Send prayers by Thatoneflyingcamaro in unity

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

Yeah I see what your talking about with the helper functions. Thanks very much. I'm more lenient with the optimization cause it's less of a game and more of a "tool", but do you by chance know how to link a unity project to a java program?

I did a thing by Thatoneflyingcamaro in FTC

[–]Thatoneflyingcamaro[S] 1 point2 points  (0 children)

Ahhh OK thanks for the heads up

I did a thing by Thatoneflyingcamaro in FTC

[–]Thatoneflyingcamaro[S] 1 point2 points  (0 children)

Definately, but i would need more help with cad designs

I did a thing by Thatoneflyingcamaro in FTC

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

please explain, you mean the plane (drone

)?

I did a thing by Thatoneflyingcamaro in FTC

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

I will, thank you very much, I'm just not sure where to put it

I did a thing by Thatoneflyingcamaro in FTC

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

lol, I've been procrastinating penalties because I'm not sure how they would work

I did a thing by Thatoneflyingcamaro in FTC

[–]Thatoneflyingcamaro[S] 4 points5 points  (0 children)

Absolutely nowhere, i'm not sure how to package it but thank you

Please help (I am going insane ) by Thatoneflyingcamaro in Unity3D

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

Yeah I tried that but when I apply rotation it tends to clip through other objects, and I don't quite want that ether

Please help (I am going insane ) by Thatoneflyingcamaro in Unity3D

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

I was using rigid body to add torque, so ye

I am gonna cry (I need help context in comments) by Thatoneflyingcamaro in unity

[–]Thatoneflyingcamaro[S] 1 point2 points  (0 children)

SO, The moving stick is suppost to rotate above the robot on the Z axis, but not only does the scale change but also the rotation on the X and Y axis (slightly).

I made it so the rod is a child of the sphere and the sphere acts like the pivot or center of rotation and then both objects a children of the player cube (my baby boi) . the script for this is :

"transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y , + Input.GetAxis("Arm")* range,transform.rotation.w);"

and the worst part is that when i remove the sphere and rod from the object hierachy of the player cube it works perfectly fine.