#archived-modding-development
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do you have infinite grimm by any chance
I have no idea why but this is a bug in infinite grimm
it's installed but this run is like 20 min in
Probably why your menus are weird too
fair nuff. should i uninstall it?
tbh might be lightbringer
i only installed it cuz it said to with the grimmchild upgrades so i was like ๐คท alright
use objectpoolspawnhook when
i haven't yet. this is my first run with it installed
reminder that objectpoolspawnhook is god
spending like 2 hours trying to edit spawn object from global pool when it exists is fucking terrible
nope lol.
ok
maybe it's not a bug with infinite grimm
I know it's a bug with infinite grimm
i uh... didn't in my vanilla playthru yet either.. x.x
but it should only happen after you kill NKG
and if it's happening before then I'm super duper confused
if you're not speedrunning right now I'd remove it and see if it still happens and if so report it to 56 because that might be a lightbringer bug
Nobody is at the start
oh, no i mean i'm not good at it with any game lol
Again.... Nobody is at the start
people git gud with practice
๐คท
I've run other games and my first ever HK run was 1.5 hours
@compact sedge i meant the menu thing
the implication that you can not git gud is false and extremely dumb
brolylegs is an invite level street fighter player with muscle dystrophy
p sure my function fails half the time but it shouldn't break
i'll go fix that
you're just lazy
or i'm just disinterested
ok but why the fuck would IG break the camera when you haven't killed grimm at all when it doesn't even do anything at that point
what
why would lightbringer break the camera when it doesn't even touch the camera
Because bugs
there's only so many things in life we're capable of gitting gud at, speedrunning isn't one i'm looking to git gud at
then why even play the game at all
this game is broken
there isn't a limit of how many thing you can git gud at
and speedrunning is a single skill
git gud at shit u care about
idk why i'm being shit on for not caring about speedrunning lol. i play vidya games for other reasons.
^
@copper nacelle stop making ur readmes .mds
no
why
because you said you'd never get good at, implying that you don't like it because you're bad
ree
what
which implies people are magically good at things
wrong
ur a dungo
yeah you can
hey
its a text file
have you tried notepad
yes
I mean I knew you were bad with computers when you spent money on discord nitro
excuse me what the fuck
@opal hearth does this fix it
where do i put this?
also, the camera bug seems fine now.
the charms still have no symbols in the shop but i'll try this DLL
ty
Check modlog for errors
could loading dirtmouth twice cause camera errors
that's literally the only thing I could think of
and if so... wtf
worth a shot trying to fix I guess
at the very least, that error seems to be fine w/o it installed.
but did the sprites fix
game is still startin up :3
ok guess loading dirtmouth twice does break it
aaaaaaaaa
this might cause weird behavior after killing NKG for the first time
but
nope, that didn't fix the sprites x.x
ok updated the modlinks
hopefully this breaks nothing
newest infinite grimm shouldn't have any camera problems in dirtmouth
oh shit, neat.
well, while you're here, does having infinite grimm on keep you from like, actually beating him the first time
no
ok good
you need to beat him once to unlock infinite grimm
ree indeeb. hrm.
literally just
private void Awake(On.ShopItemStats.orig_Awake orig, ShopItemStats self)
{
orig(self);
if (!self.playerDataBoolName.StartsWith("gotCharm_")) return;
string key = "Charms." + self.playerDataBoolName.TrimStart("gotCharm_".ToCharArray());
if (Sprites.ContainsKey(key))
GetAttr<GameObject>(self, "itemSprite").GetComponent<SpriteRenderer>().sprite = Sprites[key];
}
the weird thing is i didn't change ANY mods i had installed between the non randomized run i was ditzing around with yesterday and my randomized one today. i didn't have any sprite issues then.
weird
i can't imagine why that would happen.
