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Moving platforms with proper physics.

So in an effort to simply my process I'm using transform.Translate for my platforming objects that move. But...when a player jumps on to them he slips around a lot as it's still moving. I'm using basic...

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Proper way to use Perlin/Simplex Noise.

I'm working on a type of terrain *similar* to cubeworld/minecraft etc; block based voxel terrain. I do not want anything formed below the surface, there will be no digging, mining etc of any kind so...

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Correct Workflow (QC fbx to Unity)

The assets for what we're working on are being made 90% in Qubicle 2, we're using FBX exports but are looking for that soft edge look. Either chamfer or fillet on the hard edges. There isn't a way to...

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Null Reference but Referenced In Editor

I'm working on a C# script that counts my inventory, every item picked up adds to a basic **int** count. I've done tons of Debug.Log() to check that the item is properly being added and the counts are...

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Moving platforms with proper physics.

So in an effort to simply my process I'm using transform.Translate for my platforming objects that move. But...when a player jumps on to them he slips around a lot as it's still moving. I'm using basic...

View Article


Proper way to use Perlin/Simplex Noise.

I'm working on a type of terrain *similar* to cubeworld/minecraft etc; block based voxel terrain. I do not want anything formed below the surface, there will be no digging, mining etc of any kind so...

View Article

Correct Workflow (QC fbx to Unity)

The assets for what we're working on are being made 90% in Qubicle 2, we're using FBX exports but are looking for that soft edge look. Either chamfer or fillet on the hard edges. There isn't a way to...

View Article

Null Reference but Referenced In Editor

I'm working on a C# script that counts my inventory, every item picked up adds to a basic **int** count. I've done tons of Debug.Log() to check that the item is properly being added and the counts are...

View Article


Direction/Hit Detection without triggers.

I have 2 objects, neither one can have solid colliders on them, nor do I have any reason to put rigidbodies on them. (Yes I know I *can* and mark them Kinematic, but that seems like a waste. My issue...

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