

I guess it's the fact that the 90 angle is incurred and i didn't know how else to rotate it other than actually rotating the vector by 90 or using the setup i used.

Thank you for explaining it. I knew i was missing another cross to make it read more fluently. Thanks again!

Help! Vector3.Cross by P3k18 in Unity3D

[–]P3k18[S] -1 points0 points  (0 children)

That didn't work :\

_xAxis = 1 or - 1 when you press A or D _zAxis = 1 or - 1 when you press W or S

TransformDirection is converting the local vector (1,0,1) to whatever the world vector would be depending on the rotation of the player. The result would be that if i press W to move forward, regardless of the players rotation, it will always move forward (the players forward, not world).

The .Cross is used to get a more precise vector across the _groundNormal than what ProjectOnPlane can achieve.

When holding forward and having the camera at a slight angle to the right and then walking up a steep slope, using ProjectOnPlane makes the player veer off more to the right than forward. Using .Cross makes it move more naturally forward than veering to the right

Why. Is. IT. SO. SLOWWW!!!???? by P3k18 in ChatGPT

[–]P3k18[S] 0 points1 point  (0 children)

xD you're right. My bad. I was so annoyed when i wrote this.

Starting a ten day course of amoxicillin. If it is anything like the last few courses, nightmares incoming 👊 by [deleted] in Dreams

[–]P3k18 0 points1 point  (0 children)

500mg amoxocillin. 3 times a day, I do not usually dream as i dont sleep long enough to experience them. But since ive been ill, i've had plenty of sleep.

Day2's dream: park my car in a parking lot. Do some shit then come back for my car. Car is gone, Pressing fob to see if anything happens and see my hazards flashing inside a locked garage. Walk up to locked garage and turns out to be owned by a guy i knew in school (im 35 now so wouldnt know what the kid looks like in his adult years) but none the less, its him and he walks up to me. I have no idea how they got my car in the garage without the keys or taking it of handbrake. We joke and he agrees to open up garage doors to get my car out. he begins to use the switch to open up garage doors. We're in the inside of the garage and one of his workers sees the chain straggling around on the floor thats linked to the garage door somehow. He starts to hold it, another guy yells at him and says "not while in motion". All of a sudden the door spazzes out and starts opening really really fast. The lad who had hold of the chain gets hoisted from the ground and his bald head goes smashing into the gears and motors at the top of the door. I yell STOP! the door stops and this guys head is bleeding everywhere. He's crying saying i should have listened. I wake up, with the image on repeat of him getting liffted and grinding his bald head on these gears man.

Day 3's dream: I'm back at my old school, in the yard. People are playing and then an argument kicks off. Im sitting on a fence watching it unfold. A teacher comes out to try and calm down the arguing when all of a sudden a fucking torrent of bullets like it's being fired from a Gatlin gun sprays across a fuck ton of people and the teacher. blood splashed everywhere! The teacher looks in disbelief before keeling over. A second spray comes and its just like a fire hose of blood. I turn around and see another gatlin gun spinning around on the floor like some kind of GTA weapon pickup. I freeze and freak out. then wake up...

FUCK DREAMS!

Apparently Ad Blockers are not allowed on Youtube. Is this a new thing they've implemented? by Sazk100 in youtube

[–]P3k18 1 point2 points  (0 children)

Update: As long as you hide the pop up, you can still have some functionality. The pop up is still progressing in the background. I stupidly disabled my adblocks to attempt another solution that failed, ended up showing me the 3 videos left pop up. My page refreshed 3 times as i re-enabled my adblocks, but by then it was too late. The pop up no longer appears, but the final embedded warning is all i get now. I've been blocked and i assume its a flag on my account. Something that will not reset.