Modlog
My best guess is TrimStart maybe fucks with the string instead of just returning a new one
this is kinda weird and obscure but is there a way to render sprites that lets them overlap without their alphas adding?
should i pastebin this?
because the alternative is this weird and annoying 0-1px gap caused by int rounding
I can't figure out how to fix
I regret nothing
are you trying to run every mod at once
infinite grimm failed to load
as far as i could tell, these are supposed to be compatible
Running every mod in the Google Drive at once h
the new one I just updated
idk it's just in the modlog
That would be the ultimate experience
what
Of crashing
that's grimmchild upgrades unable to find infinite grimm
and I would have fixed that but I thought I was the only grimmchild upgrades user
so I never bothered
emes
I'll fix it if I can find a fix for sprite int rounding memes
does csharp not have array slices ๐
Mantis Lords became the Mantis Gods and now the Lost Kin is becoming the Lost Lord
yes
Took their place
wtf
Now make Lost Kin spawn 3 of them
wtf
do you have 2 dlls in your mods folder
wtf
trim start
trims any chars in the array from the start
Do you have 2 classes in your .dll
not what i thought it did
Use substring
ohh, when you sent the updated lightbringer, i renamed the first one to lightbringer-backup thinking it wouldn't try to load it
Grimmchild Upgrades is not gonna work without infinite grimm and delete lightbringer-backup
or name it lightbringer-backup.dll.bak or something
and I'll fix the upgrades one later today I guess once I figure out unity sprite memes
also swapping to substring rn
the sprites are back.
wtf
it might've been the lightbringer-backup
so whatever you fixed worked, it was just me not putting .bak at the end.
also angle, uninstalled, reinstalled infinite grimm, not having the camera error
Maybe it was just Lightbringer
First time I used Lightbringer none of the specially made sprites loaded in
And the 2nd time I launched the game it was perfectly fine
yeah I updated IG to fix it
i fixed that bug i think
interesting
ok can someone tell me how to fix the y positions not always being perfect. is there sprite anti-aliasing I can do or something in unity?
notice the occasional 1px gap and 1px overlap between the cap and the trail
Inb4 Mystery pin
I didn't put it in meme so I hope not
just slap a 1 pixel rectangle in between them 
but sometimes they overlap
I actually tried something similar tho
and when they overlap it's even worse because as they fade out you get a really bright line
caused by the two semi-transparent sprites both glowing
The sizes of the trail and caps are not procedural themselves, right?
no
wow 0/10 not 100% procedural
I think the problem is that the screen position of the cap and trail is rounded
to the nearest pixel
and not
allowed to be in between pixels
idk tho
does anyone here even develop stuff for unity outside modding other than sean?
can you like
If Sean is the exception just ask him
now with the updated sprite thing in light bringer, i actually have a lance. before i just had like, a sword beam
tf
i thought i just hadn't gotten the right charm
That same thing happened to me h
idk how I'm just telling the sprite to draw at a certain position in the game world. and then unity in the back end draws the sprite on screen
based on your camera position
this changes everything lol
reeeee that should've worked the first time
what are you using spriterender or tk2d
i'm so sorry 56. i don't know what's going on. i thought that was working as intended
which shader are you using
56 I thought you hated tk2d
i do
idk I didn't add any shaders so I guess the unity default one?
I just have a unity game object with a spriterenderer
Wait hold up I don't develop for Unity outside of modding
I hate Unity
It's fucking garbage
how do you know so much then
Modding
dang
Let's pretend I can't
or if I can I have no idea how
consider they have to be rotated
@opal hearth was the modlog you gave when the sword beam was there instead of the lance
and I can be 100% sure that their float positions are right
but not their actual int pixel positions
Modlogs only appear after crashing wha
yeah that's when it was still swordbeam
[INFO]:[Lightbringer] - Changed Sprite: Lances REEEEEEEEEEEEEEEEEEEEEEEEEEEE
Unless I'm gay which don't rule that out
wtf is ur name finch
e
it's 59
also should i be getting a lance when i swing up and down or should that still be a nail swing?
LVIX
LIX u fuckn uncultured swine
Oh Roman numerals I do not exist
Shit I fucked up too
4 I in a row doesn't
I thought it was just the number of Is continuously going up
never more than 3 in a row
CDXX
XD
should swinging up or down be a lance or the nail?
nail
did you change anything before it became a lance
cause i'm confused as shit
okay, that's working well.
if you have to rotate them good luck tbh on the sprite thing
uhh gr8 advice
I'd recommend rendering them to a mesh
nah i just put your DLL in the folder
how I'd love to
c o n f u s i o n
and after deleting the previous lightbringer DLL that i called a backup, it's working as intended.
