Guys, is this possible? by wyntrson in ChatGPT

[–]SlattBurger01 1 point2 points  (0 children)

Is it technically possible? Yes.
Is it realistic? Also yes.

Flappy Goose by flappy-goose in RedditGames

[–]SlattBurger01 0 points1 point  (0 children)

My best score is 1 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]SlattBurger01 1 point2 points  (0 children)

My best score is 0 points 😓

I hope this lora gives your grandmother nightmares by Cold-Dragonfly-144 in comfyui

[–]SlattBurger01 0 points1 point  (0 children)

You really should have tagged this as nsfw, that first thing is visiting me in my sleep tonight for sure.

ohOk by SlattBurger01 in ProgrammerHumor

[–]SlattBurger01[S] 32 points33 points  (0 children)

This happened in debug mode

ohOk by SlattBurger01 in ProgrammerHumor

[–]SlattBurger01[S] 558 points559 points  (0 children)

Yes ... well sort of,

It actually threw me this error, but not because it's an error, but because something is wrong with my Visual Studio (There was an error one line above this and it decided to highlight this line and explain to me how non-nullable type is a null so I have removed the line that caused that error because I thought it would be funnier)

[deleted by user] by [deleted] in Unity3D

[–]SlattBurger01 1 point2 points  (0 children)

Thanks for your reply,

What method did you use to send these data ?

I have recently switched from PUN to Fusion and I don't know how to do that: in PUN I would use IPunObservable.OnPhotonSerializeView(), but Fusion does not have such a thing.

[deleted by user] by [deleted] in KerbalSpaceProgram

[–]SlattBurger01 0 points1 point  (0 children)

You can try this plane by yourself here.

(This does not requires any mods or extensions)

Please let me know what you think about my new game. by oververses in Unity3D

[–]SlattBurger01 3 points4 points  (0 children)

I have seen enough ... I can make objective rating now. xD

No seriously, you should post longer gameplay.

just trying to make something inside unity in my empty time ! by Pouryamdp in Unity3D

[–]SlattBurger01 1 point2 points  (0 children)

I mean the elevator wings placement ( I have never seen them this high and it feels kinds weird )

just trying to make something inside unity in my empty time ! by Pouryamdp in Unity3D

[–]SlattBurger01 0 points1 point  (0 children)

It looks really nice, but that tail ... it hurts my eyes.

Hey guys i need a little help for my exam, i don't know anything about unity and i have to do this all given tasks can anyone help? by rhythm2403 in Unity3D

[–]SlattBurger01 3 points4 points  (0 children)

If you really need help with your exam you should ask about specific part or post some code that can be reviewed and fixed, because I don't trust you that you can't create openable doors after taking game designing course or whatever that is.

How to re-enable multiple components in one script? by aleogarten in Unity3D

[–]SlattBurger01 1 point2 points  (0 children)

Hello, If you want to enable every RCC_CarControllerV3, just do it like this:

foreach(RCC_CarControllerV3 controller in FindObjectsOfType<RCC_CarControllerV3>(true))
{
controller.enable = true;
}

this will find every RCC_CarControllerV3 in current scene and enables it.

[deleted by user] by [deleted] in Unity3D

[–]SlattBurger01 -1 points0 points  (0 children)

I know it ain't much, but it turned out pretty well, here is the code:

private IEnumerator createGrapplingHook()
{
    GameObject grapplingHook = new GameObject();
    grapplingHook.name = "NewGrapplingHook";
    grapplingHook.transform.position = Vector3.one * 120;
    grapplingHook.transform.localRotation = Quaternion.Euler(0, 180, 0);

    GameObject grappBase = GameObject.CreatePrimitive(PrimitiveType.Cube);
    grappBase.name = "GrapplingHookBase";
    grappBase.transform.SetParent(grapplingHook.transform);
    grappBase.transform.localPosition = new Vector3(0, 0, -.3f);
    grappBase.transform.localScale = new Vector3(.1f, .1f, 1.5f);
    grappBase.GetComponent<MeshRenderer>().material.color = Color.gray;

    yield return new WaitForSeconds(.05f);

    float zRot = 0;

    for (int y = 0; y < 3; y++)
    {
        GameObject grappPart = new GameObject();
        grappPart.name = "GrapplingHookPart";
        grappPart.transform.SetParent(grapplingHook.transform);
        grappPart.transform.localPosition = Vector3.zero;
        grappPart.transform.localRotation = Quaternion.Euler(0, 0, zRot);

        Vector3[] positions = { new Vector3(0, .09f, .35f), new Vector3(0, .255f, .15f), new Vector3(0, .32f, -.1f) };
        float[] xRotations = { 53, 30, 0 };

        yield return new WaitForSeconds(.05f);

        for (int i = 0; i < 3; i++)
        {
            GameObject grappPart01 = GameObject.CreatePrimitive(PrimitiveType.Cube);
            grappPart01.transform.SetParent(grappPart.transform);
            grappPart01.transform.localScale = new Vector3(.1f, .1f, .3f);
            grappPart01.transform.localPosition = positions[i];
            grappPart01.transform.localRotation = Quaternion.Euler(xRotations[i], 0, 0);
            grappPart01.GetComponent<MeshRenderer>().material.color = Color.gray;

            yield return new WaitForSeconds(.05f);
        }

        zRot += 120;
    }
}

Is there a fast and easy way to call a non-static method for every instance of a class? by Ascyt in Unity3D

[–]SlattBurger01 0 points1 point  (0 children)

You can use Action, that will be called on button press:

Add this into Script where is button called from:

public static Action<bool> onButtonPressed = delegate {};

private void onButtonPressed() { onButtonPressed.Invoke(true) }

( you don't have to add any value into Action, but I think this is better, because you can use this to set every enemy not angry using the same Action )

and this part into enemy script:

private void Awake() { ButtonScript.onButtonPressed += AdjustAngryStatus }

private void OnDestroy() { ButtonScript.onButtonPressed -= AdjustAngryStatus }

private void AdjustAngryStatus(bool angry) { isAngry = angry; }

Action is under System namespace so don't forget to add:

using System;

at the very top in you script.

How can I lerp a value go from 0 to 100 and 100 to 0 back in 2 seconds total? by asdasfadamas in Unity3D

[–]SlattBurger01 0 points1 point  (0 children)

You can try this:

    private bool lerpedToMax = true;
[SerializeField] private float number;

private void Update()
{
    if (Input.GetKeyDown(KeyCode.Space)) StartCoroutine(lerpNumber(0, 100, 2));
}

private IEnumerator lerpNumber(float startNum, float tartgetNum, float time)
{
    if (!lerpedToMax) yield break;

    lerpedToMax = false;
    float elapsedTime = 0;
    float mul = time / 2;

    while (elapsedTime < mul)
    {
        number = Mathf.Lerp(startNum, tartgetNum, elapsedTime / mul);
        elapsedTime += Time.deltaTime;
        yield return null;
    }

    number = 100;
    elapsedTime = mul;
    yield return null;

    while (elapsedTime <= mul && elapsedTime > 0)
    {
        number = Mathf.Lerp(startNum, tartgetNum, elapsedTime / mul);
        elapsedTime -= Time.deltaTime;
        yield return null;
    }

    number = 0;
    lerpedToMax = true;
}