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11:40
@TheMattbat999 I try to do it on a regular basis. Will probably do it again this evening sometime.
 
1 hour later…
12:55
hey Unity doesn't support C# 6.0 and C# 7.1 ?
user92578
Newest Unity has an experimental version of C# 6: blogs.unity3d.com/2017/07/11/introducing-unity-2017
I think it's actually a really old version, like 2.6 or something.
The latest has built in experimental access to 4.5 or something.
I'm using 4.5 experimental
but still C# 6.0 doesn't work
user92578
The link I shared mentions 6 and 4.6
Yeah, I'm just going from memory, and I've never cared enough about C# to know the different versions.
13:04
Ok C# 6.0 is availalbe not 7.0 and 7.1
struct Pair<T>(T first, T second)
{
  {
    if (first == null) throw new ArgumentNullException("first");
    First = first; // NOTE: Not working in CTP3
  }
  public T First { get; }; // NOTE: Results in compile error for CTP3
  public T Second { get; } = second;
  public int CompareTo(T first, T second)
  {
    return first.CompareTo(First) + second.CompareTo(Second);
  }
// Equality operator ...
}
this doesn't work

https://msdn.microsoft.com/en-us/magazine/dn802602.aspx
from C# 6.0
user92578
And you have switched to experimental 4.6?
user92578
Have you actually tried compiling?
it shows error why would it compile?
user92578
Because maybe the system running the intellisense is not the same one compiling.
user92578
Never trust intellisense.
13:14
Doesn't run....shows compiler error plz fix
@AbhimanyuAryan eww that compareto
eww Microsoft. That's not my code
@KevinvanderVelden
😀
user92578
any opengl frame buffer pros online?
I have some experience with them
user92578
I'm not getting anything rendered to one
user92578
13:25
I'm able to clear the target with a color or something just fine, and the frame buffer is complete
user92578
13:37
All I need is a basic render texture
user92578
No errors anywhere, there's just nothing appearing on the texture
Did you try a tool like gdebugger? That way you can see if there's a code bug causing some opengl call to miss
user92578
I tried NSight which is what I used to figure out that the texture for sure was empty and not a rendering issue there
I'll give gdebugger a go too
user92578
except that the site doesn't exist
Exists over here =/
Usually my work is the one with the nonexistant-existant sites
user92578
13:43
yeah that link is fine but the download link is dead
HRMMm
uuh brb work
 
1 hour later…
15:00
0
Q: Do not move an object back when the animation played in Unity

qqqqqqqHow do not move an object back when the animation played in Unity? I have a character: It is going to be divide into many pieces while I will play an animation. I created the animation using Unity: After the animation played I am turning on all the rigidbody2d components by setting kinemat...

help me, please
why should we?
A question that has 15 answers is not a good sign. It's either too broad or opinion based.
user92578
I'd kinda like to see it closed but most answers do feel opinion based to me.
yeah that question does not have a "canonical answer"
15:13
Thank you :)
 
2 hours later…
16:48
@Tyyppi_77 Is the FBO complete? Did you take care of the depth/stencil buffer? Are the viewport and scissor rectangles set properly? Is the output texture being used also as an input texture?
 
1 hour later…
17:52
@PearsonArtPhoto did you get your path finding stuff worked out to your satisfaction?
Yes
I might someday tweak it a bit more, but it's pretty decent for now.
Cool. Did you end up keeping data between solving for individual routes?
18:14
in UE, how do the different parts communicate with the hud? For instance, I have two levels. One level for the main menu, and a simple 'game' level.

Right now the main menu loads a widget that shows buttons (Play, Exit).

When I click "Play", I want to alert the HUD to show a game UI (top menu bar, etc).

I tried adding events/functions to my custom HUD class, but when I get a reference to the hud class ( get player controller -> get hud ), these functions and events don't seem to be visible. I tried casting to my specific HUD class bp, but it doesn't seem to be an option
(I also tried adding the menu widget on the HUD Event BeginPlay,but it appears that the event gets fired when new level loads, so i could never get rid of the widget, but i could listen for the widget events on the hud, which was helpful)
those questions have often kept me up late at night staring into the stars for answers
I too feel your pain and seek the answers
sorry I can't help. I've not used UE for a long, long time
I think 2.5 is the last version I worked in to any significant degree
is still in pain
bummer, thanks anyway :)
user92578
18:30
@MickLH Yes, no (do I have to if I just want color?), do I have to call glViewport or is adjusting my projection matrix enough (or even necessary?); scissor is empty, I just want to render to a texture and then render it to the screen, so yes?
@Steve'saD dude this is so depressing. Why can no one help us?
@FrostyFire give it time sir, i'm sure they have real jobs ;)
I mean noon
19:16
oh it appears I can cast it, i just named my Hud class stupid
 
4 hours later…
23:13
Okay, time to do a bit more streaming!
what are you streaming?
i could click the link, but internet sucks
I think I'm going to log the world in the form of an image.
I'll want to join too
Give me a minute
I'll need to blow the dust off of my twitch account
No problem, I'm still doing other stuff, so...
@FrostyFire I had a day last week, when I didn't have to go to class until 10 AM

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