599 reputation
38
bio website overdevelop.blogspot.com
location New Haven Area, Connecticut
age
visits member for 2 years, 9 months
seen Apr 17 at 22:26

Founder of MindShaft Games


Apr
11
asked Frequent stuttering, high FPS spikes with VSync option turned on in Unity standalone build
Apr
8
comment Unity Grid System
So do you get the Debug.Log statement to appear, or not? If not, and you're sure the prefabs are on the Platforms layer, you may need to increase the distance value.
Apr
8
comment Unity Grid System
You have to make sure they are added to the Platforms layer, since we are telling Physics.Raycast to only return true if we hit that layer. Simply make sure that particular prefab is added to the Platforms layer in the Editor (see docs.unity3d.com/Documentation/Components/Layers.html for more info). Side note: 1 << platformLayer performs a bitshift on that layer index to ensure that that particular layer isn't ignored in the raycast (see docs.unity3d.com/Documentation/ScriptReference/… for more info on Raycasts in general).
Apr
8
revised Unity Grid System
deleted 1 characters in body
Apr
8
answered Unity Grid System
Mar
13
comment Why is my Texture becoming slower when it approaches it's destination?
@jhocking Your hunch makes sense, but I'd be very surprised if Vector2.Normalize wasn't working (that's an XNA provided method, not user). Regardless, definitely worth debugging and making sure a unit vector is being set.
Mar
13
comment Why is my Texture becoming slower when it approaches it's destination?
Can we assume that movementSpeed isn't changing? If it's being changed elsewhere, becoming smaller, that would cause the speed of the texture to be affected.
Mar
12
awarded  Student
Mar
12
accepted Persist emitted particles in scene after particle system has ended/destroyed?
Mar
12
comment Persist emitted particles in scene after particle system has ended/destroyed?
The first solution seems to work, but instead of Stop(), use Pause() to persist the particles. The second solution is for the legacy particle system in Unity, FYI.
Mar
12
asked Persist emitted particles in scene after particle system has ended/destroyed?
Mar
12
awarded  Citizen Patrol
Mar
10
revised Collision Detection in a big map?
deleted 114 characters in body
Mar
10
answered Collision Detection in a big map?
Mar
3
comment Platformer raycast collision detection
Yep, and I added a small amount of "skin space" between the layer and sprite to give a small space to prevent some snagging. Cool! Look forward to it.
Mar
3
awarded  Scholar
Mar
3
accepted Platformer raycast collision detection
Mar
3
comment Platformer raycast collision detection
Ah yes, this makes complete sense. The final solution ends up being float y = Mathf.Sign(deltaY) == -1 ? _collisionRect.yMin : _collisionRect.yMax; // Give a small amount of skin space to prevent snagging. float skinSpace = 0.005f; deltaY = (_collisionRect.center.y + hit.distance * ray.direction.y - y) + skinSpace;
Mar
3
asked Platformer raycast collision detection
Feb
12
awarded  Necromancer