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seen Mar 5 at 12:10

Feb
19
comment Calculate turn rate between xy and target xy on a moving sprite with variable speed
Something that might help: red3d.com/cwr/steer/gdc99 Scroll down to where it talks about seek and flee.
Feb
12
comment Destroying non-monobehaviour derived classes
Non-nullable objects may be structs, not classes. They behave differently (non-nullable, pass-by-value instead of pass-by-reference) and may be the source of your trouble.
Feb
12
revised Get GameObject to bounce of colliders
deleted 17 characters in body
Feb
12
comment Get GameObject to bounce of colliders
Ah, that was because I was going to list the option that OriginalDaemon posted, then decided against it. I've edited the answer accordingly.
Feb
12
answered Get GameObject to bounce of colliders
Feb
12
comment Positions are the same but appear in different locations
Holy crap, put that as an answer because it made me realize that I was using transform.position for each of the vertices when I didn't need to.
Dec
25
awarded  Yearling
Dec
24
comment Positions are the same but appear in different locations
There is no parent-child. The only thing that is going on is that the position of the hex is used to instantiate the cube. Both of their scales are 1 in all directions.
Dec
24
revised Positions are the same but appear in different locations
added 215 characters in body
Dec
24
revised Positions are the same but appear in different locations
added 202 characters in body
Dec
24
comment Positions are the same but appear in different locations
The red hex is the tile, the cube the instantiated placeholder. The tiles are generated by vertices, but the center of it is where indicated. The center of the cube is at its center, and its position is exactly the same as the position of the hex.
Dec
24
asked Positions are the same but appear in different locations
Sep
19
awarded  Talkative
Sep
18
comment How do I make an equipped item affect the equipper?
This is something that made me appreciate C#'s properties a lot more.
Aug
8
awarded  Critic
Aug
6
comment Why do loot drops contain (mostly) useless items?
You might want to take a look at this. It's an examination of exactly this type of behavior.
Aug
6
comment Inheritance Hierarchy and Design — avoiding multiple inheritance
How separated are these parts of an object? Is it possible to just add a "controllable" to an object that has access to things like the object's position?
Aug
6
revised Data structure for random outcome from a hit probability table
edited body
Aug
6
comment Data structure for random outcome from a hit probability table
Not necessarily. I said that the result of the attack would be the enum; the way you get to that can be dynamic. The else-if statements could be checked against a variable, and you could change the array values to whatever you want. It would also be pretty easy to iterate over the array and check the value against the next highest one with a while loop.
Aug
6
answered Data structure for random outcome from a hit probability table