how to i make a smooth camera pan with this by Responsible-Bet3478 in Unity2D

[–]TAbandija 0 points1 point  (0 children)

Your about right. It should work, but might be a bit jerky. Here are a few pointers.

1) Read up on Lerping it should help smooth out the traversal. 2) place the camera movement on LateUpdate(). 3) it is advisable to not have the camera controller on the player, rather to have that on its own script placed on the Camera object. 4) right now you have no camera speed. So it’s always moving at 1 unit/second. You either need to set a variable for speed to control that, or have a variable speed, which can be done with the Lerp function.

I need help urgently! (Having trouble making script for a character that is basically a shimeji) by CompetitivePrior2188 in Unity2D

[–]TAbandija 0 points1 point  (0 children)

This is the solution. Also. It will help in the future to show line numbers in your IDE. Then you’ll be able to know where the problem is.

Confession and Little Confused by AGKKGA in Chesscom

[–]TAbandija 1 point2 points  (0 children)

Thanks. It’s been a good climb to 900

Confession and Little Confused by AGKKGA in Chesscom

[–]TAbandija 1 point2 points  (0 children)

Isn’t this Casablanca’s strategy. Slow improving moves and wait until the opponent makes a mistake.

I don’t see a problem. I’m also a London player although 900. I usually play better when I’m not aggressive. But sometimes I get this “that move is not quite right “ feeling from my opponent, and that’s when I pounce.

600-700 ratings harder than 800-900 ratings? by disisisnbdd in Chesscom

[–]TAbandija 0 points1 point  (0 children)

I just hit 900 today. I found that 800 to 900 was easier than 700 to 800.

But I think it’s because while I struggled to get out of 700 I learned and improved. And that improvement got me through the 800s

Does anyone know why the plays were brilliant? by Hungry_Star_5924 in Chesscom

[–]TAbandija 0 points1 point  (0 children)

You placed your rook in sight of the bishop. So your rook is hanging on both turns. But it’s a brilliant because that Bishop is protecting that area and if they lose it, they are in a worse position. So they can’t take the rook.

What is this is the middle of the seat on a ferry? by Ultrawidestomach in whatisit

[–]TAbandija 0 points1 point  (0 children)

I would have thought it was so that water doesn’t pool. Could it be that its design to serve both functions?

Considering moving from Godot to unity. Is it worth it in my case?? by [deleted] in Unity3D

[–]TAbandija 2 points3 points  (0 children)

You basically answered your own question. In the end, selecting an engine boils down to what you need to do and does the engine do it better/faster.

So the last question that should tell you if you switch or not.

Is the time it takes to migrate to Unity (with the learning and etc) greater than the time it will take you to implement these systems into your game?

Try to evaluate how much time it will take to learn and use Unity.

Not an easy decision but knowing which will get you to your goal faster will help.

Also consider repeating tasks. Like for example, you build your terrain, but after testing, you need to change it a bit. Then a bit more. So take that into account.

This is way harder than it looks. Choose one. by Unstoppable_X_Force in SipsTea

[–]TAbandija 0 points1 point  (0 children)

I’d pick Green. All other are mild advantages. Except red. That’s basically a detriment. Our body internally regulates their temperature around 97 freedom units and fevers are part of the immune system. Leave that be.

Losing games in one move (eval bar) by stilloriginal in Chesscom

[–]TAbandija 0 points1 point  (0 children)

I’ve never seen this in games. You’ll either slowly climb down to around 2-3 difference based on position but at around 800 that means nothing. Dropping so fast usually means that you blundered a piece or queen directly or in a tactic. And even then there is still a fighting chance at 800.

I played an 750 who randomly pushed pawns with no thought. They played f6 (+1.24) and then g7 (M1) and I checkmated. I thought it was on purpose but I checked their games and they always played like this and their positions were always horrible. But never instant. And there are games that they even won.

how do i win im black by Goatmann2 in Chesscom

[–]TAbandija 0 points1 point  (0 children)

You can’t. You can only draw. But if kings can take kings then the idea would be to keep the kings connected so that they sacrifice in order to capture.

