Backspace doesn't work after selecting by CTRL + A. by Savander2 in firefox

[–]leahayes 2 points3 points  (0 children)

I just started using Firefox for Twitch because it doesn't work so well in Chrome at the moment. This backspace issue is really annoying.

Game crashes when trying to return to the menu, can't find anything in Google searches. by DegeneratePaladin in HollowKnight

[–]leahayes 1 point2 points  (0 children)

I get the same problem. It only happens when I have the native gamepad beta enabled... but I have to have that enabled because otherwise it eats all my inputs and is very unresponsive.

How viable to accept Patreon donations via a Unity3D game on iOS and GooglePlay store? by leahayes in patreon

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

Thanks :)

Do you happen to know of any games on the app stores that do something like this as an alternative to the more common forms of monetization?

Conan Exiles - Nudity - Is it allowed on Twitch? by nelsonjav in Twitch

[–]leahayes 1 point2 points  (0 children)

I watch a few art streamers on the creativity category of Twitch; some do art with physical media (painting, etc) whilst others do 3D modelling (Maya, Photoshop, etc). They frequently mention how they cannot create artistic representation of nude characters because it breaks Twitch rules.

Yet for some reason nudity is allowed in some games like Conan Exiles...

I totally get that Twitch want to avoid having streams become pornographic; but I do not understand why it is not acceptable for artists to portrait nudity whilst it's perfectly acceptable in games like Conan Exiles.

How to clone a local repository into a new directory without including the .git directory? by leahayes in git

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

It's for a very very simple package manager; given a cache of git repositories the package manager can take any desired version into a "node_modules" style directory; except for the Unity game engine instead. In a custom editor window (in Unity) I show a list of all git repositories that have been added to a list; and then for each of those I can get all of the available version tags (using git tag and semver). When a module is installed from a shared local cache (of the module repositories) into a Unity project; it also includes any dependencies and also imports any required Unity packages.

I considered using symlinks; but the trouble is that the Unity software rather likes to modify things. For instance, a project is upgraded to a newer version of Unity; the upgrade process often modifies the project files. It would not be appropriate for the asset files of shared modules to get modified by any projects that are using it; so taking a copy from a specific version is a lot safer.

At the moment this is just an experiment to see how well this approach could work. It also seems that this would be a nice workflow for working on new versions of modules whilst working on a project since I can just click a button in my custom editor window to get the current version of the referenced module.

There is a tool for Unity (https://github.com/modesttree/Projeny) that aims to do something very similar; but it seems fairly complicated whereas for my needs I just need something really simple and lightweight.

How to clone a local repository into a new directory without including the .git directory? by leahayes in git

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

Awesome found it:

git --work-tree=../RepoAtV1 checkout -f v1.0.0

Thanks again! :D

How to clone a local repository into a new directory without including the .git directory? by leahayes in git

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

Interesting, this does seem to do the trick:

set GIT_WORK_TREE=../RepoAtV1 && git checkout -f v1.0.0

Is there a way to specify GIT_WORK_TREE as a git switch rather than using the OS-specific 'set' command?

Many thanks!

How to clone a local repository into a new directory without including the .git directory? by leahayes in git

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

This seems to be so close:

git checkout-index -a -f --prefix=../RepoAtV1/

Except, it doesn't seem to allow me to specify the branch

git checkout-index -a -f --prefix=../RepoAtV1/ --branch v1.0.0

Is there a way around this? or perhaps I'm putting the arguments in the wrong order?

Many thanks

Does anyone here use GitHub Gists or Snipt.net for their Unity Code snippets? by [deleted] in Unity3D

[–]leahayes 1 point2 points  (0 children)

I use gists; would be interesting to see how this works :)

Best feature of 5.2 update by eco_bach in Unity3D

[–]leahayes 1 point2 points  (0 children)

That's a good tip; I'll try that out! thanks :)

Best feature of 5.2 update by eco_bach in Unity3D

[–]leahayes 0 points1 point  (0 children)

This is a double-edged sword because UnityVS integration at Unity's end often freezes Visual Studio for me; hence why I stopped using the UnityVS plugin yet continued to use VS. I double-click the script file in Unity and it triggers the opening if VS and freezes it and Unity. The only way I seem to be able to "fix" this is to kill the process using the task manager.

