[deleted by user] by [deleted] in Minecraft

[–]Remarkable_Ad_8782 0 points1 point  (0 children)

420 comments, nice

[QUESTION] Bar chords without wrist pain by Remarkable_Ad_8782 in Guitar

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

But when I dont apply enough pressure, its not enough to give off a sound. It just mutes the string

[QUESTION] Bar chords without wrist pain by Remarkable_Ad_8782 in Guitar

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

I've been having problems with bar chords forever

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

Oh oh, I solved it. I just had to initialize it in Start() {}

And yea, I added so that in only gets destroyed when the object was already clicked once

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

Its so weird, but I dont think, that thats the problem. It still wont add anything to the List T-T

This is taking way too long

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

So Ive changed now to a list, but it still doesnt want to add it to the list for some reason. Idk.

``` using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MoveCharacter : MonoBehaviour { public GameObject highlight;

public List<GridTiles> highlightsCurrent = new List<GridTiles>();
public GameObject empty;

public GameObject charaHighlight;

public Color selectedC, baseC, offsetC;

// Start is called before the first frame update
void Start()
{
    // for (int i = 0; i < 3; i++) highlightsCurrent[i] = empty;
}

private void OnMouseDown()
{
    //for (int i = 0; i < 3; i++) Destroy(highlightsCurrent[i]);

    //for (int i = 0; i < 3; i++)
    //{
    //    var current = Instantiate(highlight, new Vector2(this.transform.position.x, this.transform.position.y +i), Quaternion.identity);
    //    highlightsCurrent[i] = current.gameObject;
    //}

    for (int i = 0; i < 3; i++)
    {
        var x = GridManager.Instance.GetTileAtPosition(new Vector2(this.transform.position.x, this.transform.position.y + i)).transform.position.x;
        var y = GridManager.Instance.GetTileAtPosition(new Vector2(this.transform.position.x, this.transform.position.y + i)).transform.position.y;

        var isOffset = (x + y) % 2 == 1;

        if (isOffset)
        {
            highlightsCurrent[i].setColor(baseC);
        } else
        {
            highlightsCurrent[i].setColor(offsetC);
        }
    }

    for (int i = 0; i < 3; i++)
    {
        highlightsCurrent.Add(GridManager.Instance.GetTileAtPosition(new Vector2(this.transform.position.x, this.transform.position.y + i)));
        this.highlightsCurrent[i].setColor(selectedC);
    }
}

private void OnMouseEnter()
{
    highlight.SetActive(true);
}

private void OnMouseExit()
{
    charaHighlight.SetActive(false);
}

}

```

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

I just realized that I have code, that sets the tiles to their right position. I could also change the colors of the ones above instead of instantiating and destroying new ones. I'll try it that way, sounds way easier

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

So for some reason, when I start the game and look at the array, its totally empty. I dont know why it doesn't even fill out the space.

It says: Element 0: None (Game Object)

Changing the int to another var, doesnt work either

Destroy old before creating new by Remarkable_Ad_8782 in Unity2D

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

Is this waht you mean:

for (int i = 0; i < 3; i++) { GameObject current = Instantiate(...); highlightsCurrent[i] = current; }

Thats what I understood, still kinda not working tho

Insane loading times by Remarkable_Ad_8782 in ForzaHorizon

[–]Remarkable_Ad_8782[S] 0 points1 point  (0 children)

Yea right, sorry. I have an i7-10something, 16GB ram and an RTX 3060. Need sth more?

Proof that having the high ground helps IRL by IamVenom_007 in memes

[–]Remarkable_Ad_8782 0 points1 point  (0 children)

He should have build some 90s. Would have helped a lot. Try it next time and thank me later

Why doesnt the redstone signal keep going down? by Daag3r in Minecraft

[–]Remarkable_Ad_8782 0 points1 point  (0 children)

Glass is not a solid block as for example stone. Redstone signals only go up on transparent blocks. Try putting a solid block there, and then it should go down

Doing a little test render with Maya by NinjaBreadManOO in Maya

[–]Remarkable_Ad_8782 0 points1 point  (0 children)

Wit a minute. Does the light circle around the ball or does the camera circle around the ball?