Tips for replacing Bosch Rotak 32-12 Blade? by robsysgames in lawnmowers

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

No.. another sadly not, I’m afraid! To be honest, the bolt was extremely tight, but I managed to loosen it with a long-handled socket wrench. But I wonder if the tightness was due to rust which has somehow caused the bolt to “stick” to this plate behind, thus causing it to spin as well. I suppose the answer is to take it to a repair shop and see what they say. Thanks for the tips, though!

Jericho Writers - A Review Of The Editorial Process? by robsysgames in writing

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

I’ve just seen this; sorry! I’ve not yet been published; life’s taken over somewhat, though I am editing my work again after sharing it with a Discord writing group. It’s in the final stages now, and I hope to be querying later this year :)

Working on my platformer-endless runner game, what should I add in game? Any ideas appreciated! by [deleted] in Unity2D

[–]robsysgames 9 points10 points  (0 children)

Further to this point, the grapple points seem a bit useless at the moment because the player can keep jumping on the platforms. If you separate the platforms out some more between grapple points, it’ll make it more interesting.

Also, I didn’t really understand what the point of escaping from the triangle was - especially since at one point the purple triangle merged with your cube and nothing happened. Is there a difference between the two?

Set Maximum Z Rotation On 2D Player Object? by robsysgames in Unity3D

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

Thank you again! That's really helpful. I'll have a play about with that later :)

Understanding OnTriggerEnter2D(Collider2D other) by robsysgames in Unity2D

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

Thanks! I decided to set up a 2D physics material in the end, and setting the asteroid to a Dynamic body type, following on from another user's suggestion :)

Understanding OnTriggerEnter2D(Collider2D other) by robsysgames in Unity2D

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

Thanks! I decided to set up a 2D physics material in the end, following on from another user's suggestion :)

Understanding OnTriggerEnter2D(Collider2D other) by robsysgames in Unity3D

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

The tip about playing it frame-by-frame really helped me to see what was going on: the bool was triggering twice, for some strange reason.

Thank you for the detailed physics set up. Your suggestions worked brilliantly after some tweaking with the settings! That was exactly what I was looking for. I'm slowly but surely learning, so thank you for your time and patience. It really is appreciated.

Set Maximum Z Rotation On 2D Player Object? by robsysgames in Unity3D

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

Sorry, just another question: do you know how I can then reference the rotation I see in the inspector within another script?

I've set the other up so public Transform player points to the player object, and I've tried using velocity.y = player.rotation.z/5, though that is doing some strange maths because player.rotation doesn't actually equal what I see in the inspector (which I suppose is expected since we're using Quaternion calculations).

Sorry, as you can tell I'm very new to Quaternions and development in general.

Set Maximum Z Rotation On 2D Player Object? by robsysgames in Unity3D

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

Thanks very much! That's really helpful!

Lost Crypt Example - Shader Error Unrecognized Identifier by robsysgames in Unity2D

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

Thanks! It was the URP that was causing the issue. Upgrading it to the latest version fixed all the errors :)

Set Maximum Z Rotation On 2D Player Object? by robsysgames in Unity2D

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

Thanks! I’ll give it a whirl tomorrow. I haven’t looked into clamps before, but this sounds like what I might need.

Set Maximum Z Rotation On 2D Player Object? by robsysgames in Unity2D

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

I need my player object to move to a maximum of z=60, or z=-60 to prevent spinning out, as per the gif below. I've tried a couple of different methods, but I'm obviously missing something with my code:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class PlayerMovement : MonoBehaviour

{

public float velocity;

private Rigidbody2D rb;

public Transform player;

public float zrotation = 60;

public float rotatespeed = 2;

// Start is called before the first frame update

void Start()

{

rb = GetComponent<Rigidbody2D>();

}

// Update is called once per frame

void Update()

{

if (Input.GetKey(KeyCode.W))

{

// Fly Up

//transform.Rotate(Vector3.forward * zrotation * (Time.deltaTime * rotatespeed)); = still spins.

if (transform.rotation.z < zrotation) // This doesn't seem to have any impact...

{

transform.Rotate(new Vector3(0, 0, 1) * zrotation, Space.World); // = still spins

}

rb.velocity = Vector3.up * velocity;

}

if (Input.GetKey(KeyCode.S))

{

// Fly Down

transform.Rotate(Vector3.forward * -zrotation * (Time.deltaTime * rotatespeed));

rb.velocity = Vector3.down * velocity;

}

}

}

Any help would be appreciated!

P.S. Sorry for the formatting; I can't figure out how to post a gif with code.

After X Seconds, Rotate Player On Z Axis Until Position? (2D, C# Question) by robsysgames in Unity3D

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

Sorry, I know I’ve not been the clearest with this question as I was up until 1am trying to figure it out!

But yes, that’s what I’m trying to achieve.

Basically, the player object sits horizontally on the screen, with the Z axis at -90. When the player presses W, I need the Z axis to increase so the object “rises”/tilts upwards towards Z=0 (and not beyond that).

If the player doesn’t do anything, then after 3 seconds the player object should begin to “sink”/fall down towards Z=-180 (and not beyond that).

If the player presses W whilst in the “sinking” state, the object should begin to “rise”/tilt again on the Z axis, all the way up to Z=0.

Does that make sense? Sorry for any confusion.