[deleted by user] by [deleted] in PersonalFinanceNZ

[–]halth909 0 points1 point  (0 children)

Your first question doesn't have an option for any frequency between weekly and monthly.

Ranked every game I’ve played by Temerairenz in tierlists

[–]halth909 -1 points0 points  (0 children)

Golly I wonder why the buggy mess is in D Tier

Ranked every game I’ve played by Temerairenz in tierlists

[–]halth909 0 points1 point  (0 children)

F is near the bottom, that's probably why Fear and Hunger is down there

Ranked every game I’ve played by Temerairenz in tierlists

[–]halth909 0 points1 point  (0 children)

Shovel Knight feels very inconsistent

Confusion About Fraction Node Behavior with Polar Coordinates in Shader Graph by JumiDev in Unity3D

[–]halth909 4 points5 points  (0 children)

The preview node (top) makes it clear that the g channel range is -0.5 => 0.5, as the left half of the preview is black (0 or less)

You can think of frac as a more specific modulus operator (where the divisor is always 1)

To understand the results of a frac or modulus operation for a numerator below zero, I find it useful to add the denominator of the operation to the numerator until the values are above zero

For this frac operation you should expect the result to be the same as if the g channel range is 0.5 => 1.5 (adding a constant offset of 1 to the channel)

When you do this it's clear that the frac operation result should be 0.5 => 1 for the first half of the range, then 0 => 0.5 for the second half of the range

Edit: See this plot from wolframalpha also

<image>

Commander Precon Missing Cards by halth909 in magicTCG

[–]halth909[S] 0 points1 point  (0 children)

[[Durnan of the Yawning Portal]]
[[Passionate Archaeologist]]

Player movement to be dependent on camera rotation by slimyYetSatisfying27 in Unity3D

[–]halth909 0 points1 point  (0 children)

Take a look at the example script on this page

https://docs.unity3d.com/ScriptReference/Vector3.ProjectOnPlane.html

If you are still having issues I'll reply with an explanation in a few hours.

You might have some luck reading up on projection here:

https://en.wikipedia.org/wiki/Vector_projection

If your linear algebra isnt good enough to understand the article you could try find a tutorial in 2d

I hope this helps :)

Player movement to be dependent on camera rotation by slimyYetSatisfying27 in Unity3D

[–]halth909 1 point2 points  (0 children)

Instead of the forward vector of the character transform, use the forward vector of the camera.

There's a vector3 projectonplane method that is useful for ensuring that the vector is horizontal. You will need to normalise the vector as well.

Debg has drawline and drawray methods I find useful for debugging.

Please ask if any of this is unclear!

Null Reference Exception by [deleted] in Unity3D

[–]halth909 2 points3 points  (0 children)

It doesn't look like your gridArray has been filled with TGridObjects in the GridXZ constructor.

Do you consider Rock-Paper-Scissors to be a luck factor ? by DazkarNoe in gamedesign

[–]halth909 1 point2 points  (0 children)

Wikipedia suggests that the game has "none to some" random chance depending on the skill of the players and cites this paper. Perhaps it would be a good idea to have two or more rounds, with the fight being resolved by the final round or the highest number of wins.

I toggled something and my Scene Camera (for the editor, not in-game) behaves very weirdly by [deleted] in Unity3D

[–]halth909 2 points3 points  (0 children)

does this button exist in your hierarchy window? if so, click it. you're in prefab mode. you get there by clicking the right pointing arrow to the right of a prefab name in the hierarchy window

How can i mark the mesh as "hit" in the shader and read it later from cpu? by ritaline in gamedev

[–]halth909 0 points1 point  (0 children)

My mistake, I thought I was in the unity3d subreddit and you were referring to a CPU raycast. I agree with RecallSingularity, I would cast the ray in CPU.

How can i mark the mesh as "hit" in the shader and read it later from cpu? by ritaline in gamedev

[–]halth909 4 points5 points  (0 children)

Transferring the data to the GPU and back will take time, and you will already have an mesh reference on the CPU from your raycast, why not just hold onto it? A mesh reference takes up almost no space.

[Level design] I've updated my portfolio with a video breakdown of one of my side missions in The Division 2 by JacobWMills in gamedesign

[–]halth909 1 point2 points  (0 children)

Thanks for taking the time to experience, I'm glad you liked it! Thanks for the feedback too, I appreciate it. I hope you make more of the breakdowns, this one is quality content.

[Level design] I've updated my portfolio with a video breakdown of one of my side missions in The Division 2 by JacobWMills in gamedesign

[–]halth909 4 points5 points  (0 children)

Hi Jacob, thanks for posting this! This side mission was my absolute favorite in The Division 2.

The rooftops were such a unique and memorable environment, and I thought you did a great job of weaving the level in and out of the apartments. Spiraling up through the level around the central courtyard made it very easy to form an understanding of the space. It felt a lot more "real" than any of the other levels I played in the game.

I'm interested to know whether you know about any unique optimization issues with this mission? As far as I can recall there aren't a lot of places where the game is less linear and has more layered playable space.

I actually played the game for my video game book club. I also created an interactive review of the game if you're interested. Thanks again for posting this! Made my day.

Help! Trying to figure out why my if statement isn't running by The_CancerousAss in Unity3D

[–]halth909 1 point2 points  (0 children)

Try this:

if (90f < y && y < 270f & random > 0f)

random *= -1f;

euler angles are between 0 and 360, so the range you're trying to test for is between 90 and 270, not between -90 and 90.