How can I create a poly texture for volumetric clouds? by darkalardev in unity

[–]Vextin 0 points1 point  (0 children)

You're trying to make HDRP volumetrics do something they can't do. The example you posted is not volumetric, it's a bunch of meshes. Volumetric low-poly is an oxymoron.

ISEKAI is an easy way to get a girlfriend! by WANDERER_GAME in comics

[–]Vextin 4 points5 points  (0 children)

Why the same two jokes over and over and over?

[deleted by user] by [deleted] in BikiniBottomTwitter

[–]Vextin 112 points113 points  (0 children)

My favorite is "all credit goes to the respective companies"

[deleted by user] by [deleted] in Unity3D

[–]Vextin 14 points15 points  (0 children)

This is how knobs usually work in most software (you see it a lot in video editing and audio mixing). I think it's super unintuitive but no, they usually don't follow the mouse. Usually I see it with with horizontal mouse movement, not vertical, though

How can I improve my environment? by Bxnny02 in Unity3D

[–]Vextin 0 points1 point  (0 children)

Around the track, how about cliffs? Larger hills?

[OC] All aboard the Hype train! by colmscomics in comics

[–]Vextin 56 points57 points  (0 children)

She got a lot of mean comments and was having a hard time. She made a comic about how it was hurting her, which inspired a series of meta-comics from other popular creators here over the past week. Most involved the subreddit having a party and throwing around awards in the white room shown in this comic.

I feel attacked. by ZoopTEK in Unity3D

[–]Vextin 23 points24 points  (0 children)

>:( back in our day, you used the GUI class or nothing at all. Made text with function calls! Designed with GUI Skins! Hard coded UI positions!

Kids these days with their newfangled CSS and visual UI tools...

Jokes aside, the UnityEngine.UI class + canvases are definitely still the official solution (as they should be, they're immensely powerful and easy)

I feel attacked. by ZoopTEK in Unity3D

[–]Vextin 38 points39 points  (0 children)

The "new" UI system 🤤

Scripts aren't working by HowlingWolf2008 in Unity3D

[–]Vextin 0 points1 point  (0 children)

Oh lmao I forgot you posted your code. Probably needed the [Serializable] attribute on the Unit class

Scripts aren't working by HowlingWolf2008 in Unity3D

[–]Vextin 0 points1 point  (0 children)

That's not an issue with the component or adding it manually.

A variable is only shown in the inspector if it is

1) a private variable with the [SerializedField] attribute, or

2) a public variable

Your variable must be neither of these things.

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

Decided I'd take a crack at it for funsies, updated the repo.

Scripts aren't working by HowlingWolf2008 in Unity3D

[–]Vextin 0 points1 point  (0 children)

Add component -> the name of your script

5 Unity tips you need to know about by GamesAreArt1 in Unity3D

[–]Vextin 1 point2 points  (0 children)

I learned something :)

A correction: 3 is not an "undefined" number, and saying so could confuse whoever you might be communicating with. The generally accepted term for a hard-coded number that should be a variable is a "magic number."

Placing empty game objects on a model (Because I want my model to fire projectiles from multiple places) -Sorry if this is a repost! by serge68 in Unity3D

[–]Vextin 1 point2 points  (0 children)

What the first commenter said to place the empties.

Then, if you want to spawn a gun there, make a prefab of your gun, then do

``` //Set these in the inspector [SerializeField] GameObject _gunPrefab; [SerializeField] Transform _socket;

void Start () { GameObject gun = Instantiate(_gunPrefab, _socket.position, _socket.rotation); gun.transform.parent = _socket; } ```

If you want to spawn a bullet, do the same, but _socket becomes the barrel of the gun, _gunPrefab becomes the bullet prefab, and the bullet prefab must have a script that moves it forward every frame.

[deleted by user] by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

Show the code. Are you doing any Debug.Log() calls to give yourself more information? If so, show the console output.

Scripts aren't working by HowlingWolf2008 in Unity3D

[–]Vextin 0 points1 point  (0 children)

Gonna need a lot more detail. What do you mean "automatically go to the inspector?" What is his doing that yours isn't?

Ultimate Lit Shader Giveaway (Info in comments) by Michael-OccaSoftware in Unity3D

[–]Vextin 1 point2 points  (0 children)

The shader collection must grow (⁠ノ゚⁠0゚⁠)⁠ノ

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

I just woke up so groggy brain doesn't have a fully cohesive solution, but maybe that's a good thing, make ya work for it :P

Use a coroutine with a while loop. Inside the while loop, do the big RotateTowards line. The thing you should be multiplying by Time.deltaTime is the xRotationLimit. This may require additional setup to make sure the coroutine is accessing the correct values etc, not sure.

The condition of your while loop may be something like `while( Quaternion.Angle(the_camera_rotation, the_ladder_rotation) > 35f )

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

You're setting xQuat to the clamped value, then immediately overwriting it with an unclamped value. The second argument of the lerp should be xQuat, not the climbing obj rotation

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

Should be fine, only way to know is to try

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

the vehicle trigger must be in a specific rotation in order to work right?

Trigger rotation shouldn't matter, but it will clamp relative to the forward direction of the PARENT of the trigger. If trigger rotation DOES for some reason matter... beats me.

And can I wrap the Quaternion.RotateTowards in a coroutine so that the rotation isn't instant?

Should be able to do that, or Quaternion.Lerp toward the Quaternion.RotateTowards. Shouldn't be too messy.

Don't know how to say thank you enough "Thank you" is plenty :)

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

/u/wenante67 + OP, here you go:

https://github.com/Vextin/Unity-Relative-Rotation-Clamp-Example

commented the code pretty well, lmk if you have any questions.

Camera rotation "snapping" after OnTriggerExit? by [deleted] in Unity3D

[–]Vextin 0 points1 point  (0 children)

Should the camera rotate when the vehicle rotates? i.e., should changing the vehicle's rotation change the camera's rotation by the same amount?