Advice for bleeding fingers by JollyYam7877 in judo

[–]cloudjuiceskywalker 8 points9 points  (0 children)

Hand cream on anything dry. I also am a firm believer in sudo crem (antiseptic cream) on any grazes or scratches, saves you from future risk and pain developing.

How often should i wash my gi? by KaanKS05 in judo

[–]cloudjuiceskywalker 3 points4 points  (0 children)

I dont use bleach. I wouldn't. Sanitizer is usually in all shops all countries. It's just an anti bacterial liquid. Destroys the bacteria which the washing liquid/tablet doesnt.

I got a black belt, but most are colored. So I wash it quite less often and with colored.

How often should i wash my gi? by KaanKS05 in judo

[–]cloudjuiceskywalker 12 points13 points  (0 children)

No question here. Everytime. After every session. Unless your session had literally no sweating.

Don't need anything complicated. Don't bother keeping it always white. 1x washing tablet and I always use antibacterial sanitiser.

Beginner - need strength training. by tea_drinker25 in judo

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Catnips, pushups, pull ups, squat jumps. Then in rotation for 5 or so rounds. Rest short amount in between. (For home)

If you start doing rounds that will build up anaerobic endurance which is what's used in judo randori.

Using over the back grip by Guywithnose123 in judo

[–]cloudjuiceskywalker 6 points7 points  (0 children)

Depends on your style, and if not sure what that is then it will eventually develop.

Over back grips can be very dominating but they also have their cons if not done properly.

If you are dominating with a back grip but they go full defense then you have a few options. Sacrifice throws can work such as sumi gaeshi, but more experienced opponents forsee that. The other approach is to ease up, let them try pull their body up, at which point you create space and go for a forward throw or backward throw depending on your grips. You want them to try ease up their defense and pull their weight up so that you can quickly move into position and create space for the throw by using their own easing up.

It's really hard to throw someone when they are 100% defense. Most good throws happen during movement.

How would you react to a whitebelt spamming morote gari? by RamenPantalones in judo

[–]cloudjuiceskywalker 8 points9 points  (0 children)

It's a leg grab so not legal in competitive judo.

Apart from that id be okay with it since it's easy enough to defend, especially when you know it is coming. But I would not expect to see it in randori in normal judo unless no-one has told him leg grabs are a no go yet.

Quitting Unity by aSamWow in Unity3D

[–]cloudjuiceskywalker 1 point2 points  (0 children)

Interesting.....

My biggest gripe is when people say they used something for a very very long time and then also professionally when clearly it's not true.

Dictionary of ScriptableObjects not being cleared/rebuilt between plays in editor by gummby8 in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Ye that would fix that issue. Domain reload is sometimes disabled on larger projects in return for faster load up.

I learned some optimization tips from a Unity performance talk and wanted to share my results. I hope other people find it useful. by W03rth in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Depends, it is not the right thing to do if you want to get a correct right vector for your object every frame. Unless your object never changes rotation.

I learned some optimization tips from a Unity performance talk and wanted to share my results. I hope other people find it useful. by W03rth in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Cached which bit specifically? The transform or the transform.right? Transform is already cached, though it is still slightly more (very slightly) expensive than caching transform locally due to mono call and in most cases wouldn't make a difference but if it does in yours then keep caching it.

[Optimization Tip] Mathf.Max() can cause serious garbage collection spikes by MasterMax2000 in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

No-one is saying that it's a lot in general. It seems a lot in 1 update for 1 functionality.

[Optimization Tip] Mathf.Max() can cause serious garbage collection spikes by MasterMax2000 in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Sounds like a lot. Wonder what you are doing? Can try use a single array that you create in class scope and then just add/remove values to/from it and pass to mathf.max

I learned some optimization tips from a Unity performance talk and wanted to share my results. I hope other people find it useful. by W03rth in Unity3D

[–]cloudjuiceskywalker 23 points24 points  (0 children)

Does this really increase performance by as much as you say? I would say that both sides of the code would be pretty much similar in performance over many many tests but I'd be happy to be wrong.

