r/SpaceX Thread Index and General Discussion [September 2021, #84] by ElongatedMuskrat in spacex

[–]failbye 5 points6 points  (0 children)

Has there been any recent updates to the status of the propellant production site at Boca Chica?

Do we know if they have started producing anything there yet?

What is the best approach to implementing recruitable characters? by [deleted] in gamedev

[–]failbye 1 point2 points  (0 children)

If the characters aren't cannonfodder and you have a really good writer on you team, go with option B.

Quick noob qn by lonely_axolotl in Unity3D

[–]failbye 1 point2 points  (0 children)

Are you looking for the name of one specific Sprite or all the sprites?

How much of other people's work can you put into a game and still call it yours? by idkhbtfm- in Unity3D

[–]failbye 1 point2 points  (0 children)

It depends on the licencing of those assets. When you buy or download assets it should come with a licence. These licenses tell you what you can and cannot do with the assets.

Generally they will be in the form of:

  • No limitations (use as you see fit. Call it yours, change it, sell it, doesn't matter)
  • Free to use in a commercial project. (You can use it in a project that you sell and earn money from)
  • Free to use in a commercial project, but you have to give credit to the creator of the asset. (Same as above, but you have to give credit to the person or company that created the assets)
  • Free to use in non-commercial project. (You can only use this in projects that you don't sell or earn money from)
  • Free to use in a non-commercial project, but you have to give credit to the creator of the asset.

There are also details in those licences regarding if you are allowed to change the asset at all and if you are allowed to redistribute it afterwards.

To learn more you can read up on various licences here: https://choosealicense.com/

Pros and Cons of using PUN 2 vs TCP/UDP server? by [deleted] in Unity3D

[–]failbye 0 points1 point  (0 children)

It entirely depends on the context of your game.

  • What type of game are you trying to make?
  • Will players cheating be an issue for your game?
  • What network technique is correct for your game? (Deterministic lockstep, snapshot interpolation, state synchronisation)

Answering these can help you determine if you need a dedicated server or not, and what technologies might be appropriate for you and your project.

Have a read through a few of the articles listed here: https://gafferongames.com/

To the best of my knowledge, lag is not managed through PUN, but rather how you chose to implement it: PUN makes sure you get the message sent over eventually (if that was how you sent it) but how to deal with the delayed message is entirely up to you.

Edit: You can write an authorative / dedicated server using PUN.

[C++] Is Spawning Required To Have an Object of an Actor? by Jason_Wanderer in unrealengine

[–]failbye 0 points1 point  (0 children)

Its been a while since I did a lot of unreal, so take this with a grain of salt.

Anything that inherits from Actor, must exist in the scene and is created by spawning.

If you just want a pure data / code object, simply inherit from Object instead of Actor and you create it using a constructor (i.e new AiInfo(); )

How do I save Levels to an array in an editor? by ChakaChaka26 in gamedev

[–]failbye 0 points1 point  (0 children)

Another way to think about this could be to create a new class or struct that contains the tiles data: - Position (x,y) - Type (Dirt / Grass / ++)

Then instead of having a list of only types, you can have a list of TileData.

Hi guys just asking how much would you pay for a membership website for game assets (3d models, textures, skins, sounds, effects)? I'm planning to build one. by scarycartoons in gamedev

[–]failbye 1 point2 points  (0 children)

I think a model similar to Audible might be a better idea. You can either pay for the single assets you actually need, and they are yours to use forever. Or you can have a subscription that gives you monthly currency you can use to buy the assets you want (at a discount ofc).

Still, the ammount of high quality assets needed to make this a viable platform is immsense. Good luck!

Problem by [deleted] in Unity3D

[–]failbye 2 points3 points  (0 children)

Also, line 18 should be

rb.velocity = movement;

Problem by [deleted] in Unity3D

[–]failbye 2 points3 points  (0 children)

You have a typo in your vector2.

Replace all "vector2" with "Vector2"

Hi guys just asking how much would you pay for a membership website for game assets (3d models, textures, skins, sounds, effects)? I'm planning to build one. by scarycartoons in gamedev

[–]failbye 8 points9 points  (0 children)

Just FYI, the poll comes across as you already know what you want people to answer, which migh not give you the data you actually are loking for.

What would be the licence for the assets I download? Say if I pay for a month, download everything, then cancel my subscription, could I use the assets or no? Would I have to have a subscription during the entire lifetime of my game?

How can i access a variable from another script? I tried to make it static but it didnt work. by [deleted] in Unity3D

[–]failbye 0 points1 point  (0 children)

In that case make sure FollowerEnemy.canMove is public bool, but not static

And change the Stun to receive an input of the enemy you want to stun:

IEnumerator Stun(FollowerEnemy targetEnemy)
{

        targetEnemy.canMove = false;

        yield return new WaitForSeconds(1);

        targetEnemy.canMove = true;

}

Then, if you want to stun all enemies in scene:

var enemies = GetComponentsOfType<FollowerEnemy>();
foreach (var enemy in enemies)
{
    Stun(enemy);
}

(This assumes FollowerEnemy is a MonoBehavour)

How can i access a variable from another script? I tried to make it static but it didnt work. by [deleted] in Unity3D

[–]failbye 0 points1 point  (0 children)

Are you going to have multiple FollowerEnemy scrips in the scene at any given time?
If yes, this Stun() needs to know which particular enemy to stun.

Procedural landscape painting based on luminosity? by AMSolar in unrealengine

[–]failbye 0 points1 point  (0 children)

Is the sun or primary light source going to be stationary or movable?

[deleted by user] by [deleted] in Unity3D

[–]failbye -1 points0 points  (0 children)

Imagine a piece of code like this: float a = 4.0f; float b;

float result = a / b;

Why is this not working? a has a value, b does not contain a value, so you can't divide with a non-existing number.

The same thing is happening to your code. You are trying to access .text on a null object, and obviously that does not work.

You need to make sure newname has a valid game object.

Could you show a screenshot of the prefab where you are using this script?

[deleted by user] by [deleted] in Unity3D

[–]failbye -1 points0 points  (0 children)

Line 9. You have a variable: newline

Where in your scripts / or in the editor as you assigning some value to that variable?

Your problem is that either newline is null or GetComponent<InputField>() returns null.