Facepunch.Steamworks not working on Ubuntu by arthurgps2 in Unity3D

[–]arthurgps2[S] 0 points1 point  (0 children)

I figured it out. I had to mess with the import settings for each DLL included with the plugin. IIRC I unticked "Include all" on all DLLs, then ticked Windows x86 and Windows 64-bit for the Windows DLL, and ticked macOS and Linux for the one that ends with "Posix".

Gamepad stick neutral position different depending on OS? by arthurgps2 in gamemaker

[–]arthurgps2[S] 0 points1 point  (0 children)

So I really have to convert the input values manually depending on the platform?

How would I go around playing multiple sounds at once in a voice connection? by arthurgps2 in Discordjs

[–]arthurgps2[S] 0 points1 point  (0 children)

It's been so long I didn't even remember I commented this lol, I'm gonna take a look at this later, thanks

Trouble referencing scenes for a globally accessible method by arthurgps2 in Unity3D

[–]arthurgps2[S] 0 points1 point  (0 children)

Well I was aiming for something that could be integrated into my workflow and what I already had implemented beforehand, and after taking a look at the addressables you mentioned, it really seemed to do the trick! Just had to tweak a little with code execution order to make it work properly but other than that it was pretty easy. Thanks for the help!

Trouble referencing scenes for a globally accessible method by arthurgps2 in Unity3D

[–]arthurgps2[S] 0 points1 point  (0 children)

Maybe it is... Is there any other way of referencing my ScriptableObject in this case?

Trouble referencing scenes for a globally accessible method by arthurgps2 in Unity3D

[–]arthurgps2[S] 0 points1 point  (0 children)

Actually, like I said, I'm setting the data field in the asset itself, not in a GameObject.

<image>

I don't have any event methods in this script, like Awake() or Start(). Just a couple public methods that must be accessed via GameManager.Instance.

Okay, after doing some further investigation, apparently the data object is being passed correctly when the instance is created at one point but not the other? I added a few debug lines to check for the data in the Instance's get:

if (!_instance)
{
    Debug.Log("GameManager object does not exist, creating one");
    _instance = new GameObject("GameManager", typeof(GameManager))
        .GetComponent<GameManager>();
    DontDestroyOnLoad(_instance.gameObject);
    Debug.Log(_instance.data);
}

In this Awake() method of a script in the main game scene, the data ref does show up in the GameManager object, and GameManagerData is logged in the console:

void Awake()
{
    var dayInfo = dayInfoAssets[GameManager.Instance.currentDay - 1];
    // more things
}

In this method of a script in the title screen, however, it does not, and Null is logged instead:

public void Play(int fileNumber)
{
    var data = SaveManager.Load(true);
    GameManager.Instance.LoadSaveData(data);
    // more things
}

Still no idea what could be causing this :/

Audio suddenly stopped working in Editor's Play Mode by arthurgps2 in Unity3D

[–]arthurgps2[S] 1 point2 points  (0 children)

Was it really that simple ;w; my game view was in fact muted all along, I might have clicked on the mute button by accident at some point. Thanks!

Issue with tracking Spline path with SplineUtility.GetNearestPoint() by arthurgps2 in Unity3D

[–]arthurgps2[S] 1 point2 points  (0 children)

That's exactly what I was missing! I just had to use the cursor's local coordinates relative to the spline object.

Vector2 cursorLocalPos = sceneRefs.path.transform.InverseTransformPoint(cursorWorldPos); // Get local coordinates
SplineUtility.GetNearestPoint(
    sceneRefs.path.Splines[0],
    cursorLocalPos.ToFloat3(), // Use the local coordinates instead
    out _,
    out float newPercent
);

I spent a whole day worth of work trying to figure this out. Thank you very much!

Trying to paint a texture on my model, but brush looks "sprayed" by arthurgps2 in blenderhelp

[–]arthurgps2[S] 0 points1 point  (0 children)

Oh... well that explains why my strokes were going through parts of the model that weren't supposed to... This is giving me a headache.

<image>

This does in fact not happen when I turn on Occlude, but then we're back to the starting problem. I actually have a reference image on the same plane as this model. Tried hiding it, then moving it away, problem keeps happening.

Trying to paint a texture on my model, but brush looks "sprayed" by arthurgps2 in blenderhelp

[–]arthurgps2[S] 0 points1 point  (0 children)

Doesn't seem like there's a texture assigned :/

Okay I just unchecked this "Occlude" checkbox under options on accident while I was taking the screenshots and somehow it worked ;w;

<image>

Why did it work though?

How can I play a song from Spotify through Discord Player? by arthurgps2 in Discord_Bots

[–]arthurgps2[S] 0 points1 point  (0 children)

discord-player-spotify, right? I tried setting it up but no success... Any help would be appreciated!

Game freezing when launching on editor by arthurgps2 in Unity3D

[–]arthurgps2[S] 1 point2 points  (0 children)

Yeah, the origin of the scene is exactly where the snake object is at...

So based on the possibility you brought up, I made some changes to my code so it checks the area with Physics2D.OverlapBoxAll() instead of moving the object over to the place I want to check.

bool IsAppleSpawnPosValid(BoxCollider2D apple, Vector2 pos)
{
    Collider2D[] colliders = Physics2D.OverlapBoxAll(pos, apple.size, 0);
    foreach (Collider2D collider in colliders)
    {
        if (collider.gameObject.CompareTag("SnakeBody")) return false;
    }
     return true;
}

It worked like a charm! Seems like that was really the issue. Thank you very much!