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Apr
3
comment How to know when all 2d rigid bodies have stopped in unity3d?
This is one of the ways I implemented it mainly because I am the one pushing the elements in my game after an explosion. I retrieve all the elements in a radius and then push them away. But I thought there were going to be something more high level in the physics system. Thanks anyway.
Apr
3
accepted How to know when all 2d rigid bodies have stopped in unity3d?
Apr
2
comment How to know when all 2d rigid bodies have stopped in unity3d?
I did what you suggested. After going out for a walk and read your suggestion everything is a bit more clear :).
Apr
2
revised How to know when all 2d rigid bodies have stopped in unity3d?
deleted 1250 characters in body; edited tags; edited title
Apr
2
revised How to know when all 2d rigid bodies have stopped in unity3d?
deleted 2 characters in body
Apr
2
asked How to know when all 2d rigid bodies have stopped in unity3d?
Mar
25
comment 2D character controller in unity (trying to get old-school platformers back)
Thanks a lot prime. Good job as always!
Mar
11
comment Skeletal animation with Unity2D?
Yes, like smooth moves. I came across it but have not tried it yet. Anyway, I think my question is api/engine agnostic. In a situation like this that you want to move some parts of the character to make it accommodate to the new firing position (arms, head, etc...) do you ussually do this through code? Or there is an easier way to let the artist setup the skeleton with some ik and constraints and the programmer only has to handle and move the firing position?
Mar
10
asked Skeletal animation with Unity2D?
Mar
6
comment How do I determine a good path for 2D artillery projectiles?
Would you be so kind to point me to where you get the greatest and smallest T formulas? I would like to study a bit the way they are derivated. And again, thanks for all the effort.
Mar
6
comment How do I determine a good path for 2D artillery projectiles?
This is something I had in mind. To test paths in a range. The point about using T for the range is a nice addition and this is why I selected this question as a good one. Anyway, I think this only tests a narrow range of possibilities because we coud get a lot more of differnt paths combining different angles/initial force don't you think? I now we can't check every combination of everything but just was thinking aloud.
Mar
6
accepted How do I determine a good path for 2D artillery projectiles?
Mar
5
comment How do I determine a good path for 2D artillery projectiles?
binary search on what? The projectile height? the angle? Could you extend a bit more?
Mar
5
revised How do I determine a good path for 2D artillery projectiles?
added 9 characters in body
Mar
5
revised How do I determine a good path for 2D artillery projectiles?
edited title
Mar
5
asked How do I determine a good path for 2D artillery projectiles?
Feb
21
awarded  Famous Question
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17
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Nov
27
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Nov
4
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