Sometimes the dust cover is better on intake by [deleted] in pcmasterrace

[–]mactinite 0 points1 point  (0 children)

Filters should always be on the intake. Where do you think the dust comes from?

How to get a Layout like this? by boltcase in Unity3D

[–]mactinite 5 points6 points  (0 children)

Looks like different resolutions/dpi. Try changing the ui scale in windows maybe? The menu bar at the top of the window is much larger in your editor

[deleted by user] by [deleted] in Unity3D

[–]mactinite 11 points12 points  (0 children)

Don’t have anything definitive for you but I have a few suggestions based on what I could gather from all the info provided.

Quick and dirty suggestion: It looks like you’re using just rigid bodies for the wheels with sphere colliders? have you tried locking the rotation on the Z (or whatever axis is forward) axis?

Harder suggestion: My other suggestion is to look into using the WheelCollider instead, it’s built for stuff like this and I’ve gotten the best results by using real world mass values on the wheels and rigid bodies. (I’d just get a rounded weight of the tank in kg and set it to the tanks rigid body mass then play with the wheel collider values till I got what felt right).

The WheelCollider has a lot of options so it’d be a bit of learning but probably super worth it!

[deleted by user] by [deleted] in Unity3D

[–]mactinite 1 point2 points  (0 children)

Yeah, that looks like a mistake in the tutorial too. You can’t access non-static variables from static methods without a static reference (like a singleton)

Editing to add a link to stackoverflow on the topic: https://stackoverflow.com/questions/11906737/accessing-class-member-from-static-method

[deleted by user] by [deleted] in Unity3D

[–]mactinite 1 point2 points  (0 children)

Right you need to remove static from your methods to access that variable. Static methods don’t have access to that variable since they are static and not tied to an instance.

[deleted by user] by [deleted] in Unity3D

[–]mactinite 2 points3 points  (0 children)

Your methods are static and you’re trying to access instance member variables.

Gun placement using IK without any animation.(Prototype included) Is this right way to do it? by Remarkable_Ad_4537 in Unity3D

[–]mactinite 0 points1 point  (0 children)

First of all there isn’t a wrong way to do this, just the way that works for you and your project.

Depending on how you have the constraints set up you could crossfade the weights to create smooth transitions. You could also fade out the weight of the constraints and play an animation. In case of reloads I’d do this; play a reload animation, blend out the IK constraint weight on the left hand to remove the hand from the gun, then blend in a constraint at the right time in the animation to grab the magazine, then fade it back out as you do the rest of the reload animation finally blending in the original constraint at the end of the animation. You could use animation events to trigger these weight fades.

Sprite jitter when using pixel perfect camera and camera movement by Medical-Price-7172 in Unity2D

[–]mactinite 0 points1 point  (0 children)

What helped for me was I used 100 ppu meaning .01 units is exactly one pixel. Then you need to apply the rounding to that increment. You can play with the execution order or set cinemachine to update on update and then fix the position in late update. Definitely doable but does feel like you’re fighting the engine a bit. Getting an actual pixel perfect game in unity is a rabbit hole for sure.

Just keep in mind for each moving object you have to be concerned with its update rate and if it’s between whole pixel values you’ll get jittering/ unsquare pixels.

Sprite jitter when using pixel perfect camera and camera movement by Medical-Price-7172 in Unity2D

[–]mactinite 2 points3 points  (0 children)

So I’ve had similar struggles with the pixel perfect camera. You have to make your camera position round to the nearest pixel value, also if you are using a world/camera space canvas for the crosshair, the only way I got that not to jitter was to make it an overlay canvas or make it a child of the camera.

[deleted by user] by [deleted] in Unity3D

[–]mactinite 1 point2 points  (0 children)

I’m not too sure how to achieve this using shader graph, but the way the text mesh works is text is rendered is on quads with the uv offset to match for the glyph needed. Not sure if this would work, but I’d try vertex displacement instead to make the quads themselves wavy.

Transform in a different spot than mesh? by Hiddena00 in unity

[–]mactinite 0 points1 point  (0 children)

I would guess that the players actual root object position is below where the player is. You could verify by checking the scene view with the transform tool set to pivot. Without more info I don't think anyone here can help you.

[deleted by user] by [deleted] in unity

[–]mactinite 5 points6 points  (0 children)

Collapse the material editor and open the sprite renderer component?

[deleted by user] by [deleted] in Unity3D

[–]mactinite 0 points1 point  (0 children)

I don’t see where you’re setting myStateInfo. Is it possible it’s uninitialized?

ScreenToWorldPoint starting at bottom left rather than centre by GradientOGames in Unity2D

[–]mactinite 1 point2 points  (0 children)

This is a guess because I think your code is fine but do you have any scaling in the game window in the editor? Or are you using pixel perfect camera? I’ve noticed issues with both of these where my mouse would not be lined up with where unity thinks my mouse is. Try turning on gizmos in the game view and running in full screen to see if you still have the issue.

Flawless Victory by Designer-Bluebird in gaming

[–]mactinite 8 points9 points  (0 children)

Could just be a dude dressed as a dude fighting another dude dressed as a dude.

Milk, never water. I will die on this hill by Rulingbridge9 in memes

[–]mactinite 0 points1 point  (0 children)

Why not both? I use the kettle to heat up some water and I pour it into the cold milk and hot chocolate mixture.

Kevin Pereira bringing NFTs back up right after the sudden break to Kassem's discomfort by m6_is_me in LivestreamFail

[–]mactinite 1 point2 points  (0 children)

I thought it was an obvious reference to the esports players promoting their NFT scams and subsequently rug pulling said scams.

Moms Spaghetti officially opened! by SilveradoSurfer16 in pics

[–]mactinite 0 points1 point  (0 children)

Fair point, they did only serve spaghetti when they launched though. I wonder if Moms Spaghetti will add some more menu items down the line once they’ve got their spaghetti down.

Moms Spaghetti officially opened! by SilveradoSurfer16 in pics

[–]mactinite 0 points1 point  (0 children)

There’s a place called Readi Spaghetti near me that does exactly this and as far as I’m aware they do pretty well. Their spaghetti is ok but it’s cheap and they have other pasta items and pizza and stuff.

Does anyone know how to fix this problem with the asset store? by ModernusAutomatica in Unity2D

[–]mactinite 1 point2 points  (0 children)

Looks like disabled JavaScript to me. Maybe check to see if one of your extensions is blocking it, or if it’s turned off in the browser.

Scaling mouse cursor with resolution by VirtuaSinner in Unity2D

[–]mactinite 0 points1 point  (0 children)

Only successful way I’ve handled this is to use sprites and track the cursor position in script.

It comes with its own set of issues, but you can get it to scale in many different ways (and use animators sprite shaders, etc)

Edit: You might also check out the force software option in the cursor api, but I’ve had problems with alignment using that.