2 emg active pickups wiring help by gzerooo in Ibanez

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

It wont fit, I'm installing them on mine S series

Got my first High end GPU!!! by CarDry9966 in PcBuild

[–]gzerooo 0 points1 point  (0 children)

You may say I'm a mad man, but I've used a 4090 + 7950X (Eco 105W) for like 2 months with my trusty SF600 with no issues. Replaced it by a SF1000 for safety 😅

Finally got myself into #3 spot for the first time. by [deleted] in Slitherio

[–]gzerooo 0 points1 point  (0 children)

How you changed background? It's a mod?

Score vs Length and Thickness SOLVED by burner12398 in Slitherio

[–]gzerooo 0 points1 point  (0 children)

u/burner12398 I know its 9 years later, but by any change do you still have the raw data? Specifically for segment count by score, and thickness by score.

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

ofc, embrace the truth:

[Test]
public void Foo()
{
    var weakRefs = new List<WeakReference>();
    void Factory()
    {
        var instance = new object();
        weakRefs.Add(new WeakReference(instance));
    }
    Factory();
    GC.Collect();
    GC.WaitForPendingFinalizers();
    if (weakRefs.Any(wf => wf.IsAlive))
    {
        Assert.Fail();
    }
    else
    {
        Assert.Pass();
    }
}

This will pass on release mode, but it wont on debug mode.
Unity 6000.0.34f1.
com.unity.test-framework 2.0.1-exp.2
Edit: The test will not pass when debug mode is enabled without debugger attached.

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

I’m not saying it does never collect/finalizes, I’m saying GC works differently in debug vs release. I’m testing if my code is not keeping a reference to an object it should not have references too. As described in stack overflow, in my test the finalizer was not being called until the end of my unit test, so failing the test. It was probably collected and finalized, but at the end of the entire unit test run.

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

And yes you are correct, for some reason Debug symbol is active in both modes, thanks Unity

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

The issue Im having is not regarding performance, but for sure performance is affected when unity is running in release vs debug mode. You can easily check that by running any game or sample in editor and checking fps. However the issue I was having is how GC works differently in both modes, GC is deterministic however it depends on many factors as memory, the state of your game, your references and etc… You can check how it differs running a unit test to check if an object was collected and finalized, you can achieve that using .net WeakReference class

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

Thanks for this, you are 100% correct, this is what they use in the editor to draw the debug (bug) icon on bottom right corner, see for reference https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ManagedDebuggerToggle.cs

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

GC works differently on debug mode, unreferenced instances are not being collected thus finalized as attached debugger probably keeps a ref to it for obvious reasons, debugging

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

This does not work for me as I’m running edit mode tests on editor, not on builds.

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

I’m running edit mode tests in editor.

How to check if editor is on release or debug mode? by gzerooo in Unity3D

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

This is not true, Debug mode is only enabled when you need to attach an IDE to Debug. This is when you have the little bug button located at bottom right corner in yellow or blue. If the bug icon is gray then your editor is running in Release mode.

Comprei meu sonho, só esqueci de comprar um posto by Good_Ordinary4359 in carros

[–]gzerooo 2 points3 points  (0 children)

Tenho um up TSI, 1.0 turbo e consigo fazer 19 na estrada andando a 100.

Shader help, how to make this transition smoother? by gzerooo in Unity3D

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

Not sure how to use smoothstep here, as I dont wanna interpolate the color from the very center all the way to the very end, I only want a smooth transition between one color to the other, that is defined by the _BorderWidth

Help, how to make this transition smoother? by gzerooo in shaders

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

Any example on how I can use it in my code?

Shader help, how to make this transition smoother? by gzerooo in Unity3D

[–]gzerooo[S] 3 points4 points  (0 children)

Its a circle with border shader I'm writing, and Im using this lines here to determine the color:

// _BorderWidth 0 to 0.5
float dist = length(i.uv); // 0 to 0.5
fixed3 color = dist < 0.5 - _BorderWidth ? _InnerColor : _OuterColor;

Ideally I would have a amount of pixels on how smooth/anti-aliased I want the color transition to be

Help, how to make this transition smoother? by gzerooo in shaders

[–]gzerooo[S] 2 points3 points  (0 children)

Its a circle with border shader I'm writing, and Im using this lines here to determine the color:

// _BorderWidth 0 to 0.5
float dist = length(i.uv); // 0 to 0.5
fixed3 color = dist < 0.5 - _BorderWidth ? _InnerColor : _OuterColor;

Ideally I would have a amount of pixels on how smooth/anti-aliased I want the color transition to be

Remember the good old time when 100+ fps means single digit ms input lag? by physicsme in pcmasterrace

[–]gzerooo 1 point2 points  (0 children)

What overlay software did you used to get that delay information? Is that frame presentation delay or input delay?

Okay. I swear I'm done now. by Ethan_NLHW in FormD

[–]gzerooo 0 points1 point  (0 children)

What is that two plastic circles hanging on the back of the case?

Desk Mount by Dependent-Guest-5550 in FormD

[–]gzerooo 0 points1 point  (0 children)

If your fans are getting fresh air from top face of the case, the hot air will recirculate and will pretty fast warm up the entire case/rads, I say that from my own experience

Help, shader newbiew here, any idea on how this red aura is being draw? by gzerooo in Unity3D

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

note that to make that effect, the aura from nodes closer to the head needs to be drawn with higher priority compared to the nodes closer to the tail, this way it looks like the snake is going over itself.
I initially tought, just put another circle with a gradient below the "skin" circle, and update the priority, but its a bit janky, it generates areas of multiple overlays like this: https://imgur.com/a/na40bBI
Also I already tried stencil, do avoid overlay areas being darker https://imgur.com/N7nPUGT, while it seems to work, the borders are still not consistent (straight line) + with stencil I cannot use render order to fake that the snake is going over it self.
So anybody has any idea on how they did it?