A Unity of things...
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It's a RigidBody2D to go with the 2D collider attached to the terrain meshes. At least I think they're meshes. I just gave the co-ordinates to Vectrosity, told it to add some kind of 2D collider and boom, it worked.
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Yep.
And if you care, http://unity3d.com/learn/tutorials/modules/beginner/2d has lots of useful information. (Current unity version is 4.5.1, i suspect v5 should be out by late july)
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Well, I was fine with a 3D collider and just ignoring the Z dimension but Vectrosity didn't know any better.
I'm a bit bummed about v5 actually... I'm eligible for the discount to Pro but I won't have the funds available in a liquid form to drop on it until after 5 is going to land after which point my discount won't count. Bah.
(I did a lot in Unity a few years ago, hence Pro, but it's all been upended and I've had brainfarts a lot since then so I forgot most of what I did know)
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Probably should have just used Garry's Mod instead.
Filed Under: @Arantor's Lander Game, (h/t Raymond Chen)
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I finally bit the bullet and upgraded to 4.3 pro in january, and still had to pay for 5.0 upgrade in march ($375, because I contacted the sales department and asked for a better discount)
That was a bit of a rough lesson.
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Oh, I went to 4 Pro some time ago and I'm still eligible for a discount on 5 but only if I upgrade before 5 comes out, after which time I'll have to fork out for 5 fresh if I want to go down that road... as well as iOS Pro too >_<
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How the hell does this topic have 1.1k views?
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It's in the sidebar, so it's linked from TDWTF's main page... though it's quite a bit younger than some of the others. I dunno.
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OK, so here's me trying to put a particle system into my lander as thrust. I haven't played with it since the old system which is now officially Legacy, so I thought I'd try the new one.
Get the lander, which is moving X/Y and rotating around Z - 2D effectively pretends Z doesn't exist. And I attach a particle system to it. Now there's no apparent transform for this, so rotation is out.
So I'm staring at this trying to figure out how to make it work the way I want, and more importantly, actually rotate with the lander - and then it occurs to me to examine what's going on.
Particle systems always spew forth along Vector3.forward. That is to say, always along positive z and you have to attach it to something and rotate that if you want anything else. As opposed to, say, setting rotation on the thing itself.
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Continuing the discussion from A Unity of things...:
Making good on my promise: Non-IT WTF: Careers and me:
Unity ships with MonoDevelop, which ain't no Visual Studio, but it has a debugger, autocomplete, syntax highlighting and most of the dealbreakers covered. However, it forces [Egyptian Brackets][10] on you, and that's an endless source of irritation. A few Unity devs I've talked to have managed to get Visual Studio to work, which should say something.
[1]: http://wiki.unity3d.com/index.php/UnityScript_versus_JavaScript
[2]: http://answers.unity3d.com/questions/34852/main-function.html
[3]: http://gamedevrant.blogspot.com/2013/07/unity3d-change-scripts-execution-order.html
[4]: http://answers.unity3d.com/questions/7614/does-unity-support-inheritance-and-subclassing.html
[5]: http://answers.unity3d.com/questions/147276/why-is-start-from-my-base-class-ignored-in-my-sub.html
[6]: http://en.wikipedia.org/wiki/Call_super
[7]: http://answers.unity3d.com/questions/32413/using-constructors-in-unity-c.html
[8]: http://answers.unity3d.com/questions/160610/passing-values-into-base-constructor-with-monobeha.html
[9]: http://docs.unity3d.com/412/Documentation/ScriptReference/index.Accessing_Other_Game_Objects.html
[10]: http://blog.codinghorror.com/new-programming-jargon/
[11]: https://unity3d.com/unity/licensesThis can be switched off.
Right-click on your sln, go to
Options
->Code Formatting
->C# source code
->Policy
and chooseVisual Studio
(I additionally choose to use Windows Line endings so version control doesn't get confused, and to expand tabs to spaces.) This info is stored in your sln - I doubt whether Visual Studio cares about it though.You can thus format an entire file at a time by going
Edit
->Format
->Format Document
. Not sure how to format an entire sln at a time.You can set the default for a new project in
Edit
->Preferences
(FWIW, I am more accustomed to the so-called egyptian braces than the C#-style of opening-brace-on-new-line which for the most part feels like a bit of a shibboleth. Monodevelop defaulting to put spaces between the method name and its parens and prefer tabs to spaces are just odd though)
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Unity creates two solution files, one for visual studio, and one for mono develop. Either environment allows you to turn it on/off. You need to change your new file code template for ongoing changes, and change your code style.
This should also fix your auto format document feature.
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Oh and monodevelop has funky autogeneration of docs too - try starting to type a doc comment and it will auto complete it for you. Sometimes it's helpful, but more often than not you get something like
/// <summary> /// Dispose the specified disposing. /// </summary> /// <param name="disposing">If set to <c>true</c> disposing. </param> protected void Dispose(bool disposing) { ... }
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(This is also part of your mono develop code templates, which you can alter)
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This post is deleted!
