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05:08
my git repository had wrong gitignore entries and part of my project was missing. I'm glad my computer had a problem and I had to clone again to find that out. Now I think I fixed everything.

Also, I update my Unity version and a lot of weird errors appeared. So I downgraded everything to a LTS version and I'm not updating unity for a long time now
also, Unity 2020 is slower than unity 2019
\o/
Hoorray
Also how about we start sunday with a quick theory question:
What's the diff and use(s) of lerp and slerp?
05:27
by looking at unity doc, I understand that, if Vector3 lerp, you go like:
point a ------> point b directly, as a line

and slerp is like making an angle, like
->
a ^ v b

lerp is just interpolation

slerp is like if you had a "line" in space and rotated it around

but that's where my understanding ends
->
a ^ v b
should be
a ^ -> v b because spaces were removed
i only use lerp for now because I found no use for slerp
slerp is useful for e.g. finding points along a circle
spheric and all
 
12 hours later…
18:01
If you're interpolating rotation quaternions, Slerp ensures that the intermediate values are uniformly spaced out, as a linear function of the interpolation weight. So if you vary the weight linearly over time, the rotation will proceed at a constant speed.
Lerping quaternions introduces a little non-linearity: the rotation is fastest at the halfway point, and slower at the start/end - so it gives you a slight "ease in-out" curve.
If you just care about blending two values to something intermediate, both will work. But when you need a precisely constant rate of rotation, Slerp is the right call.
 
1 hour later…
19:26
Hello guys. I am trying to create a game with 100 rooms, one for each level, I'm doing the switch with level streaming and have 3 levels created.
This 3 levels are genereated on construction script and then placed on front of the other. And then at begin play I change the content. Basically I created a room with a chessboard cuibes, live 8x8 and then at begin play I change the textures to randomly ones, this makes an weired floor as the textures don't blend, I also tried chaing the meshes to free floor assets, but as they are different size (like 40x40 or 50x70) when I change them they stay one on top of each others.
How can I create generated rooms with floors and walls that are random meshes?
Can you show us an example of what you want, and what you're currently getting instead?
How can I post images?
user92578
I think there is a reputation limit for that button to appear?
Yes there is as I don't have it
The first image shows the grid system based on cubes like chessboards in the floor and walls
The second shows the floor where I set the meshes on the floor to an array of meshes randomly chosen for each one and on the walls it's a different texture
19:35
Looks like you have some meshes overlapping and possibly z-righting?
Do the textures flicker at all when you move the camera around?
Yes they do, but I know why this happens
Basically the floor as 8x8 cubes of size of 1
I to setMesh to meshes with different sizes like 400x60 200x300, this way they are overlaped
This is one of the problems of my solution
Why not keep them sized 1x1 so you don't get overlaps?
They are free assets, they already came this size and I can't find a way to keep them the same size as the cubes
They all look flat - is there any difference between these meshes, or is it just the material you want to change?
I think they have some texture
But If i only change the textures they do not mix like on the walls
19:43
Can you clarify what kind of mixing you want? There may be simpler ways to achieve that.
The all idea is to have like 10 arrays of textures or meshes, and the next room would be randomly populated, like I could have a spaceship and then a rocky place based on the content of the arrays, I will use free assets
Now I am really blocked cause I can't find a way to make this work and cube based idea work correctly, maybe I will need to formulate the grid system again
I already thought of using, endless runner idea or dungeon, but nothing works in here. What would you do?
20:35
I'm still not clear on what mixing behaviour you want.
21:12
Texture Blending
Two different textures side by side with some blending effect
But how would you suggest me to create the room?
21:40
So you want to blend the area where one texture switches to another?
22:11
That's correct, that's the only way I can find to correct this
If I want to use random textures

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