• Advertisement

• ### Popular Now

• 10
• 10
• 12
• 12
• 14
• Advertisement
• ### Similar Content

• Dark Fantasy Environment and Props

• By bowcox
Hi guys!
I have created a Pong game that has an AI that is almost beatable, changing the speed of the AI can make it ridiculously easy or hard depending on the way you go about it.

using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputerMovement : MonoBehaviour { private float speed; private float reAdjustSpeed = 1f; private Rigidbody2D computer2d; public static bool isTwoPlayer; GameObject theBall; Rigidbody2D rb2d; void Start() { computer2d = GetComponent<Rigidbody2D> (); } void FixedUpdate() { if (isTwoPlayer == true) { speed = 5f; if (Input.GetKey (KeyCode.W)) { computer2d.position += Vector2.up * speed * Time.deltaTime; } if (Input.GetKey (KeyCode.S)) { computer2d.position += Vector2.down * speed * Time.deltaTime; } } if (isTwoPlayer == false) { speed = 3f; if (theBall == null) { theBall = GameObject.FindGameObjectWithTag ("Ball"); } rb2d = theBall.GetComponent<Rigidbody2D> (); //Is the ball going left or right if (rb2d.velocity.x > 0) { if (rb2d.velocity.y > 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } if (rb2d.velocity.y < 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } } //Whilst it's not moving at the paddle, let it gain a slight reset by moving with the ball at a slower pace. if (rb2d.velocity.x < 0) { if (computer2d.position.y < 0) { computer2d.position += Vector2.up * reAdjustSpeed * Time.deltaTime; } if (computer2d.position.y > 0) { computer2d.position += Vector2.down * reAdjustSpeed * Time.deltaTime; } } } } void MoveDown() { if (Mathf.Abs(rb2d.velocity.y) > speed) { computer2d.position += Vector2.down * speed * Time.deltaTime; } else { computer2d.position += Vector2.down * speed * Time.deltaTime; } } void MoveUp() { if (Mathf.Abs (rb2d.velocity.y) > speed) { computer2d.position += Vector2.up * speed * Time.deltaTime; } else { computer2d.position += Vector2.up * speed * Time.deltaTime; } } }
I have looked up several posts across many different forums in order to create a much better AI. Most of the posts recommend that I use Raycasts to find out exactly where the ball might hit the paddle. I have looked up how to use them and I'm just completely lost, do raycasts consider collisions and go on infinitely or once they hit a wall, that's where it'll end up? Would anyone be able to help me understand raycasts a little better?
If you have another solution that enables me to calculate exactly where the ball will end up on the opponents side, I am more than willing to hear it
Thanks again if you read this!

• We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.

Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.

Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.

You'll be working with our junior developer, who has been here since the beginning.

Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.

Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
-Edit our current Pathfinding system to account for a few extra features.
-Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
-Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
-Making sure to Save and Record all respective aspects of what was mentioned above.
-Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
-Various Content Implementation (to be done once our XML has been integrated).
-Various Saving and Recording of all respective aspects of the database info mentioned above.
-Various Performance Enhancements.
-Potential for various misc things, such as further UI work.
-Setting up a Menu system.

We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.

Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.

If interested, send an email to: eldwin11929@yahoo.com

Thanks!
• By jhocking
My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Don't take my word for it being good, look at the sky-high ratings on GoodReads.

You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!

• Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)

As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.

Thanks for your time.
• Advertisement
• Advertisement

# Unity [C++, Win32] Nasty resizing/rendering issue

This topic is 2769 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

## Recommended Posts

Hello community!

I have some nasty resizing issue with my toolbar-windows of my engine's editor.
Each toolbar-window is a child of the main dialog, and they are aligned around the main viewport.
That gives me 4 windows which all render their own scene.
One for the top, one for the left, one for the bottom and one for the right.
The layout works well, and resizing them all does, too, but one thing isn't working as it should: Rendering after the resize.