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You can thus format an entire file at a time by going Edit → Format → Format Document. Not sure how to format an entire sln at a time.
You can't format an entire project at once, unfortunately.
In Visual Studio, the keybind is CtrlK→CtrlD for the document and CtrlK→CtrlF for the selection. (You can also use CtrlE→CtrlD and CtrlE→CtrlF, respectively, if Visual Studio is configured with C# keybinds.)
MonoDevelop does not have these keybinds by default, and CtrlK is "kill" (cut to clipboard from cursor to end of line), but this can be altered in Options.
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Damn, that would be really confusing for me using Sublime Text all the time where CtrK is "delete line"
/offtopic
Wait, this is TDWTF, WTF AM I apologizing for?
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MonoDevelop has that same keybind by default; it dates back at the very least to UW-PINE (1989) and is present in virtually every UNIX text editor.
You can always use CtrlE as the first chord key instead.
Filed Under: we need a new tag cloud to attack
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How the hell does this topic have 1.1k views?
Wasn't expecting my little baby to grow so quickly, but I'm pleased given that it took a non-trivial amount of time to find links to back up my
rantingassertions.Particle systems always spew forth along Vector3.forward. That is to say, always along positive z and you have to attach it to something and rotate that if you want anything else. As opposed to, say, setting rotation on the thing itself.
That's typical of a few rendering engines - you have a GameObject (or a SceneNode in Ogre) which represents a local coordinate system to which you can attach objects or emitters or whatnot. It's elegant in ways that are difficult to explain but make sense when you work with them more. Or maybe that's Stockholm Syndrome kicking in again. I believe the reason for this design is that it makes scene culling much easier (i.e. Is this node visible? No? Okay, we can skip all attached geometry and effects).
This can be switched off.
Right-click on your sln, go to Options -> Code Formatting -> C# source code -> Policy and choose Visual Studio (I additionally choose to use Windows Line endings so version control doesn't get confused, and to expand tabs to spaces.) This info is stored in your sln - I doubt whether Visual Studio cares about it though.
You can thus format an entire file at a time by going Edit -> Format -> Format Document. Not sure how to format an entire sln at a time.
You can set the default for a new project in Edit -> Preferences
I tried this and it seems much more pleasant (being used to VS indenting). Thanks.
Oh and monodevelop has funky autogeneration of docs too - try starting to type a doc comment and it will auto complete it for you. Sometimes it's helpful, but more often than not you get something like
Which is why I usually chuckle for a second or two and then rapidly delete it and replace it with something less brain-damaging.
MonoDevelop has that same keybind by default; it dates back at the very least to UW-PINE (1989) and is present in virtually every UNIX text editor.
It seems like hotkeys are always of the UNIX tradition or the Windows tradition.
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That's not it... I had a GameObject that represented my player, which worked along X/Y (since it's a 2D game but using some 3D object effects and Unity is still primarily 3D), but you can't configure the particle system to be anything other than emitting along positive Z in its own local space (there's the world space option but that's not applicable here anyway)... so I have to create a second GameObject specifically to contain the particle system and rotate that so that the particle system will inherit the correct orientation when the second object is then attached to the original object.
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However, it forces Egyptian Brackets on you, and that's an endless source of irritation.
You misspelled "something that does not measurably influence anything about your code at all"
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Damn, that would be really confusing for me using Sublime Text all the time where CtrK is "delete line"
Wow, I've set Ctrl+K in VS to "comment line".
CONFUZZLEMENTS ABOUND!
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You misspelled "something that does not measurably influence anything about your code at all"
Unless you're writing SSL code for Apple, I guess.
Filed Under: Yes, I know that's not exactly what you meant
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Wow, I've set Ctrl+K in VS to "comment line".
CONFUZZLEMENTS ABOUND!
Meh. Delete, comments, who cares. Not like someone else will ever look at your code...
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I'm curious, I'm at a developer conference this week, and I'll be at a couple of Unity's presentations including discussion about the new GUI system and the new audio system and a couple of other bits about Unity 5.
Anyone have anything they'd like me to ask the Unity folks?
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Anyone have anything they'd like me to ask the Unity folks?
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WHERE IS THE MONO FRAMEWORK UPDATE!
Also, wtf discourse, don't tell me to be more descriptive in my body. Fuck you.
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Also, wtf discourse, don't tell me to be more descriptive in my body. Fuck you.
YOU'RE NOT ALLOWED TO USE CAPS ONLY. BUT THE MESSAGE IS STUPID.
Oh, but quote and caps are fine. Lovely.
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Prevailing rumour mill seems to be that there's some kind of .Net to C++ layer and that they'll go from JS to asm.js to C++, which would mean AOT compilation to C++ where possible and generally lean towards dropping Mono.
I can certainly ask about it.
