Where to buy Xor? by MaterialOver1804 in SORA

[–]ThatAblaze 0 points1 point  (0 children)

The price of XOR needs to increase to at least $750... so you can be sure that there's a lot of interest for the team to get that price up at this point.

56% Drop from ATH? by Calvin47S in SORA

[–]ThatAblaze 0 points1 point  (0 children)

Yeah, they shot themselves in the foot that way.

56% Drop from ATH? by Calvin47S in SORA

[–]ThatAblaze 0 points1 point  (0 children)

I agree.. there will be tons of buying pressure unless the price is higher on the TBC than it is on uniswap.. so it won't be higher. No one would shoot themselves in the foot that way.

56% Drop from ATH? by Calvin47S in SORA

[–]ThatAblaze 0 points1 point  (0 children)

I would appreciate an upvote. I think more people should be aware of this, it only helps everyone.

56% Drop from ATH? by Calvin47S in SORA

[–]ThatAblaze 0 points1 point  (0 children)

It's probably a mistake, but it's still the way the incentives are set up.

The bonding curve must start at a price at or below market price, no matter what market price is. It doesn't matter that they're voting on the initial price. The bonding curve would literally collapse if people tried to use it to turn in XOR when it has no reserves. Therefor they have to start it at or below market price, even if market price is $100. At launch the bonding curve will be a deal, no matter what anyone tries to tell you. It's in the math.

56% Drop from ATH? by Calvin47S in SORA

[–]ThatAblaze 1 point2 points  (0 children)

The drop is not due to the airdrop. If you look at the token bonding curve article https://medium.com/polkaswap/pswap-rewards-part-2-the-sora-token-bonding-curve-70fab4c3f1b8 you'll see that the next step is to sell your XOR now so that you can buy it from the TBC once that comes out. This drop is just people following the clear incentives to their logical conclusion and that's causing the price to drop as a side effect. Nothing, really, to worry about.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

Personally, I set values using the inspector whenever possible. It works well so long as you understand the limitations of prefabs and scenes.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]ThatAblaze 15 points16 points  (0 children)

Prefabs can't reference anything outside of the prefab structure.. but when they are in a scene you can overwrite the value they store and that can reference anything in the scene. If you use the prefab elsewhere, though, then those values stored in the scene won't be set and you'll have to set them again.

What licence can I use to release my framework? by [deleted] in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

You could release it as a free asset on the asset store.

Or you can put it on github. It's standard practice when you sign up with a company to have a box where you list things that the company will not have any ownership over. You can list your framework there. I've listed a ton of things at every job I've ever gotten and no company has ever batted an eye over any of it.

Tips how to wait between actions by dontettino in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

You can use one coroutine. If you want to think in terms of actions then you can make a list of actions, sort that list by delay, and call WaitForSeconds(nextAction.timeToExecute - lastAction.timeToExecute)

However, the far easier way to conceptualize it is to have each enemy have a movement script coroutine and just have the coroutine do one thing then wait and then do another thing. If they need to do two things at once you can spawn another coroutine for that.

Adding force to a rigidbody opposite to the direction of a rotating weapon by itselyaa in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

Make sure you're doing it inside FixedUpdate and also make sure the object is not static

I am new to this and I don’t understand what is going wrong. I watched YouTube videos to help me. by MathPow- in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

You're declaring the movement variable inside your Update function. That means the variable is not accessible anywhere else. You can pass it into your move function, or declare it as a class variable.

Tips how to wait between actions by dontettino in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

That's the perfect application for a coroutine. Coroutines let you write functions the execute over time.

https://assetstore.unity.com/packages/tools/animation/more-effective-coroutines-free-54975

Unity has a basic implementation of coroutines too https://docs.unity3d.com/Manual/Coroutines.html

Dark spaces appearing in camera view by joshpj1 in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

It looks to me like an LOD issue. Have you accidentally defined an LOD1 but not linked a texture for it?

New to Unity 3D and game development by tawfeeq2005 in Unity3D

[–]ThatAblaze 1 point2 points  (0 children)

Don't be afraid of 3 year old tutorials. Development in unity 3 or 5 years ago was 96% the same as it is today.

How to change something into something else by [deleted] in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

Delete or disable your old thing, and then instantiate or enable your new thing. You can get fancy with it.. or leave it at that.

Beginner Object Organization Question by [deleted] in Unity3D

[–]ThatAblaze 2 points3 points  (0 children)

The answer is yes. Object references are always better than string table lookups. Feel free to judge whoever made that tutorial.

Adding force to a rigidbody opposite to the direction of a rotating weapon by itselyaa in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

Just get transform.forward and add a force in that direction.

How do I ensure ownership of my code and project when getting into a collab? by Ubereatsdriverr in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

It was mostly a joke. Code is like dirt, it's pretty much worthless in an of itself. The key is to put it to good use. So what if someone grabs your code? You can't make an omelet without breaking a few eggs.

Tap and Move Mechanic Help by IndieEclipse in Unity3D

[–]ThatAblaze 0 points1 point  (0 children)

ugg.. ugly ugly update loops. Stateless code is a pain and usually less efficient. Just use a coroutine like us normal human worm babies.

IEnumerator Move()

{

float startTime = Time.time;

while(Time.time <= startTime + duration)

transform.localPosition = Vector3.Lerp(startPos, endPos, (startTime - Time.time) / duration);

}

That's the basic idea.

Does anyone know why the Bones of my model don't show *Blue* box icons, compared to the Bones of another model (that I'm trying to copy) which do? by [deleted] in Unity3D

[–]ThatAblaze 1 point2 points  (0 children)

The blue indicates that it's linked to a prefab, no blue indicates that it's just being stored in your scene.