gizmos | Used for drawing runtime gizmos in builds and editor | Editor library
kandi X-RAY | gizmos Summary
kandi X-RAY | gizmos Summary
Used for drawing runtime gizmos in builds and editor from any context in the code. It was created when I realized that the built in unity gizmos (Gizmos.DrawWireSphere, etc) don't render in builds, so I made this utility to be able to use.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of gizmos
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Trending Discussions on gizmos
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I'm new to programming and i had this problem coming up, whenever i use Input.GetKeyDown(KeyCode.Mouse0) to attack with my character, it fires maybe 3 out of 10 times, i tried changing many variables and trying to put the code in diferent places but i couldn't find the fix to it
here's the code :
...ANSWER
Answered 2022-Mar-10 at 07:51How should the jumpattacking
case be ever reached?
Either the
attackTime
is higher than0
or the firstattacking
case already kicks in and setsattackTime = startTimeAttack
immediately - regardless of the input!→ You rather want to start the cooldown only if you actually attacked!
And then still the
jumpattacking
could not be reached because theattacking
case already consumes your input first and sets the timer.Finally the way you are using the animator Bool parameters looks like you would be better using Tigger instead which is used for one time changing to a certain state and reset the trigger.
I don't know how your animator is configured but it might be that since you immediately reset the bool parameters in the next frame it immediately transitions back to the idle state.
What you should probably do is rather merging both cases together like e.g.
QUESTION
Scenario
User has a menu that create's a set of car criteria that will be used to filter out the results server side. When the user clicks the Load button, it sends the criteria set to obtain right results and then pass them to a child component for display.
I am trying to do this properly by creating a observable and while it works, it just doesn't smell right.
Parent HTML
...ANSWER
Answered 2022-Mar-09 at 08:47this.http.post(url, postPayload)
returns an Observable, so i don't see why you're subscribing to it and "hold" the result inside a behavior subject.
i would go with the following direction:
QUESTION
I want to get a relative point (so it's current pos + a vector3 of directions)
so that when I rotate the gameObject it's still in the same relative point
Example: (say if it was 1 unit away from the gameObject in the x axis when rotation is 0, it should be 1 unit away form the gameObject in the z axis when rotation is -90)
here's what I tried: (center is a vector3 of the distance relative to the gameObject)
...ANSWER
Answered 2022-Feb-18 at 19:43There is a math equation to solve this. Assuming you have Quaternion rotation;
for the objects rotation, Vector3 objectPosition;
for the game object and Vector3 point;
for the point in local space, the equation is (rotation * (point-objectPosition)) + objectPosition
QUESTION
I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.
...ANSWER
Answered 2022-Feb-23 at 04:59It think the issue is in
QUESTION
So this one is a bit convoluted.
It started off with trying to learn kinematics for procedural animation. Then I went on a tangent about generating thicker lines. Now I'm trying to produce a program that generates a chain of inter-connected lines made out of DrawSpheres with variable length/angle/resolution.
I had the original single line functioning perfectly. But I can not get the program to generate more. Each line is generated at the end target of the previous line, but there seems to be no starting object to reference. What do I change?
The individual line code:
...ANSWER
Answered 2022-Feb-11 at 21:58you do
QUESTION
Basically i wanted to make a raycast for jumping but for some reason the distance of the raycast is wrong and never changes and the position of it is so wrong i cant even seem to find it:
...ANSWER
Answered 2022-Feb-12 at 22:49Try Vector2.down instead?
Alternative things to try:
Is the player in the scene the same as the prefab? Increase the distance. Add a new GameObject at the feet of the player, reference that in your script and call the Raycast from there. Is ray2d a RayCastHit2d? Are your ground object tags correct, including all grammer/caps? Try outputting in debug, ray2d.collider.name to see what you're actually hitting. If you're using a rigid body, try rigidbody2d. position instead of transform.position
Do you have the player selected in the hierarchy? This is needed to see the gizmos.
QUESTION
using System.Collections.Generic;
using UnityEngine;
public class playercombat : MonoBehaviour
{
public Animator animator;
public Transform attackPoint;
public float attackRange = 0.5f;
public LayerMask enemyLayers;
public float AttackRange { get => attackRange; 0.5f => attackRange = 0.5f; }
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
Attack();
}
}
void Attack()
{
animator.SetTrigger("Attack");
Physics2D.OverlapCircleAll(attackPoint.postion, AttackRange, enemyLayers);
foreach (Collider2D enemy in hitEnemies)
{
Debug.lot("Hit" + enemy.name);
}
}
void OnDrawGizmosSelected()
{
if (attackPoint == null)
return;
Gizmos.DrawWireSphere(attackPoint.position, AttackRange);
}
}
...ANSWER
Answered 2022-Feb-09 at 12:27Typo?
QUESTION
I'm trying to use GIZMO
in my solver config.
It seems to get fast access with most of my variables, but it throws an exception for variables in my @PlanningSolution
:
ANSWER
Answered 2022-Jan-14 at 16:49Unable to reproduce in Quarkus. See https://github.com/kiegroup/optaplanner-quickstarts/tree/stable/technology/kotlin-quarkus for an example of using OptaPlanner with Kotlin in Quarkus. I tested changing the the fields of TimeTable to private, and it works as expected.
Outside of Quarkus, this behaviour is expected. When domain access type GIZMO is used, member accessors and a custom solution cloner is generated for the domain. The custom solution cloner requires all fields to be public; public getters/setters are not used since they are not guaranteed to be simple (they could do validation checks that throw an exception, or modify other fields).
QUESTION
I'm trying to pick up objects in unity. I have a gameObject
called LookObject
. Whenever the camera points to an object, the name of that object will be stored in LookObject
, then when I press Space
the object gets picked up. it is working but not completely. The issue I'm facing is that when I look at an object then look at another direction, the lookObject
still shows the name of the object I was looking at (it doesn't update).
please see this image:
as shown in the image, the reticle is not pointing to the object. but it is still showing Cube as the Look Object.
Here is PlayerInteractions
class:
ANSWER
Answered 2022-Jan-12 at 23:07A simple fix for this would be to set lookObject
to null if the SphereCast returns false since that would indicate you are no longer looking at a valid object. Simply adding else lookObject = null;
to the end of the first if statement in your Update() method should do the trick.
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