lightbeam | Lightbeam has moved and now lives in the Wasmtime | Binary Executable Format library
kandi X-RAY | lightbeam Summary
kandi X-RAY | lightbeam Summary
The Lightbeam JIT has moved, and is now part of the Wasmtime repository!.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of lightbeam
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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.
QUESTION
I would like to understand better tracking requests and responses, such as actions on cookies, cache, etc (read, write, update).
Compared to other tools, like Lightbeam, I am particularly interested in understanding who is 3rd party to whom. So I want to understand the hierarchy of requests (this one triggers this other one).
I have tried using Chrome dev tools to understand this, but haven't quite figured it out. Is there a way to do that?
...ANSWER
Answered 2017-Jul-27 at 19:18Hold Shift while hovering over a request to view its initiator and dependencies.
See View initiator and dependencies.
Of course, the Initiator column in the Network panel's table also tells you a request's initiator.
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