gizmos | Used for drawing runtime gizmos in builds and editor | Editor library

 by   popcron C# Version: 0.1 License: Non-SPDX

kandi X-RAY | gizmos Summary

kandi X-RAY | gizmos Summary

gizmos is a C# library typically used in Editor, Unity applications. gizmos has no bugs, it has no vulnerabilities and it has low support. However gizmos has a Non-SPDX License. You can download it from GitHub.

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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            kandi-support Support

              gizmos has a low active ecosystem.
              It has 230 star(s) with 17 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 18 have been closed. On average issues are closed in 17 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gizmos is 0.1

            kandi-Quality Quality

              gizmos has 0 bugs and 0 code smells.

            kandi-Security Security

              gizmos has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              gizmos code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              gizmos has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              gizmos releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of gizmos
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            gizmos Key Features

            No Key Features are available at this moment for gizmos.

            gizmos Examples and Code Snippets

            No Code Snippets are available at this moment for gizmos.

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            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 23:22

            I 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().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            Input.GetKeyDown(KeyCode.Mouse0) not working as intended
            Asked 2022-Mar-10 at 07:51

            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 07:51

            How should the jumpattacking case be ever reached?

            • Either the attackTime is higher than 0 or the first attacking case already kicks in and sets attackTime = 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 the attacking 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.

            Source https://stackoverflow.com/questions/71419350

            QUESTION

            Proper way to create and listen to a HTTP observable with dynamic payload
            Asked 2022-Mar-09 at 10:50

            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 08:47

            this.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:

            Source https://stackoverflow.com/questions/71404982

            QUESTION

            Defining a relative point with rotations
            Asked 2022-Mar-04 at 19:37

            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 19:43

            There 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

            Source https://stackoverflow.com/questions/71176653

            QUESTION

            Mapping PerlinNoise to a Grid
            Asked 2022-Feb-23 at 07:08

            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 04:59

            It think the issue is in

            Source https://stackoverflow.com/questions/71227119

            QUESTION

            Object Reference Not Set... Arm Chain Generator Not Working
            Asked 2022-Feb-17 at 17:03

            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 21:58

            QUESTION

            Why will my physics 2D raycast not display or work correctly?
            Asked 2022-Feb-13 at 11:04

            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 22:49

            Try 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.

            Source https://stackoverflow.com/questions/71096390

            QUESTION

            A get or set accessor is expected
            Asked 2022-Feb-09 at 14:21
            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 12:27

            QUESTION

            OptaPlanner domainAccessType Gizmo
            Asked 2022-Jan-14 at 16:49

            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 16:49

            Unable 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).

            Source https://stackoverflow.com/questions/70537440

            QUESTION

            How to select an object to be picked up whenever the camera is pointed to that object?
            Asked 2022-Jan-12 at 23:07

            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 23:07

            A 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.

            Source https://stackoverflow.com/questions/70688722

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install gizmos

            To install for local use, download this repo and copy everything from this repository to <YourUnityProject>/Packages/Popcron Gizmos folder.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • CLI

            gh repo clone popcron/gizmos

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