UnityX | Lots of helpers I use for working with Unity | Reflection library

 by   tomkail C# Version: Current License: MIT

kandi X-RAY | UnityX Summary

kandi X-RAY | UnityX Summary

UnityX is a C# library typically used in Programming Style, Reflection, Unity applications. UnityX has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Lots of helpers I use for working with Unity.
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              UnityX has a low active ecosystem.
              It has 7 star(s) with 0 fork(s). There are 1 watchers for this library.
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              It had no major release in the last 6 months.
              UnityX has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of UnityX is current.

            kandi-Quality Quality

              UnityX has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              UnityX is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              UnityX releases are not available. You will need to build from source code and install.

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            UnityX Key Features

            No Key Features are available at this moment for UnityX.

            UnityX Examples and Code Snippets

            No Code Snippets are available at this moment for UnityX.

            Community Discussions

            QUESTION

            Unity: 3D movement/Collision detection failure (AddForce, MovePosition, transform.localPosition)
            Asked 2019-Apr-11 at 13:54

            Problem: If I get the movement to work correctly, then the collision meshes are not detected. If I get the collision meshes detected, then the movement doesn't work correctly.

            Brief summary of project: I have a 3D environment with non-moveable objects (with collider meshes) and a moveable gameobject (rigid body with x2 box colliders) that I am controlling using haptic devices (basically a 3D joystick) through a UDP connection in an C++ app that I have put together and is running while the Unity application runs. The communication between the haptic devices and unity is perfectly fine. I am using the position information passed from the haptic device as my variables for moving my gameobject. Again, The position data arrives to Unity just fine; the method for using the position data with appropriate conditions and functions within Unity is where I am currently stuck.

            Things I've tried: If I use transform.localPosition (hapticDevicePosition); then the movement is great, but it ignores the colliders and passes through everything. I read online and understand that transform.localPosition will basically move my object on top of other objects without regards to physics. I also read that I may be able to introduce a ray that is like 0.000001 in front of my object such that it prevents movement if the ray interacts with any other object. This might be a way to still be able to use transform.localPosition? I'm not sure and I've never used rays so it would be difficult for me to set that script up correctly.

            I've tried AddForce. This behaves very oddly. It only gives me 2 force outputs instead of 3...i.e., I can only move in 2 of the 3 axis. I don't understand why its behaving this way. The colliders are detected, however.

            I've tried rb.MovePosition (rb.position + posX + posY + posZ) and various combinations of *Time.timeDelay and *speed as well. This also doesn't work correctly. The colliders are detected, but the movement either doesn't work at all, or is not working correctly.

            Conclusion: I've played with my script for the last 4 hours and some (not all) of the things that I attempted are commented out so they are still visible (please see code attached below). I will be reading more online explanations and trying out different code and update here if I work out a solution. If anyone has some pointers or suggestions, in the meantime, I would greatly appreciate it.

            Thanks!

            ...

            ANSWER

            Answered 2019-Apr-11 at 12:00

            Instead of placing the gameObject at the exact position of your controller, you could try applying a force in the direction of the position you want your gameObject to be in:

            Source https://stackoverflow.com/questions/55631027

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

            Vulnerabilities

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            You can download it from GitHub.

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