Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    15
  • comments
    150
  • views
    3355

c# book

Sign in to follow this  
phil67rpg

735 views

I am studying c# with a book called Microsoft C# 2017 An introduction to object oriented programming. I am on ch7 which deals with methods. wish me all the best in my studies.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By cody_owens
      Hello everyone! I have recently been developing a small game in unity for web browsers. I have noticed that the game plays slightly differently in browser vs in editor. The main thing that changes is the movement speed of the main character. I was wondering if anyone could give me a run down of things to watch out for when developing for browsers in Unity.
    • By LightScythe
      Q: Hy guys , i am working on a racing game and i made the roads as a rigged model in maya (joints will control the tracks curves) , and when i imported the FBX model to UNITY i couldn't make the collider match the track when it curves , used mesh collider and feed it the skinned mesh to use to collide but it won't work , made a script to feed it the mesh realtime and it still won't , anyone knows how to do this ? (P.S: i am working on a VR game so performance is crucial)
    • By Gautti
      Hi, I have developed the  Slot game for Linux and Windows in Unity. Right now the game is in testing phase. The issue is when tester play the game continuously for 5 to 10 hours, Ram of the system increases drastically and sometimes the game is crashing.  So please give me the best way to solve the ram issue and crashing issue as well.
      I am using following system configuration :
      Ram :  8 GB
      Processor : Ryzen 3
       
       
    • By kensarto
      RectTransform rect = RCPanel.GetComponent<RectTransform> (); float width = rect.sizeDelta.x; float height = rect.sizeDelta.y; float distanceLeft = Input.mousePosition.x - (RCPanel.transform.position.x - width/2); float distanceRight = Input.mousePosition.x - (RCPanel.transform.position.x + width/2); float distanceTop = Input.mousePosition.y - (RCPanel.transform.position.y + height/2); float distanceBottom = Input.mousePosition.y - (RCPanel.transform.position.y - height/2); //Debug.Log (Input.mousePosition.x + ", " + Input.mousePosition.y); Debug.Log (distanceLeft + ", " + distanceRight + ", " + distanceTop + ", " + distanceBottom); if (distanceLeft < -10) { RCPanel.SetActive (false); } if (distanceRight > 10) { RCPanel.SetActive (false); } if (distanceTop > 10) { RCPanel.SetActive (false); } if (distanceBottom < -10) { RCPanel.SetActive (false); } I am currently using the following script to determine whether the mouse is within 10 units of the mini menu (RCPanel stands for right click panel, i.e. the panel that i want to open when i rightclick). Mathematically it makes sense but there appears to be a flaw in my logic somewhere in the calculation of the 4 distance variables that I believe has something to do with the canvas scaling or conversion between mousePosition in real space and canvas space.

      How can I account for the differences so that regardless of screensize or canvas size, the calcuation works correctly. Image provided below of how the mouse doesnt sit where it says it should be sitting. (distance left states a value of 10, but the mouse was positioned just barely to the right of the left border, which should produce a number between 0 and 1 units roughly) (had to redraw the cursor position in to show where it was since it wasnt captured)

    • By Cuber01
      Hello,

      I am trying to create a smooth camera movement script. I have been able to get the smooth movement that I wanted but the gameobject that the camera follows moves forwards as well as bounces up and down. I only want the camera to follow the gameobject when it is moving forwards and not when the gameobject is bouncing. I am looking for a way to have it where I can restrict the movent of the camera along the x-axis. Here is the script that is on the camera
       
         
          public Transform target;
          public float smoothSpeed = 0.125f;
          public Vector3 offset;
          private void FixedUpdate()
          {
              Vector3 desiredPosition = target.position + offset;
              Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
              transform.position = smoothedPosition;
          }
       
      If anybody has any suggestions that would be great!
       
      Thanks!
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!