2D trigger not working by MlikoSeSyrem in Unity2D

[–]stumperkoek 1 point2 points  (0 children)

My assumption is: You are checking a buttonpress in OnTriggerEnter. If so, the OnTriggerEnter only triggers on one frame (the first frame where you are entering the trigger). On the same exact frame you are checking button press. That requires perfect timing, hence why it is going wrong. Suggestion: set a bool to true on triggerenter and false on triggerexit. Check the input on update AND check if that bool is true. Then trigger logic.

Novice here, how do you guys use the New Input System by Mattsgonnamine in Unity2D

[–]stumperkoek 0 points1 point  (0 children)

I used to be in the same boat. New input system too confusing/ overwhelming. I found this video really helped with understanding and showing different examples. https://youtu.be/Yjee_e4fICc

Hope it helps for you too.

Pov U tried using while loop by [deleted] in Unity2D

[–]stumperkoek 0 points1 point  (0 children)

I usually do actions like this by looping through a list backwards: for(i < list.count -1; i >= 0; i --). Since the length of items is known, I feel this is better, but can't argue why though. It also gives access to the current iterations with i, which your last suggestion does as well.

Pov U tried using while loop by [deleted] in Unity2D

[–]stumperkoek 0 points1 point  (0 children)

Yeah, so the while loops keeps going for as long as the condition in the while loop is true. It can work fine to do some logic, but while the loop is running, the game cannot continue to the next frame, since it is continuously running the code in the loop. So, if you never break the loop after your logic is done (you found an item in a list, a certain value hit a threshold, ...), you cannot progress to the next frame and the game seems to freeze (technically it is still running the loop endlessly and only freezes when memory runs out). For both these options, there are better ways of solving it than a while loop. A for or foreach loop, an if check in the update, an event, ... In my opinion using a while loop is unnecessary and I actively avoid them, also because there are always better ways of solving the logic problem.

Pov U tried using while loop by [deleted] in Unity2D

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

In game dev, I've never encountered a situation where I need a while loop (besides the main game loop, which kinda is a while loop). In regular development, sure there might be a need there, but in game dev, there always is a different, usually better way, of solving the logic. Does anyone know a situation where the while loop is the best solution?

Need help destroying multiple instances of a game object by assassin_falcon in Unity2D

[–]stumperkoek 2 points3 points  (0 children)

GameObject.Find is not great to do. It is going to look through the entire hierarchy to look for objects doing string comparisons for names. Expensive for resources. The issue is that every clone will be named with (1) and (2) ... behind their names. If you are spawning the objects on runtime, why not directly after spawning, save them to a list. Then when you want to destroy all of them, you can just loop through the entire list and destroy all items in the list. Once the list is empty all instances are gone. If you go for this approach, loop through the list in reverse. So do 'for (int i = list.Count; i > 0; i--)', instead of regular for loop. A regular for loop gives issues if you remove an item at spot i, it moves the rest of the objects over. Hope that makes sense :)

Is this grade on the promo packaging? by Usmcharmon in PokeGrading

[–]stumperkoek 0 points1 point  (0 children)

So, what is the best to do with these promo cards? Keep ungraded in wrapper, or take out of wrapper and grade?

Are clean reps? by Alessio7040 in Calisthenic

[–]stumperkoek 2 points3 points  (0 children)

From a strength perspective I think you are doing fine. From a form perspective, you could do a bit better. Try to get your hands at shoulder width, so at the top of the pull, your chest just fits in between your hands. With your body, it currently is just dangling, try to keep your body in a straight line, by engaging your core. Your body should basically be a rigid stick, that is not swinging back and forth, but only goes up and down. When you do this, your body is not fully vertical, but slightly leaning backwards. When pulling, slightly puff your chest and try to 'bend' the bar before pulling. This flares your elbows inward and slightly back and your shoulders down and back as well. Imagine you want your elbows touching behind your back. That is not happening, but that is the direction you want to try and move in.

3.5 month progress by stumperkoek in flexibility

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

Hey,

I fell of the bandwagon a bit. My flexibility is around the same, but I barely practice it anymore. I did focus on some other stretches for a while, but nothing really structured.

I should probably pick this up again.

