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  • ✇Recent Questions - Game Development Stack Exchange
  • Stop an object from rotating past a certain rotation value in UnityZeid Tisnes
    Learning how to program in Unity, so bare with me. I'm making a game called Flappy Bird and I'm having issues with my z-rotation boundaries. Let's say I have some gameObject (call it Bird) that goes up and falls down from the y-axis. However, I want this bird, when it goes down, the z-axis rotates clockwise (so negative rotation). Once it starts falling down, the z-values in the rotation ramps from 0 to -90 in float values. Now, my bird should not keep spinning but stay fixed to the limit until
     

Stop an object from rotating past a certain rotation value in Unity

Learning how to program in Unity, so bare with me. I'm making a game called Flappy Bird and I'm having issues with my z-rotation boundaries. Let's say I have some gameObject (call it Bird) that goes up and falls down from the y-axis. However, I want this bird, when it goes down, the z-axis rotates clockwise (so negative rotation). Once it starts falling down, the z-values in the rotation ramps from 0 to -90 in float values. Now, my bird should not keep spinning but stay fixed to the limit until I start flying again. When I make my fly action, the bird should reset the z-rotation back to 0 in a gradual manner, not -45 to 0 immediately.

From what I have achieved, there was no luck for me to stop the spin on the bird. It is just continuously spinning without stopping from the range I want. My range is from 0 to -45 z-axis rotation.enter image description hereenter image description here

I have tried to play around with the transformation of my z values to get an idea, but nada. From what I have gathered and tried, I was playing around with the eulerAngles values, Rigidbody.freezeRotation(), transform.Rotate() method, and even the Quanterion.Euler() method.

here is the code function example I'm making:

public float zTest;
public Vector3 movementDirection;

private void FallSpeed()
{
    movementDirection.y +=  my_gravity * Time.deltaTime; //my_gravity is set to -9.81f
    transform.position += movementDirection * Time.deltaTime;
    zTest += 1 * movemenntDirection.y;
    transform.rotation = Quaternion.Euler(0, 0, zTest);
    if ((transform.rotation.z >= -45.0f && transform.rotation.z <= 0.0f))
    {
        transform.Rotate(0, 0, zTest); //I have a feeling this is completely bad, but I was trying to reset my rotation values.
        // transform.rotation = Quaternion.Euler(0, 0, zTest); //Another way I was trying it
        // currentEuler = new Vector3(transform.rotation.x, transform.rotation.y, -69); //Another way I was trying it
    }
}

To be honest, a lot of reading documentation made me more confused in how this interaction is happening and I'm not fully thinking straight at this point. Anyone has suggestions in tackling this problem or pointing me to the right direction? If anything, I will make more edits if needed for clarification and documentation for myself and others.

Unleash the Beast! Dive into Coridden's Monster-Shifting Adventure! » Kabalyero

Unleash the Beast! Dive into Coridden's Monster-Shifting Adventure! » Kabalyero

Hello fellow gamers,

I just got this exciting press release from Anshar Publishing about their awesome new RPG, Coridden. I mean, folks, this game sounds fantastic. Anshar Publishing has launched a Steam Playtest for Coridden, where you can get your hands on the latest build of the game and check out all the new stuff they've been cooking up.

Let me break it down for you. In Coridden, you're playing as this cool monster-shifter dude. Picture this: you defeat monsters, and then you can actually transform into those very beasts. How cool is that? You can roll solo or team up with up to three of your buddies on a quest to unravel the mysteries of Aasha, this ancient city with secrets that'll blow your mind.

To get in on the action, head over to the Coridden Steam page and sign up for the alpha playtest. They've packed this version with a ton of main story content, side quests galore, and a bunch of new skills and areas to explore. I'm talking major upgrades since the last demo in February, folks. We're talking new environments, more enemies to fight, smoother gameplay, and some seriously upgraded visual effects.

And wait, there's more! You've got new skill tabs to tinker with, fresh side-quests to dive into, and loads of juicy lorelogs to uncover. It's like a whole new world out there in Heera, and you're gonna want to see every inch of it.

Now, let's talk features. This game is all about action-packed combat where your skills and gear really matter. You'll be leveling up both your human side and your monster form, unlocking all kinds of cool abilities along the way. And get this, you can switch between forms on the fly, using each one's unique strengths to crush whatever challenges come your way. It's all about that tactical flexibility, folks.

Plus, if you're into teaming up, Coridden's got you covered. Up to four players can jump in and out of co-op mode, whether you're busting heads locally or online. There's something for every play style here, whether you're the tank, the damage dealer, or the support guru. Teamwork makes the dream work, right?

And the world of Heera? It's your playground. Climb, swim, blast through obstacles—you name it. From treacherous caves to ancient ruins, there's loot to find and quests to conquer. This world is yours to explore and conquer.

So, what are you waiting for? Head over to Steam, sign up for that playtest, and let Anshar Publishing know what you think. They're counting on your feedback to make Coridden the best darn game it can be. Get in there, have a blast, and let's make gaming great again!

Thank you and enjoy your adventure in Coridden!

  • ✇Recent Questions - Game Development Stack Exchange
  • How to match Sprite3D's collision poly to its billboard transform?Noideas
    Assume there is a Sprite3D with a Y- billboard flag on. This sprite3D has a matching CollisionPolygon3D Collision polygon3D is set up to "look" at the camera with a look_at() function, similar to the Y-billboard. However, the collision poly and the sprite3D do not match at non-orthogonal angles: (Angle to the camera is about 45deg) I understand that Y-billboard flag achieves the "look at the camera" effect with a shader, while look_at() is a spacial matrix transform. Yet, is there a way to alig
     

How to match Sprite3D's collision poly to its billboard transform?

Assume there is a Sprite3D with a Y- billboard flag on. This sprite3D has a matching CollisionPolygon3D Collision polygon3D is set up to "look" at the camera with a look_at() function, similar to the Y-billboard.

However, the collision poly and the sprite3D do not match at non-orthogonal angles:

Angle to camera is about 45deg

(Angle to the camera is about 45deg)

I understand that Y-billboard flag achieves the "look at the camera" effect with a shader, while look_at() is a spacial matrix transform. Yet, is there a way to align these two?

Google Merges Android and Hardware Divisions for AI Advancement

Od: Abdullah
20. Duben 2024 v 11:45
Android logo

Sundar Pichai, CEO of Google and its parent company Alphabet, recently announced a significant restructuring aimed at solidifying Google’s position at the forefront of artificial ...

The post Google Merges Android and Hardware Divisions for AI Advancement appeared first on Gizchina.com.

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