gizmos | Cats typeclass-based collection library | Functional Programming library
kandi X-RAY | gizmos Summary
kandi X-RAY | gizmos Summary
Cats typeclass-based collection library for Scala (Trees, Graphs, Multimaps and more!)
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Trending Discussions on gizmos
QUESTION
I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.
I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.
The sensors are casting rays, but like you see in the image, they are not colliding.
The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin
I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.
I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
So, what am I doing wrong?
ANSWER
Answered 2021-May-24 at 13:49After a lot more investigation i figured out the problem myself:
The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.
Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).
After i created more layers and assigned my targets to these layers, everything starts working as intended.
Maybe this answer will help someone, having similar issues.
QUESTION
I am new to C#/Unity and looking for a way to slow down onDrawGizmos. Currently everything works great.
...ANSWER
Answered 2021-May-09 at 12:27Might not be the best solution, but you can use a counter to execute the code conditionally, like this:
QUESTION
I have adapted the below code from Google's Datastore tutorial. I'm vaguely aware of Promises, and I'm using await where I can figure out to do so. I've used the req
object with express as below without incident, but it seems to be empty here.
It causes this error:
...ANSWER
Answered 2021-Apr-16 at 22:22Per @hoangdv, add app.use(express.urlencoded())
somewhere. Rather node-ish not have it as the default if you ask me.
QUESTION
ANSWER
Answered 2021-Apr-15 at 00:48QUESTION
Currently I am having an Issue regarding Gizmos being drawn this issue is specific to 2 classes
Interactable() and Door() : Interactable()
inside Interactable() I have:
...ANSWER
Answered 2021-Mar-25 at 17:23I needed to comment out the Gizmos.matrix = transform.parent.localToWorldMatrix;
to see the yellow cube.
To see both you need to call the OnDrawGizmos()
of the base class in the OnDrawGizmos()
of the child class like this:
QUESTION
I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.
So the script should remember the previous position and check via Raycast for collisions between previous and current position.
If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.
My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.
Obviously I have misunderstood something regarding the application with raycasts.
...ANSWER
Answered 2021-Jan-22 at 12:35Theres a better way to deal with this that unity has built in. Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.
This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.
If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.
QUESTION
Recently i started with a Twitter Integration.
The callback is working as it should.
but when i press the Authorize App i keep receiving this error.
unable to process request due to missing initial state. this may happen if browser sessionstorage is inaccesible or accidentally cleared
This is the function where i call the twitter_login.
...ANSWER
Answered 2021-Jan-11 at 00:01After some hours trying to figure out the problem, i found that the issue was on the AndroidManifest.xml
Basically on the intent-filter, the scheme was missing, and i need to remove the https from the host and the function call. After that it work :)
QUESTION
The codes below generate 10000cubes(using gizmos). I'm stuck on how to further expand the code and using gizmos to illustrate the sorting process(movement of the cubes when mouse button is click), appreciate if can give me some hint on how to do it. using UnityEngine;
...ANSWER
Answered 2021-Jan-09 at 11:47I provide an answer in this part, and suggest better alternatives below.
The problem with your code is that the sorting happens synchronously, within one frame. What you can do is move the sorting code to Update, and sort a little between each frame. This will let the Gizmos call draw the correct state.
2.Use Progress Bar insteadYou may use EditorUtility.DisplayProgressBar to display a progress bar in the Editor. Since you're using Gizmos which don't show up in the Build, this solution assumes you're working in the Editor.
3.Use Compute BuffersCatLikeCoding has this fantastic article on using Compute Shaders to draw a Graph in high resolution. You can follow it and draw your sorting progress in a very high resolution. Furthermore, this will work in both editor and runtime.
QUESTION
I have this script, but doesn't work, when i kill one enemy the door opens, i need to know how active the door when i kill all enemies. I need to destroy all enemies to open the door, but doesn't work good, if i kill one enemy the door opens for no reason.
...ANSWER
Answered 2021-Jan-04 at 20:25If I assume correctly (it is not clear from above code), You have set to all enemies some tag "EnemyR1" and now You want to check, if those enemies exists or not. If there are no enemies, you want to open the doors (like exit point for player).
It also depends, if you kill the enemy immediately (and destroy the GameObject), or you only mark enemy as something (set some property/set is non-active/set different tag).
In the code you want to:
QUESTION
I have a car game and I would like to use raycast to detect other obstacles and do stuff if the ray hits. The problem is after the car does a 90 degree turn the raycast move in a way I did not intend them to, like this:
But when I rotate the car by 90 degrees it looks like this:
I'd like the rays to remain as they are in the first image regardless of the rotation of the car.
Here is the code to cast the rays and to draw them:
...ANSWER
Answered 2020-Dec-31 at 13:32You calculate the two start positions with an offset along the global world space X axis regardless of the rotation in
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