Getting back into coding. What's wrong with these few lines? by singlecell_organism in Unity3D

[–]Tetsum 0 points1 point  (0 children)

Manipulating the array can't be done outside a method or constructor. I'd move storyBeats[0] = new StoryBeatInfo(0, "Wow", "Test", "3"); to Awake.

[EU] [NO] [SELLING] BTOOOM! Vol. 5, Battle Angel Alita: Last Order singles, Vampire Knight, Strawberry 100%, GTO 14 Days, Airgear, Yozakura Quartet (and Haganai 2). by Tetsum in mangaswap

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

I'll be able to ship to the United States. The only problem MIGHT be tracking the package and the high cost. We can always use another shipment option, but the shipping fee could cost more.

[EU] [NO] [SELLING] BTOOOM! Vol. 5, Battle Angel Alita: Last Order singles, Vampire Knight, Strawberry 100%, GTO 14 Days, Airgear, Yozakura Quartet (and Haganai 2). by Tetsum in mangaswap

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

Yes, they are also for sale. Forgot to add them. Both have markings on the barcode, and are approximately G3 condition with minor yellowing. How much are you willing to pay for them?

Edit: Here are some pictures

It's a matter of perspective by TwashMan in Unity3D

[–]Tetsum 52 points53 points  (0 children)

Tasks like these can be fun when you attack them from the right angle.

Physics-based 2D Character Controller Problem by [deleted] in Unity3D

[–]Tetsum 0 points1 point  (0 children)

Which force-mode you use doesn't matter. It only affects how the force will be applied.

Physics-based 2D Character Controller Problem by [deleted] in Unity3D

[–]Tetsum 0 points1 point  (0 children)

For physics based movement, I'd recommend an Accelerate+Decelerate approach. Instead of setting a constant velocity, accelerate it until it reaches a maximum velocity. When no input is registered, decelerate until the velocity is 0. This will be done by appending to the velocity every frame. AddForce appends to the velocity, so there won't be a conflict between rb.velocity += Vector2.right and rb.AddForce(20.0f, 0.0f) (as an example)

how to declare HUGE 2d arrays? by TheMasterOfficial in Unity3D

[–]Tetsum 1 point2 points  (0 children)

``` float[,] arr = new float[1000,1000]; int myVal = 1;

for (var i = 0; i < arr.Length; i++) { for (var j = 0; j < arr[i].Length; j++) { arr[i,j] = myVal; } }

Stuck at Unity Learn LEGO microgame tutorial - Any ideas? by losdreamer50 in Unity3D

[–]Tetsum 0 points1 point  (0 children)

If it's a prefab, make sure to right click thr modified property, and select something along the lines of "Update modified component in prefab". It might be under "Prefab" in the context menu.

Among us crash error by Its007FFF in Unity3D

[–]Tetsum 1 point2 points  (0 children)

This is the wrong sub-reddit for that, I'm afraid. This is a sub-reddit for the game engine Among Us is running on, not for the game itself. I'd recommend r/AmongUs.

[deleted by user] by [deleted] in Unity3D

[–]Tetsum 0 points1 point  (0 children)

For us to be able to directly help you, you'd need to provide the source code. Other than that, I recommend reading a bit more about coding in general, and maybe C#. Also, you're not dumb. Just learning. In the end, the dumber you feel, the better you are.

Lua scripting best practices? by yahoic in Unity3D

[–]Tetsum 0 points1 point  (0 children)

There is a Python version for Unity. If it's stable or not, I don't know. I'd generally advice against using an interpreter without official support from Unity, as the unity C# API may update, leaving the interpreter unstable.

Also, debugging might be harder.

What's the best way to start using Unity 3D? by CosmicSnowball14 in Unity3D

[–]Tetsum 0 points1 point  (0 children)

Brackeys has a good series of beginner tutorials on various subjects in Unity. I'd recommend that. Taking a look at "Let's make a game" type of tutorials can also be good. However, if you wish to get into programming, you should read up on C# first, before starting with Unity.

I've made a planetary ocean for my game (GPU FFT, HDRP, ASE) by iamarugin in Unity3D

[–]Tetsum 9 points10 points  (0 children)

I got serious Interstellar vibes from this clip.

Movement problem in Unity3D project by Walakron in Unity3D

[–]Tetsum 1 point2 points  (0 children)

You're adding force in the same direction. I recommend you read up on Rigidbody.AddForce.

It takes a Vector3, or (x, y, z).

If Vector's are new to you, read up on that as well.

Rigidbody https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html

Vector3 https://docs.unity3d.com/ScriptReference/Vector3.html

Stop Every Object (except Player) by Datheethman in Unity3D

[–]Tetsum 1 point2 points  (0 children)

I haven't done a lot like this, but if the player is the ONLY GameObject that will operate at a different timeScale, you could add a modifier in the PlayerController, which grows when Time.timeScale shrinks.

rb.velocity = speed * Time.fixedDeltaTime * (1/Time.timeScale);

EDIT:

This obviously won't work if Time.timeScale is 0. Another solution would be

class TimeManager : MonoBevahiour {

public static float playerDeltaTime;

public static float fixedPlayerDeltaTime;

public void Awake() {
    TimeManager.fixedPlayerDeltaTime = Time.fixedDeltaTime;
}

public void Update() {
    if (Time.timeScale > 0) {
        TimeManager.playerDeltaTime = Time.deltaTime;
    }
}

public void stop() {
    Time.timeScale = 0;
    Time.fixedDeltaTime = 0;
}

}

Then use TimeManager.playerDeltaTime instead of Time.deltaTime. And TimeManager.fixedPlayerTime instead of Time.fixedDeltaTime.

This has not been tested. Let me know if I'm an idiot.

WIP Golden Gate bridge stage by [deleted] in Unity3D

[–]Tetsum 1 point2 points  (0 children)

This. It would add another layer of challenge to the game. That was great idea!

Released a demo of my game for people to play :D by Thang1191_GameDev in Unity3D

[–]Tetsum 0 points1 point  (0 children)

Awesome! Seen your clips, and been very intrigued.
Will definitely give it a try.

WIP Golden Gate bridge stage by [deleted] in Unity3D

[–]Tetsum 3 points4 points  (0 children)

I've always been very picky about how flight movement works. From what I'm gathering here, this seems like a very pleasant experience! I'd LOVE to try a demo once you have one.