unity3d

Haversine formula Unity

徘徊边缘 提交于 2021-02-07 14:14:22
问题 So I'm trying to use the haversine formula in Unity to get the distance between two different points (latitude and longitud given). The code is working (no errors) but I keep gettting a wrong result. I followed the entire formula so I don't really know where the math/code problem is. Any idea? Here's the code: public float lat1 = 42.239616f; public float lat2 = -8.72304f; public float lon1 = 42.239659f; public float lon2 = -8.722305f; void operacion(){ float R = 6371000; // metres float

Gradle: how to include dependencies from repositories to output aar file [duplicate]

青春壹個敷衍的年華 提交于 2021-02-07 12:55:25
问题 This question already has answers here : How to include JAR dependency into an AAR library (4 answers) Closed 3 years ago . I am trying to build an arr package in Android Studio. This package contains dependecies for Zendesk: allprojects { repositories { maven { url 'https://zendesk.artifactoryonline.com/zendesk/repo' } } } compile (group: 'com.zendesk', name: 'sdk', version: '1.7.0.1') { transitive = true } compile (group: 'com.zopim.android', name: 'sdk', version: '1.3.1.1') { transitive =

Sending UDP messages works, receiving not - C# on Unity3d

我只是一个虾纸丫 提交于 2021-02-07 10:53:50
问题 Hello, I am trying to set up a UDP connection in Unity3d and it has been giving me some headace the past days: The Unity script I am running is supposed to receive and maybe in the future send UDP messages. Next to Unity I am using Wireshark to track the packets and PacketSender to generate and receive UDP messages. The source of the messages is a PLC which sends a package every second, containing two floats (8 bytes) for testing. The PLC IP is 192.168.0.1 and it is connected directly via

Disable an option(s) in a dropdown Unity

天大地大妈咪最大 提交于 2021-02-07 09:45:58
问题 I need to disable 1(or 2) dropdown option from a dropdown menu in Unity. The dropdown menu should not be repopulated . There should not be any deletion/deactivated options from the dropdown menu Anyone have any idea how to do this. ? 回答1: Similar to this answer but a slightly different approach. The other answer uses a hardcoded toggle.name == "Item 1: Option B" to compare the buttons. I'd rather use a central and index-based system: Put this component on the DropDown [RequireComponent(typeof

Disable an option(s) in a dropdown Unity

左心房为你撑大大i 提交于 2021-02-07 09:44:01
问题 I need to disable 1(or 2) dropdown option from a dropdown menu in Unity. The dropdown menu should not be repopulated . There should not be any deletion/deactivated options from the dropdown menu Anyone have any idea how to do this. ? 回答1: Similar to this answer but a slightly different approach. The other answer uses a hardcoded toggle.name == "Item 1: Option B" to compare the buttons. I'd rather use a central and index-based system: Put this component on the DropDown [RequireComponent(typeof

What's root motion and how it works?

别说谁变了你拦得住时间么 提交于 2021-02-07 09:30:47
问题 I'm reading Unity Animation cookbook book. And I'm stuck at "Root Motion" topic. All I can understand now is Root motion allows the GameObject to move with the motion clip without coding. and it depends on the root node. But I can't imagine/understand how ? or what're that related properties like "Bake to pose" .. what's the pose..? I searched the web to find anyone talking about it.. but no helpful tutorials there! I tried to read from unity docs about the topic but it made it worse.. https:

The 'this' keyword in Unity3D scripts (c# script, JavaScript)

给你一囗甜甜゛ 提交于 2021-02-07 08:20:35
问题 I'm confused that: CODE (CS01.cs) The script is attached to a simple Cube object. using UnityEngine; using System.Collections; public class CS01 : MonoBehaviour { // Use this for initialization void Start () { Debug.Log (this); //--> Cube(CS01) Debug.Log (this.GetType()); //--> CS01 Debug.Log (this.GetType() == typeof(UnityEngine.GameObject)); //--> False Debug.Log (this == gameObject); //--> False Debug.Log (this.name); //--> Cube Debug.Log (gameObject.name); //--> Cube this.name = "Hello";

What is the most efficient way of storing data between a multi-dimension array, and a single array?

醉酒当歌 提交于 2021-02-07 08:20:11
问题 Essentially I'm not sure how to store a 3D data structure for the fastest access possible as I'm not sure what is going on under the hood for multi-dimensional arrays. NOTE: The arrays will be a constant and known size each and every time, and each element will be exactly 16 bits. Option one is to have a multi-dimension array data[16, 16, 16] and simply access via data[x, y, z] option two is to have a single dimension array data[16 * 16 * 16] and access via data[x + (y * 16) + (z * 16 * 16)]

The 'this' keyword in Unity3D scripts (c# script, JavaScript)

送分小仙女□ 提交于 2021-02-07 08:18:41
问题 I'm confused that: CODE (CS01.cs) The script is attached to a simple Cube object. using UnityEngine; using System.Collections; public class CS01 : MonoBehaviour { // Use this for initialization void Start () { Debug.Log (this); //--> Cube(CS01) Debug.Log (this.GetType()); //--> CS01 Debug.Log (this.GetType() == typeof(UnityEngine.GameObject)); //--> False Debug.Log (this == gameObject); //--> False Debug.Log (this.name); //--> Cube Debug.Log (gameObject.name); //--> Cube this.name = "Hello";

What is the most efficient way of storing data between a multi-dimension array, and a single array?

余生长醉 提交于 2021-02-07 08:17:28
问题 Essentially I'm not sure how to store a 3D data structure for the fastest access possible as I'm not sure what is going on under the hood for multi-dimensional arrays. NOTE: The arrays will be a constant and known size each and every time, and each element will be exactly 16 bits. Option one is to have a multi-dimension array data[16, 16, 16] and simply access via data[x, y, z] option two is to have a single dimension array data[16 * 16 * 16] and access via data[x + (y * 16) + (z * 16 * 16)]