Here is a picture of how it looks after I dragged the bottom-right corner of the window a bit:

Those white borders are pretty ugly and pretty annoying. How do I get rid of them?

Here is how it should look like (After some playing around with the debugger to force a redraw):

Just for sure, I do call the render-function in WM_PAINT, and also test-wise in WM_SIZE (Doesn't help, though).

Here is the first part of the DlgProc:
switch(msg)		{		case WM_SIZE:			// Resize our main windows controls			RECT r;			GetClientRect(hWnd, &r);			// Main Viewport			SetWindowPos(GetDlgItem(hWnd, IDC_Viewport), 						 HWND_TOP, 						 EE_WNDB_MainVP_LEFT, 						 EE_WNDB_MainVP_TOP, 						 (r.right - EE_WNDB_MainVP_RIGHT) - (EE_WNDB_MainVP_LEFT), 						 (r.bottom - EE_WNDB_MainVP_BOTTOM) - EE_WNDB_MainVP_TOP, 						 0);			// Right browser window			SetWindowPos(GetDlgItem(hWnd, IDC_wbrowser), 						 HWND_TOP, 						 r.right - EE_WNDB_MainVP_RIGHT, 						 0, 						 EE_WNDB_MainVP_RIGHT, 						 r.bottom, 						 0);			// left toolbar window			SetWindowPos(GetDlgItem(hWnd, IDC_SideBar1), 						 HWND_TOP, 						 0, 						 EE_WNDB_MainVP_TOP, 						 EE_WNDB_MainVP_LEFT, 						 r.bottom-EE_WNDB_MainVP_TOP-EE_WNDB_MainVP_BOTTOM, 						 0);			// upper toolbar window			SetWindowPos(GetDlgItem(hWnd, IDC_MainToolbar), 						 HWND_TOP, 						 0, 						 0, 						 r.right - EE_WNDB_MainVP_RIGHT, 						 EE_WNDB_MainVP_TOP, 						 0);			// sub toolbar window			SetWindowPos(GetDlgItem(hWnd, IDC_SubToolbar), 						 HWND_TOP, 						 0, 						 r.bottom - EE_WNDB_MainVP_BOTTOM, 						 r.right - EE_WNDB_MainVP_RIGHT, 						 EE_WNDB_MainVP_BOTTOM, 						 0);						//Set the viewport area to the toolbars and the browser			GetWindowRect(GetDlgItem(hWnd, IDC_Viewport), &r);			Engine->GetLeftToolbar()->SetMainViewportArea(&r);			Engine->GetMainToolbar()->SetMainViewportArea(&r);			Engine->GetBottomToolbar()->SetMainViewportArea(&r);			Engine->GetWBrowser()->SetMainViewportArea(&r);			//Resize swapchain			Engine->GetToSwapchainRenderer()->ResizeBuffers(0, 0);			break;		}		//Pass the messages to the registered SF_Dialog windows		Engine->GetMainEditorWindowSFContainer()->OnWindowMessage(hWnd,msg,wParam,lParam);

And this is the call inside the last line of the upper code:
case WM_PAINT:		GetD2DObjects()->bNeedsRedraw=true;		RenderScene(true);		break;	case WM_SIZE:		RECT s;		GetClientRect(WindowHW,&s);		GetD2DObjects()->WindowSize.left=s.left;		GetD2DObjects()->WindowSize.top=s.top;		GetD2DObjects()->WindowSize.right=s.right;		GetD2DObjects()->WindowSize.bottom=s.bottom;		GetD2DObjects()->RenderTarget->Resize(SizeU(s.right,s.bottom));		GetBaseObject()->SetSize(&D3DXVECTOR2(s.right,s.bottom));				RenderScene(true);		break;

#### Share this post

##### Share on other sites
Advertisement
Solved it by making the controls owner drawn. (They are transparent then)

#### Share this post

##### Share on other sites

• Advertisement