ugh ok I'll steal 56's floor code cuz it's the only mesh rendering code I know of
or maybe
default shader won't be transparent but you can probably just steal the tk2d one
i was so confused as to when i'd end up with a big lance thing lol
screw it no caps on flame trail
I'll just add an effect to make them look less crap
apparently i never would've x.x
oh
pseudocaps
did you try putting them on the same object
as children of one
and then rotating the parent
uh can you have multiple spriterenders on one object
that's what I'm doing
but I can't put the caps on until after its rotated
for reasons
and its misaligned vertically ๐ค
maybe it's because I'm forced to rotate the front cap an extra 180 degrees
GameObject trailCap1 = new GameObject("redwingTrailCap1", typeof(SpriteRenderer),
typeof(redwing_trail_cap_behavior));
trailCap1.transform.parent = gameObject.transform;
trailCap1.transform.localPosition = Vector3.zero;
Vector3 trailParent1Eulers = gameObject.transform.rotation.eulerAngles;
trailParent1Eulers.z += 180;
also was the lance in your inventory
maybe that messes it up
cause it's supposed to replace the nail in your inventory too
maybe I should make 2 sets of caps one facing one way and one the other way
I dunno
i'm not sure what other sprites i'm looking for.
did you try getting it to work in unity editor
no fuck the unity editor way too much work
okay, so it is a lance in my inventory now. it wasn't before.
esp since the way these trails are rendered
is based on the knight's movement
so
like
sounds like a PITA to port to unity editor
you don't have to do any of that though ๐ค
also i actually still haven't gotten any charms. the randomizer gave me mothwing, shade, and mantis claw to start with and i haven't tried progressing any further since i started encountering the bugs
just have a thing you can rotate and set the length of
what about last playthrough
wasn't last playthrough also lightbringer
also pink gruz mother
I'll try two different sets of caps for the left and right side so no unique rotation needed and if that doesn't work then no caps or pseudocaps or weirdly colored caps or some caps that make it look ok
unless
can you build a sprite out of multiple texture2ds
the last playthru was also lightbringer, and the gruzmama was pink and a pain in my ass
not quickly but yeah I guess ๐ค
i didn't finish that playthru, i was going to today and was like naaah i'll just start a randomized one
ok I could premerge the first cap and the trail but I'd have to wait until the end to merge the end cap with the trail because I don't know when the end cap happens
"finna" oh no, i'm among my people.
56 dies rejoice
should i reupdate?
not rn still testing
kk
couldn't you just make something like this ignore my bad drawing
Use line tool imo
paint doesn't have line tool
oh idr if i mentioned yesterday but i tested on a number of enemies, blackmoth doesn't seem to lower lance damage at all.
oh wait it does
paint definitely has a line tool lmao
wtf is paint 3d is that a windows 10 thing
hah. welp, one day i'll have a better processor. then i can stream and whatnot. yay
fixed
@opal hearth idk if this'll even make a difference tbh
ok so here's the problem. I don't know how long the middle part is. the middle part grows over time and the end cap shouldn't be placed until the middle part is finished growing
well I don't see how that matters
no I mean the length of the middle part is variable
I don't see how that matters
It's variable length but you should still know the length of it, yeah?
my point is this. isn't making a composite texture like this at runtime really expensive?
Probably
uv mapping is how gpus do texture lookups
so you basically say the bit at the left of your mesh used the left 40% of your texture
the center uses the center 20% and the right uses the right 40%
and no matter how much your mesh changes it'll just stretch the texture across the mesh
this seems like a giant rabbit hole and I have no idea where to start
however you'd just hide the end cap until it starts to spawn
Maybe I'll look into this. might be a good idea for when I add nukes
uv mapping isn't that complicated
any good documentation on doing it in code in unity
or is this the part where I really need the editor
I'd probably mess around with it in editor but meshes aren't that complicated
they are just an array of vertices, normals and uvs
and each uv is mapped to a vertex, and the shader interps between them to figure out what to draw
so if you had a quad with the uvs (0,0) (0,0.5) (0.5,0) (0.5,0.5) it'd read from the top left half of your texture
ur bringing up bad engineering memories
oh and theres an array of triangles
uh, so nailsmith said "upgrade nail to strengthen dash", is this not going to strengthen my lance too, or should i be doing another run without blackmoth?
