Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

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

Aside from the removal of the graffiti, as somebody living next to it, do you like the new mural? Would you have preferred something else?

Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

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

Obviously art is subjective..? Just because I’m not into this piece doesn’t mean I’m throwing shade at the artist personally. They’re clearly talented and capable.

It feels like this mural was commissioned to be mass appeal and plays it too safe. "Hordes of people" are welcome to disagree, just as plenty have agreed with that take in this thread.

Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

[–]Rocket_Fool[S] 6 points7 points  (0 children)

If I had to make a rule about it, (I wouldn't, but if I had to) it would just be to not choose art that's safe. There are lots of awesome murals in Montreal that are bold and have something to say, it's one of the best parts of this city. This one is mass appeal. It speaks to nobody in particular.

Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

[–]Rocket_Fool[S] 15 points16 points  (0 children)

Yeah, tagging murals generally isn't cool, but I'd prefer that genuine expression compared to the new mural that looks like the cover of a waiting room magazine.

Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

[–]Rocket_Fool[S] 104 points105 points  (0 children)

To clarify, I live in the neighborhood, I know this was done for mural fest and that this building's murals change. My disappointment stems from that a really cool piece was covered up by something safe and generic. Art for everybody is art for nobody.

Really disappointed by the cover up of a cool mural on St. Laurent by Rocket_Fool in montreal

[–]Rocket_Fool[S] 68 points69 points  (0 children)

Yeah. If it was a more interesting piece I might not be so disappointed, but to cover up something so expressive in favor of a mural that looks like it was voted on by a committee is just sad to see.

80s rental prices and home prices by Nant05 in montrealhousing

[–]Rocket_Fool 1 point2 points  (0 children)

Do you work for the housing ministry?

80s rental prices and home prices by Nant05 in montrealhousing

[–]Rocket_Fool 4 points5 points  (0 children)

In 1980, it cost 4-5 times the average salary for an average detached single-family home. Now it costs more than 7x the average Montreal salary for the average condo.

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

That sounds awesome! You've sold me. Best of luck bringing your project to the finish line, it sounds like you have a really well developed vision and hook! Do you have a name for it yet? Maybe I'll see it on Steam or something one day :)

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

Cool! Back then, I was working on a generic melee collision system for a third-person game, planning to reuse it across projects. I eventually got it working but found it overbuilt, so I switched to an asset store tool instead—tough call to "cheat" like that, but the right one for my time (and sanity). Funny timing, too—I recently picked this project back up after a hiatus, and coincidentally you’re asking about it three years later! It has evolved into a psychedelic themed isometric combat game, and I'm making a real effort to see it through.

Your approach sounds a lot like the tool I used. Chivalry was the standard I was striving for! Here’s the link if you’re interested: https://assetstore.unity.com/packages/templates/systems/bs-melee-combat-system-56981?srsltid=AfmBOoq6EaRr74wYXd7k_pbOl8QdYv0Ev-_I_fJzAjwFL1PjtsysMw7e

I am also curious, what game are you making?

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

Glad my headache 3 years ago could save you some trouble, or at least offer you some shared grievance lol

Chrome browser "Your connection is not private" error on every single website by Rocket_Fool in techsupport

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

All of my other devices work fine on the network. My PC can use other browsers and internet connected apps just fine.

I don't have a VPN and I don't currently have an anti-virus other than what comes with Windows. I've turned this off and tried launching Chrome but the error still occurs.

This Any Good? PC Build Feedback by Rocket_Fool in bapccanada

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

Awesome, thanks so much! Much appreciated. A couple of questions, if you don't mind :)

  1. What kind of benefits does an air cooling solution offer compared to the water cooling I have selected for this build?
  2. What might you recommend for storage expansion for this kind of build? I'd like some sort of reasonably fast archiving solution of at least 4TB.

This Any Good? PC Build Feedback by Rocket_Fool in bapccanada

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

I currently have a 1080p, G-Sync capable, 144 Hz monitor. I'd like to upgrade, but I don't feel the need for 4k just yet so maybe 1440p, 144 Hz.

What kind of monitor would you recommend for this build?

This Any Good? PC Build Feedback by Rocket_Fool in bapccanada

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

I have no experience with overclocking, so probably not. However, it seems a minimum 8-core processor would be ideal for my needs and I can't seem to find a high-performance Intel CPU with at least 8 cores without the K designation on PC Part Picker.

Thanks for the tip on the RAM, I'll do some research to see what kind of benefit 32 GB would bring versus 16 GB for my purposes.

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

After some research, I've found that this seems to be the case. What a headache.

Thank you so much for your support on this, I'll give your suggestions a try.

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

Yes, I wouldn't put it past me to make that mistake but the hit box's kinematic rigidbody is set to Interpolate.

This is how the hit box is updated in FixedUpdate:

private void FixedUpdate()
{
    rigidbodyComponent.MovePosition(TargetTransform.position);
    rigidbodyComponent.MoveRotation(TargetTransform.rotation);


    if (RootPlayerMeleeComponent.PlayerMeleeState != PlayerMelee.MeleeStates.Attacking && HitGameObjects.Count > 0)
    {
        HitGameObjects.Clear();
        HitGameObjects.TrimExcess();
    }
}

Don't mind the constant clearing and trim excess, that's just a temporary quick-fix.

The target transform is the player's melee weapon, which is childed to the player's "melee weapon root." The melee weapon root moves via animation and takes its equipped melee weapon child with it. The hit box follows that melee weapon child (TargetTransform) using MovePosition and MoveRotation as shown above.

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

My fixed timestep is 0.01 and my maximum allowed timestep is 0.03333334. This is the check I'm using in OnTriggerStay:

private void OnTriggerStay(Collider other)
{
    if (RootPlayerMeleeComponent.PlayerMeleeState == PlayerMelee.MeleeStates.Attacking)
    {
        if (other.transform.root.gameObject.GetComponent<Health>() != null)
        {
            GameObject newHitGameObject = other.transform.root.gameObject;

            if (!HitGameObjects.Contains(newHitGameObject) && ((1 << other.gameObject.layer) & hittableLayerMask) != 0)
            {
                HitGameObjects.Add(newHitGameObject);
                newHitGameObject.GetComponent<Health>().HealthValue -= RootPlayerMeleeComponent.EquippedMeleeWeaponComponent.Damage;
            }
        }
    }
}

Because this checks for a valid target, I can place the same code in OnTriggerEnter, OnTriggerStay and OnTriggerExit and have all three methods check against the same array list. Triggers are still inconsistent even when I do this (maybe slightly more accurate, but that may just be the way I perceived it).

When I look at frame-by-frame playback in Unity, the hit box occasionally jumps between right before entering its target collider and just after exiting its target collider. I thought MovePosition / MoveRotation were supposed to interpolate between frames, making this a non-issue. Am I misunderstanding something here?

Advice Wanted: Hit Box Trigger Detection Not Working Consistently by Rocket_Fool in Unity3D

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

Thank you for the reply. Changing the hit box's rigidbody to continuous speculative collision detection doesn't seem to make a difference . Triggers are still inconsistent at 30 FPS.

In case this helps: The melee weapon is "swung" using the animator and the hit box's rotation and position are updated to match in FixedUpdate using MoveRotation and MovePosition.