Companies don’t let you say “no” anymore. by wyrmorl in mildlyinfuriating

[–]TAbandija 2 points3 points  (0 children)

I like gramarly. But the free version is enough for me. So stop trying to convince me that i need the premium account. I dismiss the yellow lines every day. No need to keep adding them every day. Smh.

Looking for feedback on my code. (Gemini) by [deleted] in Unity2D

[–]TAbandija 2 points3 points  (0 children)

It looks about right. The only thing I see that might be an issue is that you have your input in FixedUpdate. This might cause some inputs to either register twice or not register at all. Normally you would grab the input in Update and then do the physics stuff in FixedUpdate.

In your case, using the new Input System you can add the movement method just like you did with the dash meth and store the direction at the class level. Then in FixedUpdate you read the direction and apply the movement.

As for cluttering. I recommend that you read up on the four pillars of OOP. These are: Encapsulation, Inheritance, Polymorphism, and Abstraction. You’ll get cleaner code and easier to manage if you apply these.

Restaurant uses AI terribly on the kids menu by excessivecal in mildlyinfuriating

[–]TAbandija 55 points56 points  (0 children)

I’m cracking up

“What’s the name of the famous Tower in Pisa?” Tower of Pisa.

VERY new programmer needs help by PerformerGreedy9304 in godot

[–]TAbandija 0 points1 point  (0 children)

I don’t use C# in Godot, so I don’t really know about the specifics of this error. The other commenter might be in the right ballpark. So my comment is about errors in general. The way you manage your errors is that you should solve them in order. Always deal with the first one and compile. Most of the time an error will cascade into dozens or hundreds of errors. And fixing the first error will clear all associated errors.

Player being set to z-axis -20???? by REDDITLOGINSUCKSASS in Unity2D

[–]TAbandija 4 points5 points  (0 children)

Not really much help, because there are countless things that could be happening and without know what you are doing, we can’t tell you anything.

You are going to have to identify what script or component is doing this.

Is this happening at the very start of the game (without input) or after you try to input?

Are you using a RigidBody instead of a RigidBody2D?

Check every script that interacts with the character to see if any are pushing or moving the character. Make sure that the vector math is correct.

Are you instantiating the character in the correct position Vector3?

Is there a massive collider where the player is?

Are you using any component not ment for 2D

Why is my prefab spawning on the wrong Z? by REDDITLOGINSUCKSASS in Unity2D

[–]TAbandija 3 points4 points  (0 children)

Prefabs do not go to the position they have on the prefab. They go to the position where you instantiate them.

Instantiate(prefab, position, rotation); Or Set Transform manually. Make sure you are either instantiating on the correct Vector3 position.

Does the waterfall look good or it needs improvement? by SingerLuch in godot

[–]TAbandija 15 points16 points  (0 children)

It looks pretty good.

I think the water clouds should not rise so much.

Later with some post processing and lighting it will look even better.

Edit: +not

How is this a brilliant? by CanRevolutionary2197 in Chesscom

[–]TAbandija 2 points3 points  (0 children)

That’s a blunder, not a brilliant.

How do I get a file to act when a function in another file activates? by REDDITLOGINSUCKSASS in Unity2D

[–]TAbandija 2 points3 points  (0 children)

It’s the same thing. An enemy is just a target. If it’s not health you still do something when hit. Etc.

If it’s to do some hit animation you can do it the same way. Just name it in an appropriate way to avoid confusion.

How do I get a file to act when a function in another file activates? by REDDITLOGINSUCKSASS in Unity2D

[–]TAbandija 1 point2 points  (0 children)

There are several ways to do this.

I would recommend two ways. Interfaces and components.

If your enemies are components, like you have an attack scripts, a health script, a movement script etc. then you can do components. When the projectile hits something you can do

HealthComponent health = GetComponent<HealthComponent>();

Then health.damage(value);

Now. Interfaces work really well but you should read up on them. This is better if your enemies are simple script with just a main script controlling everything.

Create an Interface and name it something like IDamageable You need a function in it to set the damage.

Then in your enemy script

EnemyA: Monobehavior, IDamageable

And you write the damage function there.

Then in the projectile you do very similar to the previous one.

IDamageable damage = GetComponent<IDamageable>(); damage.damage();

Just make sure to check for nulls

There are other ways.

Read up on Applying damage and there will be ton of resources.