lightbeam | Orignal unmaintained version of the Lightbeam extension | Addon library
kandi X-RAY | lightbeam Summary
kandi X-RAY | lightbeam Summary
This is an add-on for Firefox that helps to visualize sites that may be tracking you around the internet. The add-on is available from
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Top functions reviewed by kandi - BETA
- D3 - > D3
- Creates a clipping point of the polygon .
- Inject modal .
- Seosition a vertical slide .
- Register brush event .
- Registers a keydown event .
- init the list
- Create background elements .
- Attach the webview to the viewer .
- clip - circle helper
lightbeam Key Features
lightbeam Examples and Code Snippets
Community Discussions
Trending Discussions on lightbeam
QUESTION
I'm trying to make a simple puzzle system for a game involving beams of light and mirrors in Unity. The light beams are created using an empty GameObject that casts a Raycast2D and uses a LineRenderer to display the beam. When a beam collides with a mirror object I simply use Vector2.Reflect
to calculate the new direction.
The implementation works fine when the mirrors are static. When I try to move them around in-game, it causes random stack overflow errors, and there doesn't seem to be a pattern. Here's an example of a working mirror setup:
Here's what happens when I try to move a mirror:
I'm guessing it's due to the mirror somehow reflecting the beam back and causing an infinite reflection loop, but I'm not sure why that would happen.
Relevant code:
...ANSWER
Answered 2021-Jun-09 at 11:15If the condition if(hit.collider.gameObject.tag == "Mirror")
is not met, you are doing a lightPoints.Add(hit.point);
and upadting the beam, adding points to the LineRenderer
component position array also. That does not seem a good idea, as presumably you will get to the point when the ray does not hit anymore. As is, once you get to that point you keep on adding points, leading to the stack overflow.
I would add some safegard condition, where you stop adding points to your lists/arrays if you dont hit a gamobject of interest, maybe a determined ray length, or a condition that avoids the point to be added if the ray does not hit.
I checked the line of the error you are having in the script itself with not very revaling info. But you got the script there in case that helps.
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