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TickProfiler | minecraft server : Find which entities and tile entities | Game Engine library

 by   MinimallyCorrect Java Version: v1.12_0.0.10 License: MIT

 by   MinimallyCorrect Java Version: v1.12_0.0.10 License: MIT

kandi X-RAY | TickProfiler Summary

TickProfiler is a Java library typically used in Gaming, Game Engine, Minecraft applications. TickProfiler has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. However TickProfiler has 10 bugs. You can download it from GitHub.
TickProfiler
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • TickProfiler has a low active ecosystem.
  • It has 127 star(s) with 27 fork(s). There are 11 watchers for this library.
  • It had no major release in the last 6 months.
  • There are 25 open issues and 82 have been closed. On average issues are closed in 48 days. There are 3 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of TickProfiler is v1.12_0.0.10
TickProfiler Support
Best in #Game Engine
Average in #Game Engine
TickProfiler Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • TickProfiler has 10 bugs (1 blocker, 0 critical, 7 major, 2 minor) and 65 code smells.
TickProfiler Quality
Best in #Game Engine
Average in #Game Engine
TickProfiler Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • TickProfiler has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • TickProfiler code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
TickProfiler Security
Best in #Game Engine
Average in #Game Engine
TickProfiler Security
Best in #Game Engine
Average in #Game Engine

license License

  • TickProfiler is licensed under the MIT License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
TickProfiler License
Best in #Game Engine
Average in #Game Engine
TickProfiler License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • TickProfiler releases are not available. You will need to build from source code and install.
  • Build file is available. You can build the component from source.
  • Installation instructions are not available. Examples and code snippets are available.
  • It has 2101 lines of code, 157 functions and 25 files.
  • It has medium code complexity. Code complexity directly impacts maintainability of the code.
TickProfiler Reuse
Best in #Game Engine
Average in #Game Engine
TickProfiler Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

kandi has reviewed TickProfiler and discovered the below as its top functions. This is intended to give you an instant insight into TickProfiler implemented functionality, and help decide if they suit your requirements.

  • Start server
    • Obtain a nice name for a class
    • Clear the invocation count
    • Write entity data
  • Process the server
    • Finish the table
  • Start execution
    • Gets the CPU time for all threads
  • Fills the specified string
    • Find a custom character
  • Checks for lagSpike
    • Map objects
      • Handle player interactions
        • Process a command
          • Event handler for server starting
            • Records the size of a packet
              • Gets the usage message
                • Returns the length of the given string
                  • Start the manager
                    • Dump the state of the monitor
                      • Process command
                        • Start monitoring
                          • Initialize the configuration
                            • Increment the number of threads
                              • Start the server
                                • Write expected parameters

                                  Get all kandi verified functions for this library.

                                  Get all kandi verified functions for this library.

                                  TickProfiler Key Features

                                  Profile your minecraft server: Find which entities and tile entities are making your server slow

                                  TickProfiler Examples and Code Snippets

                                  Community Discussions

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                                  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
                                  using UnityEngine;
                                  #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                  using UnityEngine.InputSystem;
                                  #endif
                                  
                                  namespace StarterAssets
                                  {
                                      public class StarterAssetsInputs : MonoBehaviour
                                      {
                                          [Header("Character Input Values")]
                                          public Vector2 move;
                                          public Vector2 look;
                                          public bool jump;
                                          public bool sprint;
                                  
                                          [Header("Movement Settings")]
                                          public bool analogMovement;
                                  
                                  #if !UNITY_IOS || !UNITY_ANDROID
                                          [Header("Mouse Cursor Settings")]
                                          public bool cursorLocked = true;
                                          public bool cursorInputForLook = true;
                                  #endif
                                  
                                  #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                          public void OnMove(InputValue value)
                                          {
                                              MoveInput(value.Get<Vector2>());
                                          }
                                  
                                          public void OnLook(InputValue value)
                                          {
                                              if(cursorInputForLook)
                                              {
                                                  LookInput(value.Get<Vector2>());
                                              }
                                          }
                                  
                                          public void OnJump(InputValue value)
                                          {
                                              JumpInput(value.isPressed);
                                          }
                                  
                                          public void OnSprint(InputValue value)
                                          {
                                              SprintInput(value.isPressed);
                                          }
                                  #else
                                      // old input sys if we do decide to have it (most likely wont)...
                                  #endif
                                  
                                  
                                          public void MoveInput(Vector2 newMoveDirection)
                                          {
                                              move = newMoveDirection;
                                              Debug.Log(move.magnitude);
                                              Debug.Log(move.normalized.magnitude);
                                          } 
                                  
                                          public void LookInput(Vector2 newLookDirection)
                                          {
                                              look = newLookDirection;
                                          }
                                  
                                          public void JumpInput(bool newJumpState)
                                          {
                                              jump = newJumpState;
                                          }
                                  
                                          public void SprintInput(bool newSprintState)
                                          {
                                              sprint = newSprintState;
                                          }
                                  
                                  #if !UNITY_IOS || !UNITY_ANDROID
                                  
                                          private void OnApplicationFocus(bool hasFocus)
                                          {
                                              SetCursorState(cursorLocked);
                                          }
                                  
