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  • 11 votes cast
Jan
18
comment Calculating unique ID number from a set of bitmasked tiles
Optimally those two shapes for example should be distinctive. But this is yet another challenge. Possible solution to my number calculation problem updated above!
Jan
18
revised Calculating unique ID number from a set of bitmasked tiles
added 3622 characters in body
Jan
18
comment Calculating unique ID number from a set of bitmasked tiles
The only other limitation for the shapes is that they must fit into the shape paradigm mentioned above, e.g. h-line, v-line, corner (L-shape), threeway (T-shape), cross, or block, with at least three tiles or more horizontal and/or vertical.
Jan
18
comment Calculating unique ID number from a set of bitmasked tiles
... I mean this hash code needs to be consistent for every shape based on a formula, not just being random.
Jan
18
comment Calculating unique ID number from a set of bitmasked tiles
No the shapes size is theoretically only limited by the playfield grid size, so they could be for example rows or columns of 6 tiles, or a corner shape with 5x5 tiles, etc. And yes, some sort of hash! A unique number that every possible shape can be identified with.
Jan
18
asked Calculating unique ID number from a set of bitmasked tiles
Jan
2
asked Positioning 2D (non-UI system) game objects
Nov
13
asked Moving a RigidBody via camera vector?
Nov
12
comment Jumping onto higher ground Collider issues
Thanks for the tip! I will be looking into adjusting the origin coordinate.
Nov
11
comment Jumping onto higher ground Collider issues
Ok, that would probably work but what if the player shouldn't jump that high, i.e. keeping jump height relatively realistic? Because unrealistically high jumps is what I'd like to prevent.
Nov
10
asked Jumping onto higher ground Collider issues
Nov
7
comment Unity Animator/Collider Default Property Issues
@DMGregory Interesting idea! Might help but I think it should definitely be doable with only one collider. I'd prefer not to throw in another collider which I think would make matters more complicated later on (when I want to take care of ragdoll collider integration for example).
Nov
7
asked Unity Animator/Collider Default Property Issues
Nov
6
asked Character Movement and Collision with Ragdoll Rigidbodies/Colliders?
Nov
6
comment Unity Ragdoll Colliders don't collide
Well I've tried URG! but it's too confusing for me so I instead went with another ragdoll asset named Ragdoll Workshop. While it's a quality tool it didn't help fix my issue: Even when I setup a ragdoll character with RW the ragdoll colliders still don't collide with static objects. And if I don't put a rigidbody on my character I cannot move her.
Nov
5
comment Unity Ragdoll Colliders don't collide
So they are definitely supposed to collide with static meshes without further doings? Then I will try the tool you've linked. Although my ragdoll setup looks fairly correct as far as I see.
Nov
4
comment Unity Ragdoll Colliders don't collide
The static geometry has a mesh collider. If I set it to convex my character falls right through the floor. If I add an additional large capsule collider around my char she does collide but walks like a drunk on eggs. And I'd prefer not to use an additional large collider. If possible collision should work only with the ragdoll colliders.
Nov
4
asked Unity Ragdoll Colliders don't collide
Oct
28
accepted Changing the duration of motion state transitions in Animator Controller
Oct
28
awarded  Commentator