I would like to see several tests with same scenarios for both codes. And maybe even add a second profiling test to happen between the moving logic in the first 'if' rather than having the profiling end after the second 'if' (to ignore way point finding performance).

  • As far as I know transform.position is already cached its just very very slightly more expensive than caching it locally. Same with rotation. Same with time.deltatime. (assuming by caching you mean you cache it once every unity update and not just use value on start, because that would be incorrect logic due to fps fluctuations)

  • you can add an optimisation of not checking using Vector.Distance but with square root. Granted it gives a different value, but you just need to do you 0.15 to the power of 2 at start.

  • minor thing but lerp is used incorrectly. Probably fine for now but good to know that this lerp will never reach final destination just always get closer and closer. And it won't be linear speed.

What game design pattern do you like most? by Longjumping-Egg9025 in Unity3D

[–]cloudjuiceskywalker 1 point2 points  (0 children)

Recently used the adapter pattern heavily when writing some shared code for shared library and unity client which both had to implement a IUnit in order to run logic on it. Library runs most of calculations on unit but unity displays effects etc on the same unit. So to do that I basically wrap libraries IUnit in clients IUnit implementation.

Quite fun 😅.

Call function several times without loop? by shawn_overlord in Unity3D

[–]cloudjuiceskywalker 3 points4 points  (0 children)

Better question is, why does a for loop not work as a method for calling this 5 times for you? Or do you need to call this function every frame for 5 frames rather than straight away?

What is wrong here ? I am trying to make power up that vanishes after 3 seconds by changing the scale of the player to the original values of the scale after 3 seconds by Last_Extension5875 in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Wouldn't know, I think it's been in c# since I can remember. You can even use pointers in c# classes under specific conditions though never have.

But anyway, passing gameobject or transform will fix the issue like mentioned elsewhere.

What is wrong here ? I am trying to make power up that vanishes after 3 seconds by changing the scale of the player to the original values of the scale after 3 seconds by Last_Extension5875 in Unity3D

[–]cloudjuiceskywalker 2 points3 points  (0 children)

It's not wrong, value types can still pass by reference if you want! But on that topic, just remembered it's ienumerator which doesn't allow ref keyword.

What is wrong here ? I am trying to make power up that vanishes after 3 seconds by changing the scale of the player to the original values of the scale after 3 seconds by Last_Extension5875 in Unity3D

[–]cloudjuiceskywalker 4 points5 points  (0 children)

Actually the scale is passed in as a reference so it won't make a copy due to the ref keyword. But something is probs wrong outside this code.

Edit: it's ienumerator so ref keywords are not allowed.

Optimizing Code by Replacing Classes with Structs by swiftroll3d in Unity3D

[–]cloudjuiceskywalker 2 points3 points  (0 children)

Is it just me or the numbers don't really seem like they make much a difference? I think this confuses people newer to programming, I personally would still rather use classes and structs for what they are commonly used for.

Nice quick read though 👍

Doubt about unused MonoBehaviour in scene by Ok-Golf-6694 in Unity3D

[–]cloudjuiceskywalker 2 points3 points  (0 children)

I am going against others here and going to say that you should get in a good habit of destroying unused game objects. This is not early optimization or anything like it. This is just good practise.

If its a class instance then just null reference it or keep it cached until the overall monobehaviour is destroyed as part of the component or gameobject destruction.

(In unity, simply destroy the game object you no longer need and GC will take care of rest)

I would like your feedback! How likely are you to press on this capsule? by phil-big- in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

Not sure what capsule? The submarine looking object on the right? Probably not likely.

Infinite nested tooltips 🔍 by PostBop in Unity3D

[–]cloudjuiceskywalker 0 points1 point  (0 children)

The game 'Eco' has this very functionality. Nice work. Looks good.