                                          private void SetCursorState(bool newState)
                                          {
                                              Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
                                          }
                                  
                                  #endif
                                  
                                      }
                                      
                                  }
                                  
                                  Third Person Controller
                                  using UnityEngine;
                                  #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                  using UnityEngine.InputSystem;
                                  #endif
                                  
                                  /* Note: animations are called via the controller for both the character and capsule using animator null checks
                                   */
                                  
                                  namespace StarterAssets
                                  {
                                      [RequireComponent(typeof(CharacterController))]
                                  #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                      [RequireComponent(typeof(PlayerInput))]
                                  #endif
                                      public class ThirdPersonController : MonoBehaviour
                                      {
                                          [Header("Player")]
                                          [Tooltip("Move speed of the character in m/s")]
                                          public float MoveSpeed = 2.0f;
                                          [Tooltip("Sprint speed of the character in m/s")]
                                          public float SprintSpeed = 5.335f;
                                          [Tooltip("How fast the character turns to face movement direction")]
                                          [Range(0.0f, 0.3f)]
                                          public float RotationSmoothTime = 0.12f;
                                          [Tooltip("Acceleration and deceleration")]
                                          public float SpeedChangeRate = 10.0f;
                                  
                                          [Space(10)]
                                          [Tooltip("The height the player can jump")]
                                          public float JumpHeight = 1.2f;
                                          [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
                                          public float Gravity = -15.0f;
                                  
                                          [Space(10)]
                                          [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
                                          public float JumpTimeout = 0.50f;
                                          [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
                                          public float FallTimeout = 0.15f;
                                  
                                          [Header("Player Grounded")]
                                          [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
                                          public bool Grounded = true;
                                          [Tooltip("Useful for rough ground")]
                                          public float GroundedOffset = -0.14f;
                                          [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
                                          public float GroundedRadius = 0.28f;
                                          [Tooltip("What layers the character uses as ground")]
                                          public LayerMask GroundLayers;
                                  
                                          [Header("Cinemachine")]
                                          [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
                                          public GameObject CinemachineCameraTarget;
                                          [Tooltip("How far in degrees can you move the camera up")]
                                          public float TopClamp = 70.0f;
                                          [Tooltip("How far in degrees can you move the camera down")]
                                          public float BottomClamp = -30.0f;
                                          [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
                                          public float CameraAngleOverride = 0.0f;
                                          [Tooltip("For locking the camera position on all axis")]
                                          public bool LockCameraPosition = false;
                                  
                                          // cinemachine
                                          private float _cinemachineTargetYaw;
                                          private float _cinemachineTargetPitch;
                                  
                                          // player
                                          private float _speed;
                                          private float _animationBlend;
                                          private float _targetRotation = 0.0f;
                                          private float _rotationVelocity;
                                          private float _verticalVelocity;
                                          private float _terminalVelocity = 53.0f;
                                  
                                          // timeout deltatime
                                          private float _jumpTimeoutDelta;
                                          private float _fallTimeoutDelta;
                                  
                                          // animation IDs
                                          private int _animIDSpeed;
                                          private int _animIDGrounded;
                                          private int _animIDJump;
                                          private int _animIDFreeFall;
                                          private int _animIDMotionSpeed;
                                  
                                          private Animator _animator;
                                          private CharacterController _controller;
                                          private StarterAssetsInputs _input;
                                          private GameObject _mainCamera;
                                  
                                          private const float _threshold = 0.01f;
                                  
                                          private bool _hasAnimator;
                                  
                                          private void Awake()
                                          {
                                              // get a reference to our main camera
                                              if (_mainCamera == null)
                                              {
                                                  _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
                                              }
                                          }
                                  
                                          private void Start()
                                          {
                                              _hasAnimator = TryGetComponent(out _animator);
                                              _controller = GetComponent<CharacterController>();
                                              _input = GetComponent<StarterAssetsInputs>();
                                  
                                              AssignAnimationIDs();
                                  
                                              // reset our timeouts on start
                                              _jumpTimeoutDelta = JumpTimeout;
                                              _fallTimeoutDelta = FallTimeout;
                                          }
                                  
                                          private void Update()
                                          {
                                              _hasAnimator = TryGetComponent(out _animator);
                                              
                                              JumpAndGravity();
                                              GroundedCheck();
                                              Move();
                                          }
                                  
                                          private void LateUpdate()
                                          {
                                              CameraRotation();
                                          }
                                  
                                          private void AssignAnimationIDs()
                                          {
                                              _animIDSpeed = Animator.StringToHash("Speed");
                                              _animIDGrounded = Animator.StringToHash("Grounded");
                                              _animIDJump = Animator.StringToHash("Jump");
                                              _animIDFreeFall = Animator.StringToHash("FreeFall");
                                              _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
                                          }
                                  
                                          private void GroundedCheck()
                                          {
                                              // set sphere position, with offset
                                              Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
                                              Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
                                  
