353 reputation
112
bio website
location
age
visits member for 1 year, 10 months
seen Oct 12 at 12:22

Oct
11
accepted How to handle input in Monogame
Oct
10
asked How to handle input in Monogame
May
26
comment How do I get mouse x / y of the world plane in Unity?
One of the important things for raycasting in Unity is that the target MUST have a collider attached. Try adding a collider to the tiles and see if that works.
May
22
comment Adding an existing script to a gameobject programmatically
Implementing IClonable probably doesn't work for what I'm doing since there's no way of adding the clone to the second object. As for the child object, that would work in other circumstances, but one of the things I'm trying to do is be able to destroy the original object before adding the script to the second object. In the end, I'm just going to encapsulate all the data in the script within another C# script, so that I can just move that instead of moving the script itself.
May
21
accepted Adding an existing script to a gameobject programmatically
May
21
comment Adding an existing script to a gameobject programmatically
The way it could be tiresome is because I'm specifically trying to take the values (or even just a reference, I'm planning on deleting the first object but as long as there's still a reference to the script it won't be destroyed) of the existing script instead of a blank one. If that's impossible, then fine, I'll have to copy the information into the new blank one.
May
20
asked Adding an existing script to a gameobject programmatically
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