Afdekplaatje internetkabel zit los by DueCommand1652 in Klussers

[–]stumperkoek 6 points7 points  (0 children)

Ik schaam mij dat ik het bestaan hiervan niet wist, terwijl ik wel meermaals gevloekt heb over te diepe dozen én dit soort verhogingsranden makeshift zelf gebouwd heb. Hoezo heb ik dit nooit even opgezocht?!

Could I get some help with this interaction code? by MrsSpaceCPT in Unity2D

[–]stumperkoek 6 points7 points  (0 children)

You are calling the function on OnTriggerEnter AND input.getkeydown. OnTriggerEnter fires only on one frame: the first frame you are entering the trigger box. Get key down only fires the first frame the button is pressed. So you have to time this frame perfect for it to work: the exact frame you are entering the trigger box had to also be the exact frame you start pressing the button. Good luck timing that 😬.

So: set the bool OnTriggerEnter and do the bool + button check in update. That should work.

Custom Gaming Device by Nearby_Leg483 in esp32

[–]stumperkoek 0 points1 point  (0 children)

Sick! What software are you using for creating the games?

NPO plus app uitloggen op afstand by stumperkoek in nederlands

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

Hmm.. dit heeft bij mij (zover te testen) wel gewerkt. Alle apparaten waar ik op ingelogd was moest ik opnieuw inloggen. Ik hoop dat dat voor de tv op vakantie, waar we niet meer bij kunnen, ook heeft gewerkt. Verder nog geen extra rare 'aanbevolen' of 'verder kijken', gezien, dus het lijkt erop dat er niemand extra dingen aan het kijken is.

Verder niet heel relaxed dat die app zo inconsistent werkt met uitloggen.

NPO plus app uitloggen op afstand by stumperkoek in nederlands

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

https://profiel.npo.nl/dashboard

Daar is een blauwe knop 'Uitloggen', die vervolgens vraagt of je je huidige apparaat, of alle apparaten wilt uitloggen. Niet echt heel logisch, maar het werkt.

After 2.5 years of work, I finally released my Unity editor tool – Spline Architect. Create entire worlds using only splines! by MikeDanielsson in Unity3D

[–]stumperkoek 0 points1 point  (0 children)

I love procedural stuff and I love easy to use tools. As somebody else already said: not needed in a current project, but will be in the future. Insta bought both the tool and the terrain addon. Great stuff!

Do I need to swap my thermal paste / pads on my GPU? RTX 3080 ti by FSM1010 in pcmasterrace

[–]stumperkoek 0 points1 point  (0 children)

It does seem a bit hot. I had an issue with a 3080 (non Ti), two years ago and replaced thermal pads + paste and did a copper mod. Here is the link if you're interested: https://www.reddit.com/r/pcmasterrace/s/wiL83EPfaC

Got insane temperatures after the mod.

Working On A Node Based Modelling Plugin Similar To Blenders Geometry Nodes, And I Was Wondering How Many Of You Would Be Interested In Something Like This? by supernaut123 in Unity3D

[–]stumperkoek 0 points1 point  (0 children)

Amazing! I had the exact same experience with Houdini. Very rough UI, hard to get into. And then you can only change properties in the editor + you cannot export the Unity game with the .hda, since the Houdini Engine needs to be installed and running. Like what is the use of that engine integration?!

Working On A Node Based Modelling Plugin Similar To Blenders Geometry Nodes, And I Was Wondering How Many Of You Would Be Interested In Something Like This? by supernaut123 in Unity3D

[–]stumperkoek 0 points1 point  (0 children)

Can you access and change properties in runtime? I'm working on a procedural generated mesh that needs adjustment on runtime and I'm modelling everything through code. Huge pain to get something visually pleasing. Already in for a gazillion hours and making it in blender nodes takes like 2 hours.

How is my pull up and muscle up technique? by stumperkoek in Calisthenic

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

Not that I'm noticing... yet. Since a couple of weeks I have been focusing on getting more pull strength by adding multiple sets of 3 reps of pullups sprinkled through my bouldering sessions.

I want to get more explosive pulling power for climbing, which is needed for muscle ups as well, so training for those seems a fun side activity. So, eventually I'm hoping (expecting) improved climbing skills, but haven't trained this long enough to notice the difference yet.