                                              // update animator if using character
                                              if (_hasAnimator)
                                              {
                                                  _animator.SetBool(_animIDGrounded, Grounded);
                                              }
                                          }
                                  
                                          private void CameraRotation()
                                          {
                                              // if there is an input and camera position is not fixed
                                              if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
                                              {
                                                  _cinemachineTargetYaw += _input.look.x * Time.deltaTime;
                                                  _cinemachineTargetPitch += _input.look.y * Time.deltaTime;
                                              }
                                  
                                              // clamp our rotations so our values are limited 360 degrees
                                              _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
                                              _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
                                  
                                              // Cinemachine will follow this target
                                              CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
                                          }
                                  
                                          private void Move()
                                          {
                                              // set target speed based on move speed, sprint speed and if sprint is pressed
                                              float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
                                  
                                              // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
                                  
                                              // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
                                              // if there is no input, set the target speed to 0
                                              if (_input.move == Vector2.zero) targetSpeed = 0.0f;
                                  
                                              // a reference to the players current horizontal velocity
                                              float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
                                  
                                              float speedOffset = 0.1f;
                                              float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
                                  
                                              // accelerate or decelerate to target speed
                                              if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
                                              {
                                                  // creates curved result rather than a linear one giving a more organic speed change
                                                  // note T in Lerp is clamped, so we don't need to clamp our speed
                                                  _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
                                  
                                                  // round speed to 3 decimal places
                                                  _speed = Mathf.Round(_speed * 1000f) / 1000f;
                                              }
                                              else
                                              {
                                                  _speed = targetSpeed;
                                              }
                                              _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
                                  
                                              // normalise input direction
                                              Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
                                  
                                              // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
                                              // if there is a move input rotate player when the player is moving
                                              if (_input.move != Vector2.zero)
                                              {
                                                  _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _mainCamera.transform.eulerAngles.y;
                                                  float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
                                  
                                                  // rotate to face input direction relative to camera position
                                                  transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
                                              }
                                  
                                  
                                              Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
                                  
                                              // move the player
                                              _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
                                  
                                              // update animator if using character
                                              if (_hasAnimator)
                                              {
                                                  _animator.SetFloat(_animIDSpeed, _animationBlend);
                                                  _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
                                              }
                                          }
                                  
                                          private void JumpAndGravity()
                                          {
                                              if (Grounded)
                                              {
                                                  // reset the fall timeout timer
                                                  _fallTimeoutDelta = FallTimeout;
                                  
                                                  // update animator if using character
                                                  if (_hasAnimator)
                                                  {
                                                      _animator.SetBool(_animIDJump, false);
                                                      _animator.SetBool(_animIDFreeFall, false);
                                                  }
                                  
                                                  // stop our velocity dropping infinitely when grounded
                                                  if (_verticalVelocity < 0.0f)
                                                  {
                                                      _verticalVelocity = -2f;
                                                  }
                                  
                                                  // Jump
                                                  if (_input.jump && _jumpTimeoutDelta <= 0.0f)
                                                  {
                                                      // the square root of H * -2 * G = how much velocity needed to reach desired height
                                                      _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
                                  
                                                      // update animator if using character
                                                      if (_hasAnimator)
                                                      {
                                                          _animator.SetBool(_animIDJump, true);
                                                      }
                                                  }
                                  
                                                  // jump timeout
                                                  if (_jumpTimeoutDelta >= 0.0f)
                                                  {
                                                      _jumpTimeoutDelta -= Time.deltaTime;
                                                  }
                                              }
                                              else
                                              {
                                                  // reset the jump timeout timer
                                                  _jumpTimeoutDelta = JumpTimeout;
                                  
                                                  // fall timeout
                                                  if (_fallTimeoutDelta >= 0.0f)
                                                  {
                                                      _fallTimeoutDelta -= Time.deltaTime;
                                                  }
                                                  else
                                                  {
                                                      // update animator if using character
                                                      if (_hasAnimator)
                                                      {
                                                          _animator.SetBool(_animIDFreeFall, true);
                                                      }
                                                  }
                                  
                                                  // if we are not grounded, do not jump
                                                  _input.jump = false;
                                              }
                                  
                                              // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
                                              if (_verticalVelocity < _terminalVelocity)
                                              {
                                                  _verticalVelocity += Gravity * Time.deltaTime;
                                              }
                                          }
                                  
                                          private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
                                          {
                                              if (lfAngle < -360f) lfAngle += 360f;
                                              if (lfAngle > 360f) lfAngle -= 360f;
                                              return Mathf.Clamp(lfAngle, lfMin, lfMax);
                                          }
                                  
                                          private void OnDrawGizmosSelected()
                                          {
                                              Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
                                              Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
                                  
                                              if (Grounded) Gizmos.color = transparentGreen;
                                              else Gizmos.color = transparentRed;
                                              
                                              // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
                                              Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
                                          }
                                      }
                                  }
                                  

                                  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

                                  enter image description here enter image description here

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

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

                                  Vulnerabilities

                                  No vulnerabilities reported

                                  Install TickProfiler

                                  You can download it from GitHub.
                                  You can use TickProfiler like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the TickProfiler component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

                                  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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