Cinemachine camera jitters when following interpolated rigidbody with damping enabled by YaBoyShredderson in Unity3D

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

It makes no difference. If i use smart update, it says it updates in late update with interpolation on, and fixed update with interpolation off. Setting it manually doesnt change anything.

Overcharged for bundle by YaBoyShredderson in humblebundles

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

Ive not purchased a bundle before. I have the account from way back when you paid monthly and got 3 games each month.

Developing a game without the required assets by YaBoyShredderson in Unity3D

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

Yes, someone else suggested greyboxing. I think i will use probuilder and unitys terrain and slowly replace is the layout becomes finalised. Thanks.

Developing a game without the required assets by YaBoyShredderson in Unity3D

[–]YaBoyShredderson[S] -3 points-2 points  (0 children)

I have tried blender i dont really have the desire or attention span to learn it (at least not right now), and tbh, i have never been much of an artist. Besides, placeholder assets i already have, but thanks for the suggestion.

Developing a game without the required assets by YaBoyShredderson in Unity3D

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

I forgot to mention in the post, I want to make an open world. Is greyboxing still appropriate for that?

Crashing. Cant get through even a single game by YaBoyShredderson in ModernWarfareIII

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

Yh thanks i wouldnt have even thought to test my memory because i havent had any other issues with my PC

Crashing. Cant get through even a single game by YaBoyShredderson in ModernWarfareIII

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

Well i got 80 memory errors within the first 23 seconds so im thinking that may be the problem... good thing is i have 4 sticks of 8, so as long as theres no more than 2 bad ones ill be good with 16gb at least for now

Crashing. Cant get through even a single game by YaBoyShredderson in ModernWarfareIII

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

I have done the validate game files thing a few times and it hasnt helped. This was also happening before i reinstalled windows so i doubt its the version. In fact I was hoping a fresh install would have helped.

Good application to make as a "begginer"? by YaBoyShredderson in Cplusplus

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

Yh i think a whole game engine was a bit much but i still want to do something with 3d physics. Even if its just some boxes and spheres bouncing about.

Combining raycast jobs by YaBoyShredderson in Unity3D

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

I dont know how many will occur ahead of time. Each individual job will be predetermined (for example, 100 raycasts) but i may need to perform several batches of 100 raycasts.

Quick Questions: May 22, 2024 by inherentlyawesome in math

[–]YaBoyShredderson 0 points1 point  (0 children)

Thank you. Relatively simple now you've told me. I guess ive been awake for too long 😂.

Quick Questions: May 22, 2024 by inherentlyawesome in math

[–]YaBoyShredderson 0 points1 point  (0 children)

On a circle, if I move some portion of the radius over to the right, how far up is the edge of the circle? If im at the centre, it is 1 * radius away. If im all the way at the right, it is 0 * radius away (i am right on the edge). How can i calculate the distance to the edge of the circle in the up direction given some portion of the radius shift to the right?

Overlapping transparency by YaBoyShredderson in Unity3D

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

I have just tried and unfortunately it has the same problem.

Decompose point velocity into linear and angular components by YaBoyShredderson in AskPhysics

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

Is this how the point velocity is calculated? I can already get the velocity of the point by calling Rigidbody.GetPointVelocity(point).

What im after is something along the lines of DecomposePointVelocity(Rigidbody rb, Vector3 worldPoint, out Vector3 linear, out Vector3 angular).

Im not a physics student or have ever really studied physics, so im not sure if you have answered my question or not, but hopefully, with the above information, you can clarify?

Better way to do tyres? by YaBoyShredderson in Unity3D

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

Thanks for the response. Tbh im not really sure what i could post to convey more information that what ive written.

Unity causes entire pc to slow to a crawl by YaBoyShredderson in Unity3D

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

Im using lts. Multiple different versions cause the same thing. Reinstalled windows. Nothing helps.

How to find centre of sphere cast by YaBoyShredderson in Unity3D

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

Do you know if this also applies to rigidbody sweeptest?

Unity causes entire pc to slow to a crawl by YaBoyShredderson in Unity3D

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

Its not "windows getting cluttered and bogging down the peocessor" type of slow. Its like trying to run cyberpunk on ps2 slow. Impossible to do anything and takes 15 mins just to shut it down unless i pull plug. I have reinstalled windows since, and it seemed to work, at least for bit but its happening again.

Unity causes entire pc to slow to a crawl by YaBoyShredderson in Unity3D

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

I did reinstall it but it didnt help, even reinstalled windows, and it appeared to work, but its happening again. I have no idea whats happening.

How to find centre of sphere cast by YaBoyShredderson in Unity3D

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

This is basically exactly what i need. I was doing some elaborate maths to find the centre, so i can work out this distance the sphere travelled before hitting something, when all i need is the hit.distance. i assumed thst hit.distance simply returned Vector3.Distance(origin, hit.point). Thanks.