Skip to main content
27 events
when toggle format what by license comment
Dec 24, 2019 at 4:04 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 26, 2019 at 3:03 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Apr 28, 2019 at 3:03 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 29, 2018 at 0:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 27, 2018 at 4:05 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Oct 27, 2018 at 0:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Sep 23, 2018 at 21:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 21, 2018 at 2:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 6, 2018 at 9:26 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jun 2, 2018 at 13:03 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
May 2, 2018 at 11:42 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Mar 28, 2018 at 20:49 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Feb 25, 2018 at 20:13 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jan 25, 2018 at 21:31 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 25, 2017 at 12:55 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 21, 2017 at 16:37 answer added kolenda timeline score: 1
Nov 21, 2017 at 7:52 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Oct 22, 2017 at 6:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Sep 20, 2017 at 11:03 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 17, 2017 at 20:18 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 17, 2017 at 20:27 answer added Luis B timeline score: 0
Feb 23, 2017 at 13:53 comment added DMGregory ie. Don't fire 20 raycasts each frame for every one of hundreds of characters navigating around. That would be not frugal. ;)
Feb 23, 2017 at 13:49 comment added newbie2015 Can you please elaborate on your last point. "as long as you're frugal with your physics checks"
Feb 23, 2017 at 13:34 comment added DMGregory And…why? It's certainly not impossible, but it's a lot more complex to get it all working well than just dropping in some run & jump animations. See for example Overgrowth and all the layers in their procedural animation system — that's a lot of development effort to spend on something that might or might not improve over a basic animation controller available out of the box in Unity. But there's nothing in there that's so CPU intensive that it wouldn't work on mobile, as long as you're frugal with your physics checks
Feb 23, 2017 at 13:22 comment added newbie2015 Last one. Basically the coin part was an example, I am looking at making it interact with multiple objects in a similar fashion. Like the trivial walk and etc animations would be pre-made but the more detailed ones such as climbing stairs, collecting objects, jumping in between platforms, killing enemies. those ones. the pattern for the trajectory (curve function) would be pre-defined. but depending on the position of main character and element the trajectory would form.
Feb 23, 2017 at 13:09 comment added DMGregory "Moves accordingly" needs some unpacking. What's the expected movement for your game? If you just need the arm to reach out to grab the coin, that's trivial. If you need Mario's torso to move too, that needs a little more work. If you need to drive his whole locomotion off of IK, eg. figuring out where to place each foot as he walks/runs/jumps, that's more expensive yet. So, where on this spectrum is the problem you want to solve?
Feb 23, 2017 at 12:02 history asked newbie2015 CC BY-SA 3.0