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fryBender
  • Member for 11 years, 9 months
  • Last seen more than 3 years ago
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How to stop objects pushing each other away on collision?
How are you moving the game objects? Are you setting their velocity or adding forces to them?
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How can I raycast between two moving objects in Unity?
@JekasG can you tell me if the object stays blue for a short period of time and then immediately goes back to white?
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Raycasting from vertices is not working
It's working for me as well OP. Did you make sure that you assigned the correct layers to your planes?
accepted
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Pathfinding and clusters
Correction for 1. I meant to say "regular grid" and not "regular area"
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Pathfinding and clusters
Thank you for the comment @DMGregory, we are tasked with implementing two types of pathfinding graphs. 1 is a regular area, which I've accomplished implementing by scanning the whole area and looking for "unwalkable" objects and "walkable" objects. 2. I need to manually insert PoV nodes, which I haven't started on yet
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Calculating Projectile Movement
Thank you, I'm still a beginner with game dev but I think this helped clarify my concerns.
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Pathfinding and clusters
Perhaps you're right DMGregory, it is overkill. However part of our course outline we are required to do research on a technique of our choosing so this implementation of clustering technique could kill two birds with one stone
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Calculating Projectile Movement
"Okay, rule of thumb never use Euler angles unless you have to." If we're working in only two axis (or 2.5D if you will), wouldn't it be ok to use Euler angles as it won't suffer from Gimbal locking?
revised
Pathfinding and clusters
added 207 characters in body
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Pathfinding and clusters
Thank you for your input mklingen. I haven't had the chance to speak to the professor regarding clustering, but I feel that I could get away with clustering regions manually as opposed to having it automated. >If you know the number of clusters, (or can guess them) I would have to guess 7 in total based off the level requirement. I edited the question to reflect this
revised
Pathfinding and clusters
added 418 characters in body
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Rotating an object towards a target on the Y axis
I cannot thank you enough. I'm still trying to reach that fabled 15 reps so I can upvote you but I hope you know how much I appreciate this. Also, I wanted to add I was able to fix this part var angle = Mathf.Atan2(heading2d.y, heading2d.x) * -Mathf.Rad2Deg + 90; by changing it to var angle = Mathf.Atan2(heading2d.x, heading2d.y) * Mathf.Rad2Deg ; and the character is looking directly at the current target.