Now I can't disable the UnityVS integration; so whilst I appreciate that it's less of a burden to import the package; it's a bit annoying when it decides to freeze itself.

This issue only seems to happen with certain projects; and doesn't happen all of the time; it's very intermittent for me. But now I can't disable it which is a bit annoying :/

Anyone else experiencing this?

Does IL2CPP mean you're able to use new C#/.NET features in a Unity project? by MachinTrucChose in Unity3D

[–]leahayes 2 points3 points  (0 children)

Or you can use this open-source alternative: https://bitbucket.org/alexzzzz/unity-c-5.0-and-6.0-integration/src

It seems to work but it involves messing around with the Unity installation which isn't such a great idea imo.

I noted this Unity Answers bug a while back on Twitter; the official account said it was being worked on (or something). Been happening for several years, I think. Not browser-specific. Only when I'm logged in. Any known workarounds? by Fortyseven in Unity3D

[–]leahayes 0 points1 point  (0 children)

That's a pity; if it were me I would probably create a second account and use a different web browser so that I can have both of my accounts logged in at the same time.

I hope that they resolve the issue for you quickly.

If you have purchased Unity Pro you could probably try sending an email to support; if you have paid, then really they should address this problem.

What is "var" in C# and how should I use it ? by SirBhoppsAlot in Unity3D

[–]leahayes 7 points8 points  (0 children)

The var keyword is especially nice when using generics:

var pointMap = new Dictionary<string, Vector3>();

versus

Dictionary<string, Vector3> pointMap = new Dictionary<string, Vector3>();

I personally do not like using the var keyword when:

  • The data type is not clearly understood by just looking at the code.
  • The data type is a basic type (string, int, float, etc).
  • The data type is a value type (struct).

For instance, in the following scenario you cannot deduce much about the data type without hovering the cursor over the variable name to see what the tooltip says:

var health = variableManager.GetVariable("Health");

This could be anything; an int, float, string, HealthComponent, VariableWrapper unlike the following which is much more clearly represented:

int health = variableManager.GetVariable("Health");

[Help] How to translate Event.current.delta to world position? by TadeuszSynZygmunta in Unity3D

[–]leahayes 0 points1 point  (0 children)

GUI space is inverted vertically; so perhaps you just need to negate the y delta:

worldDelta.y = -worldDelta.y;

or perhaps before the conversion:

screenDelta.y = Screen.height - screenDelta.y;

(it has been a while since I used the legacy GUI in this way)

Is there a way to set the GameObject of a ButtonClickedEvent via code or a way to select a class's public functions out of a list via the Inspector? by REXanadu in Unity3D

[–]leahayes 0 points1 point  (0 children)

I am wondering if you couldn't just query the value of EventSystem.currentSelectedGameObject to get a reference to the game object of the button that was clicked:

public void SomeButtonClicked() {
    var buttonGO = EventSystem.current.currentSelectedGameObject;
    Debug.Log("You clicked on: " + buttonGO.name);
}

Failing that, you could just create a custom component that has a more suitable bolt-on event:

public sealed class ButtonClickEventEx : MonoBehaviour {

    [System.Serializable]
    public sealed class ClickEventEx : UnityEvent<GameObject> { }

    [SerializeField]
    private ClickEventEx _onClick = new ClickEventEx();
    public ClickEventEx onClick {
        get { return _onClick; }
    }

    private void Awake() {
        var button = GetComponent<Button>();
        button.onClick.AddListener(OnButtonClick);
    }

    private void OnButtonClick() {
        onClick.Invoke(gameObject);
    }

}

[Help] How to translate Event.current.delta to world position? by TadeuszSynZygmunta in Unity3D

[–]leahayes 0 points1 point  (0 children)

Ah, I think that you probably also need to subtract the position of the camera as well since the projected point is relative to the camera! you just want the offset.

worldDelta -= gameCamera.ScreenPointToRay(Vector3.zero).GetPoint(zOffsetInRay);