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Oh, but quote and caps are fine.
Probably because the various checks that block posting are all different, and don't overlap, so all caps is blocked, but with the quote code in there, it isn't all caps.
Probably some simple regex like
[a-z]
and if there's a match, it's all good.
Filed under: [I doubt the regex is that simple, because otherwise that check would fail posts entirely in non-Latin languages](#tag2)
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Probably because the various checks that block posting are all different, and don't overlap, so all caps is blocked, but with the quote code in there, it isn't all caps.
But quote alone fails. And caps alone fail. So... XNOR?
Filed under: Is XNOR even a thing?
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Quote alone fails because they want you to have content in a post, and all caps fails because it's all caps. When you put a quote in a post that otherwise has all caps, the "all caps check" probably sees lowercase characters in the [quote] tag itself.
That's why I'm saying the checks are different and don't overlap. They check "all caps", see your [quote] and think it's fine, then check for content and see your all caps text, and that's fine, so your post goes through.
Filed under: [I was going to try and post an all caps quote, including the tag, but their BBCode quote tag is case sensitive](#tag2)
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That's just stupid.
I mean, your explanation makes sense and is probably right. But it explains a stupid thing.
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But it explains a stupid thing.
I "confirmed" it here. The only thing in lowercase is the BBCode quote and part of your username.
As far as dumb, yeah, kinda.
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MAKING A POST WITH ALL CAPS
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I'm good with dropping mono IF it means integration into .net framework proper
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No, that's not the vibe from the rumour mill. I'm hoping they'll announce something about it when they talk about the new GUI system, but from what's been said they're talking about moving away from Mono, even though that doesn't really make much sense.
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I have neither the time nor the drive to read that logic and determine what it is actually doing.Fuck that, yes, I do:def seems_quiet? # We don't allow all upper case content in english not((@text =~ /[A-Z]+/) && !(@text =~ /[^[:ascii:]]/) && (@text == @text.upcase)) end
Of course, I don't understand Ruby syntax, so I'm not sure I got this entirely right, but:
- Text contains one or more capital letters (via regex matching)
- Text contains only ASCII (not contains non-ASCII) (via regex matching, and possible Ruby magic? or it's a constant)
- Text as-is and Text uppercase match
Means it's "too loud", and rejected. Yet, as we've seen, it looks like it includes the HTML entities, HTML tags, and BBCode as "Text" when checking.
Filed under: [For some reason, all of the stupid things to have to deal with come in at the same time.](#tag2), [Hilariously enough, my regex wasn't far off.](#tag2)
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I have neither the time nor the drive to read that logic and determine what it is actually doing.
Just need to read the end bit:
def seems_meaningful? # Minimum entropy if entropy check required [...] def seems_pronounceable? # At least some non-symbol characters [...] def seems_unpretentious? # Don't allow super long words if there is a word length maximum [...] def seems_quiet? # We don't allow all upper case content in english
seems_quiet
seems to be the one trapping ALL CAPS.seems_meaningful
seems to be the one trapping 'empty' posts.
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>def seems_unpretentious? # Don't allow super long words if there is a word length maximum
That would seem to be a barrier to sesquipedalian pedantic dickweedery.
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We should be able to be as pretentious as we want damn it!
If I want to write a word with siebenhundertsiebenundsiebzigtausendsiebenhundertsiebenundsiebzig characters, I will damn it!
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Just need to read the end bit
Which also confirms my other point:
That's why I'm saying the checks are different and don't overlap.
Though my intent of the context of what you originally quoted was more towards what causes the "all caps" check (as believed at the time) to say there are "non caps" and allow the post.
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We should be able to be as pretentious as we want damn it!
I assume that option isn't actually on here.
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Of course, I don't understand Ruby syntax, so I'm not sure I got this entirely right, but:
- Text contains one or more capital letters (via regex matching)
- Text does not contain non-ASCII (via regex matching, and possible Ruby magic? or it's a constant)
- Text as-is and Text uppercase match
There's a
not()
around all that so, in pseudocode, it's closer tonot{ all caps and its not all ascii and equals uppercase(self) }
So, it needs to not contain all upper case, have some ascii and it should not equal itself passed through toupper().
I think...
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If I want to write a word with siebenhundertsiebenundsiebzigtausendsiebenhundertsiebenundsiebzig characters, I will damn it!
And German is a good language in which to do that.
Filed under: It took me a few seconds to parse that.
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There's a not() around all that
I sorta conveyed that at the end by saying
Means it's "too loud", and rejected
Because it's more work to think about the
not
on each item it's surrounding instead of just at the end (at least, it is for me).have some ascii
Actually, not sure on that check. I think any "non-ASCII" means it has to be considered "quiet".
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I haven't heard any such rumors, or any rumors that they are changing mono 2.6 what-so-ever in unity 5, which makes me sad.
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Probably not for 5 but it isn't entirely unsubstantiated...