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visits member for 3 years, 2 months
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Dec
7
comment How can I consistently identify location on a mesh from a raycast hit?
Well, from my point of view this should not happen. A prefab doesn't actually duplicate any mesh, but just eventually override a bunch of serialized properties. When instantiated the should still point to the same mesh assets (imported with the same settings). I promise I'll investigate this when I have a few minutes free. In the meanwhile try to put in a scene both a instantiated prefab and an object in the scene and check if the meshrenderer references the same mesh asset.
Dec
4
comment How can I consistently identify location on a mesh from a raycast hit?
I'm not sure I have to investigate, but I don't see any reason why order should be changed if the mesh is the same with the same import settings. Be aware that optimizing mesh data in import settings will of course modify the mesh. And in any case probably unity reorder polygons while importing mesh, so the order/number is different from the modeling program you have used.
Dec
4
comment How can I consistently identify location on a mesh from a raycast hit?
" However, I have discovered that a given triangle on the mesh does not have the same triangleIndex value from one execution of the game to the next". Are you sure about this? It sounds weird and unexpected.
Oct
23
awarded  Yearling
Oct
15
awarded  Popular Question
Oct
11
comment Event Driven Behavior Tree: deterministic traversal order with parallel
I thought that "when the state of the world changes the BT reacts without re-evaluating the whole hierarchy" was just what I'm supposed to do in an event-driven implementation and what I'm actually doing. Btw I haven't much experience on AI, I guess a discussion with you on chat would be really useful :)..
Oct
10
awarded  Popular Question
Oct
10
comment Event Driven Behavior Tree: deterministic traversal order with parallel
just another question: why do you say "I'm not sure that I'd call what you describe Event Driven BTs"?
Oct
10
comment Event Driven Behavior Tree: deterministic traversal order with parallel
thanks for your answer. In the meanwhile I succeded in preserving the task order even with a single queue scheduler. The point I was missing it was that (using a single queue) I must always remove task from front and push them back (even if suspended). It seems that the correct order of execution is implicitly guaranteed this way (I have no formal proof though).
Oct
1
answered Sending POST data with WWW in Unity C#
Sep
30
awarded  Explainer
Sep
21
answered What's the point of [HiddenInInspector] (as opposite to [NonSerialized])?
Aug
27
awarded  Famous Question
Aug
23
revised Material tiling and offset in unity
added 308 characters in body
Aug
23
revised Material tiling and offset in unity
added 308 characters in body
Aug
23
answered Material tiling and offset in unity
Aug
23
revised Material tiling and offset in unity
add shader and textures tag, because relevant
Aug
23
suggested approved edit on Material tiling and offset in unity
Aug
22
asked Event Driven Behavior Tree: deterministic traversal order with parallel
Aug
17
awarded  Notable Question