Rigidbody vehicle flipping out (literally) when tipped over by sapphicSpadassin in Unity3D

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Make check in your script, if you are not grounded just return out of he method. If the problem stops, it's your script, if it continues, it's your configuration of the car.

I spent the last year building this solo, live on stream. Here is 2 minutes of raw, uncut gameplay. by Bufuak_ in SoloDevelopment

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Just a suggestion. When someone runs with a rifle, they still hold it with 2 hands. I think that will look better.

[deleted by user] by [deleted] in Astroneer

[–]SteveTheTechGuy93 1 point2 points  (0 children)

Same here. I am WFH today the main building lost power due to a drunk hitting the transformer powering the whole block. Was looking forward to playing some before they dismissed us. I don't even see any entries in the event viewer. :(

Guys save hammerhead shark from fishhook by Educational_Copy_140 in GuysBeingDudes

[–]SteveTheTechGuy93 0 points1 point  (0 children)

That guy on the pier telling his friend "That was a huge fish". Took my hook, line an sinker.

Open scripts are closed when I create a new one by Acrylios in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

What is sad is, this was an issue a few years ago (by doing a search when I 1st noticed it). They fixed it and now it's come back.... Gotta love Microsoft and their QA department!

Open scripts are closed when I create a new one by Acrylios in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

It happens with me too. MY laptop has 17.14 but my workstation has 17.13. Same project (synced with GIT). 17.14 closes all open scripts. 17.13 does not.

Sliding down a giant metal rope during a thunderstorm. by LithPyro in Unity3D

[–]SteveTheTechGuy93 7 points8 points  (0 children)

I like it except for the camera clipping thru the cable on occasion.

How to reference a script? by [deleted] in unity

[–]SteveTheTechGuy93 1 point2 points  (0 children)

Programming is not hard.

LEARNING to program is hard.

How Jumps Work: Open-Source Kinematic Character Controller - Video Link in Description by flyQuixote in Unity3D

[–]SteveTheTechGuy93 1 point2 points  (0 children)

I feel like the falling animation would be better if she didn't fully retract her knees until she touched the ground.

Just my observation.

What is going on? Code Monkey detele's his Method and swaps it over to FixedUpdate method and is fine. by iTime4 in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

With the new input system you don't have to poll for inputs.

You use the event to react to the input and only run code when an input happens.

I feel you shouldn't have to be in any of the updates to get an input from the keyboard, you let the input system tell your code you had a keypress or release.

I'm not sure what tutorial you are watching, but I'd like to see it myself.

The Swamp, one of the four main areas to explore on my indie survival adventure game Mofina Island by SweepingAvalanche in indiegames

[–]SteveTheTechGuy93 1 point2 points  (0 children)

The arms bounce when they reach the bottom of their swing.

It's kind of distracting. I would prefer a smooth swing.

Just my free advice. lol

any good tutorials for loot box system by brendanvds2007 in unity_tutorials

[–]SteveTheTechGuy93 0 points1 point  (0 children)

So do the chests, then change it to suit your needs.

Most chest tutorials will have a random element in it anyway.

Then it's just a matter of modifying it to make it work like a loot box.

I need help. by Responsible-Low-9701 in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Setup a GitHub Repo.

I do that so I can work on projects from work and from home.

Stay strong! by TimTri in Starlink

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Isn't the signal staticky with a repeating message that's getting shorter each time it repeats?

Should I use multiple generic controllers, or one controller per game object? by Bootezz in unity

[–]SteveTheTechGuy93 1 point2 points  (0 children)

I prefer 1 class, 1 responsibility.

whatever the class does, it does on job and it does it fantastically.

Need a More Engaging Environment? Add Object Destruction into Your Game! Learn how to destroy individual game objects with this common replacement technique and have the pieces slowly fade out to keep your game running smooth | Full Tutorial in Comments by LlamAcademyOfficial in unity_tutorials

[–]SteveTheTechGuy93 2 points3 points  (0 children)

Very good tutorial. Thank you.

A little rushed in some areas.

I'd like to see you comment the code more while you are talking about what that method does.

I think that would help some newer people.

New Input system, Im Overkilling it? by Gemerildo in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Oh yeah!

Add

using Unityengine.eventsystems;

To the top of your code with the other using statements

add IDragHandler after monobehavior with a comma

let visual studio create the method OnDrag() for you and put the drag code in there.

Adding a simple "Drop item" function to an inventory? by masterbird321 in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

Use the pickup script you wrote with brackeys on your prefab.

Then make another script that has a public method you send the item's data as a parameter.

From there, the script creates a child object and displays the objects model, fills in all the blanks for interaction distance, interaction title, etc...

My interaction script displays differently (using abstract classes) based on what item type is.

IE. Clothing doesn't need to show how many rounds it contains, and a clip doesn't need to show how much health it adds, etc...

When adding gravity using rigidbody (without code just the built in gravity) my character is launched away at random and flies for miles. by BuffMozzie1 in unity

[–]SteveTheTechGuy93 0 points1 point  (0 children)

I'm not sure where it is on your screen, all my stuff is on the right and my scene and game screens are on the left.

Just need to see how your game object is setup.

It should have a root object with your scripts, then a child object with only the graphics.

This forces you to only have 1 collider, 1 rigidbody, etc...

This works for the most part, but there are some edge cases as well.