252 reputation
211
bio website
location
age
visits member for 2 years, 1 month
seen Aug 18 at 9:54

Aug
3
comment How can I trigger an event each time the rotation of my rigidbody2D is at a given value?
The algorithm will need be dynamic. I am thinking that I can accumulate rotations from delta orientations each frame, which can be calculated from Atan2 or Quaternions.
Aug
3
comment How can I trigger an event each time the rotation of my rigidbody2D is at a given value?
Thank you for your response. It works but it is not accurate enough when increasing the angular velocity. This is still true when increasing the deadzone. I need to rethink my approach, perhaps a delta rotation approach will be more accurate?
Aug
2
comment Determining a sensible gear-like hierarchy for a series of connected objects
That's a good point, thank you.
Aug
2
asked How can I trigger an event each time the rotation of my rigidbody2D is at a given value?
Aug
1
asked Determining a sensible gear-like hierarchy for a series of connected objects
Jul
27
asked Unity WheelJoint2D will not rotate when increasing motor speed
Jul
23
comment Timing of coroutines in Unity is never precise
This sort of precision would be required when generating musical events at regular intervals at higher tempi. Subdividing of pulse and the like.
Jul
23
comment Timing of coroutines in Unity is never precise
Precise timing of musical events at high tempi?
Jul
20
asked Timing of coroutines in Unity is never precise
Jul
17
awarded  Notable Question
Jul
2
awarded  Curious
Jul
1
accepted Why is anti aliasing not being applied to my 2D objects in Unity?
Jun
29
comment Why is anti aliasing not being applied to my 2D objects in Unity?
Excellent, I shall try that. Thank you.
Jun
29
asked Why is anti aliasing not being applied to my 2D objects in Unity?
Jun
16
accepted Unity - Avoid using Find method by caching UnityObjects - Code review
Jun
16
comment Unity - Avoid using Find method by caching UnityObjects - Code review
Excellent, thank you.
Jun
16
comment Unity - Avoid using Find method by caching UnityObjects - Code review
But the class itself has the code to self destruct and remove the game object. Do I have to check whether this is the original object and not a clone then. Can't the original object be deactivated in some way so it doesn't have to exist in the game world and only the instantiated clones exist?
Jun
16
comment Unity - Avoid using Find method by caching UnityObjects - Code review
If one of those objects called GameObject.Destroy(this.gameObject); in their original code. How could I make sure that further instances could be created? See my edit.
Jun
16
revised Unity - Avoid using Find method by caching UnityObjects - Code review
added 698 characters in body
Jun
16
comment Unity - Avoid using Find method by caching UnityObjects - Code review
I like the idea of single instance classes taking care of themselves, thank you. As for instantiating objects from a cache, is comparing the type T with GetType a bit icky?