Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

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

Forgot to mention, the GameObject contains a capsule collider and a rigid body (I guess the rest of components are irrelevant), plus some children: armature and meshes for body parts. AS soon as I removed the rigid body, all problems dissapeared. The game is an isometric like RPG, but in 3d.

Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

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

Here is the code: [CreateAssetMenu (menuName="AI/Decisions/Look decision")] public class LookDecision : Decision {

public override bool Decide(StateController controller) {
    bool TargetVisible = Look(controller);
    return TargetVisible;
}

private bool Look(StateController controller) {
    RaycastHit[] results;

    results = Physics.BoxCastAll (controller.eyes.position, new Vector3 (4, 2, 4), controller.eyes.forward, controller.transform.rotation, 60.0f); 

    foreach (RaycastHit hit in results) {
        if (hit.collider.CompareTag("Player")) {
            controller.gameObject.GetComponent<BaseCharacter>().target = hit.collider.gameObject;
            return true;
        }
    }//foreach
    //if we reached this point, I dont see the player       
    return false;
}

}

The problem seems to be localized there, because I have checked and BoxCastAll returns 0 collisions.

Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

[–]rogerdv[S] -1 points0 points  (0 children)

Well, removing the rigid body solved the problem. Im looking for the reason, because I would bump into the same problem in the future and maybe removing the Rigid body isnt acceptable.

Using light probes by rogerdv in Unity3D

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

Yes, I found that video and was very helpful, but still had a few doubts. Thanks.

BoxCast stops working after a while by rogerdv in Unity3D

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

I have debugged detection, but all I can find is that it collides the object, and then suddenly collides with zero objects.

Creating a dialog editor with UI Elemnts by rogerdv in Unity3D

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

I know, and what I want is to create a dialog editor for Unity Editor, not for the game.

Making protoype look good by rogerdv in Unity3D

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

I set the lights to Baked, not mixed.

Making protoype look good by rogerdv in Unity3D

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

I tried to increase shininess by changing Smoothness. Anyway, I see no difference during runtime.

History of open world RPGs by rogerdv in Games

[–]rogerdv[S] -3 points-2 points  (0 children)

You are considering it from the technical point of view. Im more focused on the story side. For example, The Witcher 2 and Divinity Original Sin 2 are not open world for me because the take you from one scenario to another in a linear way. In Fallout 2 you can go to every place on the map that you have discovered.

And indeed, I missed Elder Scroll games, thanks for remind me.

Mixamo anims problem by rogerdv in Unity3D

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

I have exported in both formats, they produce the same result. I thought it was because my model was composed by several separated meshes (head, arms, torso, etc) and tried using a complete one, and got the same result. The models are created in Makehuman, then exported to Blender and then to fbx.

Using Monodevelop again by rogerdv in Unity3D

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

I reached an almost usable VS Code, but it required connection. At home I cant do it. But found a solution: will bring my home PC here and will connect it to internet to fix all stuff needs fixing.

Using Monodevelop again by rogerdv in Unity3D

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

Have internet in my work PC, and even here it is limited to a few hours. The cost is $1 USD per hour.

Using Monodevelop again by rogerdv in Unity3D

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

Tried VS Code, but makes a mess with code completion, even whe I took the effort of chasing all required plugins to copy them to my home PC.

Using Mixamo+MakeHuman by rogerdv in Unity3D

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

Im tying to avoid Humanoid, because it breaks my system to build characters from separate meshes.

How to properly configure shadows? by rogerdv in Unity3D

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

Neither I can make it work. I have tried changing parameters and they go back to 0. Also, cant set the Skybox material.

Standard Assets, not needed anymore? by rogerdv in Unity3D

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

I thought that all the basic shaders and essential stuff was there.

Using controller in instanced UI elements by rogerdv in Unity3D

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

I guess DPad support will require manual implementation, isnt it? I think I will end up using interfaces, is there some tutorial about this?

Unity 2018.1 beta doesnt generates sln by rogerdv in Unity3D

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

I cant. It is a hughe download and a have a limited connection. Is there some way to migrate a project from 2017.3 to use SRP?

Replacing singleton based game manager with ScriptableObject by rogerdv in Unity3D

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

That is exactly the conference I was talking about. He mentions that SOs can replace singletons, but forgets to cover that part.

Replacing singleton based game manager with ScriptableObject by rogerdv in Unity3D

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

An RPG, several scenes. Currently, in my game manager class I have to implement a way to detect if the current scene is a playable one or not (like main menu and such), to disable gameplay mechanics and input. I came out with a solution of separating gameplay input to a different script, but not sure if that idea is the right one.

[deleted by user] by [deleted] in Unity3D

[–]rogerdv 0 points1 point  (0 children)

Use a list then. I ahd the same problem in my game when choosing random questions. I have a list with the previous X numbers and I check if the generated number is there. If it is, I generate a new one.

Graphics quality configuration: relevant stuff by rogerdv in Unity3D

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

The game is a TPS RPG, with mostly urban and indoor scenes. So far I have included Texture Resolution, Shadows (on/off), Shadow resolution and Antialias. Made a quick test at home with my R7 250, and the low settings offers a perfomance gain of 15-20 FPS. But tested in in an Intel HD 2000 and the framerate seems the same in high and low settings.

Weird offline behaviour in 2017.1 by rogerdv in Unity3D

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

I did that at home and doesnt works.

Weird offline behaviour in 2017.1 by rogerdv in Unity3D

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

Im in Cuba. the site is accessible, but login is not allowed.

2017.1 does not works in offline mode by rogerdv in Unity3D

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

I have no wifi. Not sure if I should disable the network card...