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bio website lohoris.net
location Genova, Italy
age 34
visits member for 4 years, 6 months
seen Mar 24 at 18:50

Co-Founder @ Goblinsama S.r.l.s.

93.3333 degrees that's why they call me Mr. Celsius


Mar
24
comment How do I save and restore an int value with PlayerPrefs?
You shouldn't store the password anyway, you should store a login token (like http session id) instead.
Mar
23
comment How do I save and restore an int value with PlayerPrefs?
@AssortedTrailmix I disagree: 1. as long as the game is offline, who cares if someone cheats? 2. if the game is online, nothing should be authoritative client-side anyway.
Mar
23
comment How do I save and restore an int value with PlayerPrefs?
Wrong: Writes all modified preferences to disk. By default Unity writes preferences to disk on Application Quit. In case when the game crashes or otherwise prematuraly exits, you might want to write the PlayerPrefs at sensible 'checkpoints' in your game. This function will write to disk potentially causing a small hiccup, therefore it is not recommended to call during actual gameplay.
Mar
21
accepted In Unity how can I know which direction is the screen auto-rotated?
Mar
21
accepted Unity messes up the fileIDs
Mar
21
answered Unity messes up the fileIDs
Mar
5
answered Getting warning after importing plugin to unity5 project
Mar
3
comment How to install Unreal Engine 4?
Me too. I was able to find it only because I noticed this question earlier, so I knew it was hard to find. I didn't remember the answer, but I remembered "yes it's not trivial to find it", and that was motivation enough to keep searching.
Feb
11
comment Difference between Update method and FixedUpdate in Unity?
@Ben no: if you want your simulation to be precise, you have to take many small steps, not huge ones randomly bigger or smaller every time. And no, the whole point of FixedUpdate is that it gets called that many times, no questions asked.
Feb
11
comment Difference between Update method and FixedUpdate in Unity?
@Ben yes, precision. In a system with slow rendering, Update gets called less and less often, and your simulation will suffer a lot from that. You might not notice while the simulation is simple, but it will easily break horribly when it isn't.
Feb
11
comment Difference between Update method and FixedUpdate in Unity?
@Ben they have two different goals and you should use the correct function for what you are doing.
Feb
10
comment How do I fix the duplicate files problem in MonoDevelop?
@JoshPetrie ok, and might you know if I can at least know if the problem is this one, or something else?
Feb
10
comment How do I fix the duplicate files problem in MonoDevelop?
@JoshPetrie yes, I'm on Yosemite. If this is a problem, is there any workaround?
Feb
3
comment How to make hard to hack leaderboards
Again, and for the last time: the sole act of being online guarantees exactly nothing. It is just one of many required features.
Feb
3
awarded  Nice Question
Feb
2
comment HTML5 game : Secure way of saving score
Duplicate, here's the right answer: gamedev.stackexchange.com/a/4189/2188 (pay attention: the accepted one is wrong!)
Feb
2
comment How to make hard to hack leaderboards
This is absolutely wrong. Just being online doesn't imply anything. Either the game logic is server-side, or you could be offline as well.
Feb
2
comment How to make hard to hack leaderboards
@TimHolt not exactly. It's an impossible problem, and the only real solution is to do it server-side. Other pseudo-solutions are less than a placebo.
Feb
2
comment How to make hard to hack leaderboards
"Clarifications: The game is running in an interpreted environment, therefore obfuscation is not practical, and the game has a lot of input (an hour's worth at least), so sending that to the server is also impractical." i.e. you want it to magically work. Uh. Not going to happen.
Feb
1
awarded  Popular Question