which are just positions of vertices in the vertex array
it depends on how lance damage is calculated
i.e. (0,1,2) is make a triangle with the first 3 vertices
although theres a 50% chance that faces the wrong way 
yeah
ok
so
if you wanna know
blackmoth makes the nail do 1 dmg
by hooking on hit instance
and checking if the attacking gameobject has "Slash" in the name
all my testing yesterday had me killing enemies in the same amount of hits with and without blackmoth active
so it depends on how 56 programmed the lance I guess
i don't mod, idk anything about programing. what's hooking besides being a twitch thot?
it means that every time HitInstance is run
it runs the blackmoth code
and the blackmoth code can modify the hitInstance damage
hitinstance is a thing that happens whenever an enemy is hit
or for each frame you're using an attack like cdash or sharp shadow
HeroController.instance.playerData.beamDamage =
3 + HeroController.instance.playerData.nailSmithUpgrades * 3;
re
it doesn't matter how you set the beamDamage if the beam hit instance object has Slash in the name
but it doesn't
probably
because it's a beam
whens 8 direction attacks
never
nice
i don't have it yet
do 3000 dmg in one frame
it might kill him
not 100% sure
I didn't make his health actually infinite
add an component with an ondestroy that spawns another one
add an component with an ondestroy that spawns another two 
I hate when I'm an idiot and get a null ref because I did something stupid
and then I have to relaunch the game to test the fixed one and it takes 45 secs
put hk on a ramdisk and dnspy out the tc screen
so why isn't a gameobject's rotation set to the parent's rotation automatically?
it should
fun fact in the last version i played cyclone slash actually worked perfectly fine with blackmoth
as in it did normal damage
instead of low damage
yes cyclone slash doesn't have Slash in the gameobject name
it's called Whirlwind iirc
ironic
good meme
look the whole blackmoth damage thing is so silly and what's even sillier is the way I had to undo it
which is by effectively rewriting TC's damage calculation code
add an instance var to blackmoth via pr and then unhook its hook
game keeps saying thee's a new version of debug available
but I'd be throwing away lots of good code I wrote
do you even need an instance to remove other mods hooks
cant clone markoth anymore 
no
like 3 hours of good code
oh wait no I can't do it @copper nacelle becuase if I unhook it sharp shadow will do normal damage
and I don't want to override the blackmoth sharp shadow dmg
@rain cedar meme
wait so the enemy panel is just busted or
lifeblood broke it
dll i just attached has it fixed
I'm still gonna wait like a year to accept the pr
re
maybe i'll finally get around to mantis gods too
he has more important things to fix
typos
like random typos in the comments of modhooks
double multiplier = 1;
float fsmMultiplier = 1;
if (PlayerData.instance.GetBool("equippedCharm_25"))
{
multiplier *= 1.5;
}
if (PlayerData.instance.GetBool("equippedCharm_6") && PlayerData.instance.GetInt("health") == 1)
{
fsmMultiplier = 1.75f;
}
if (hitter.GameObject.name.Contains("Great"))
{
multiplier = 2.5 * fsmMultiplier;
fsmMultiplier = 1;
}
can I just point out I need two separate multipliers for nail damage in this stupid game.
because multiplier rounds nearest and fsmMultiplier is a float that always rounds down and applies AFTER the first mulitplier
and order of multipliers matters when you round
also notice how great slash doesn't use the fsmMultiplier for FotF but regular slash does
also I'm 85% sure you can substitute dash master for nailart master and still get the 1.75x bonus on great slash at 1 hp. but that might have been a blackmoth thing
and I swear to god if that second to last sentence is true I'm quitting HK modding
nvm I think the wiki is wrong and FotF always applies to greatslash
ok when I don't rotate the caps they appear inside the trail sprite
time to learn meshes
fuck
fuckkkkkkkkkkkk
I don't even know where to start
Look on the bright side
This game will always be better to mod than salt & sanctuary
Code for respawning the character in that
CharMgr.character[PlayerMgr.GetMainPlayer().charIdx].update.Respawn(PlayerMgr.GetMainPlayer());```
TBH I could port redwing to almost any unity game.
so long as it had half-decent mod hooks
and a player with a transform I could use
ok @leaden hedge you know any good guides for learning this stuff because all I found was a reddit post with 1 vote, 2 answers one telling me to use a random asset store package and the other asking me why I would do that when I could just render the sprite directly
The wonders of looking up unity questions
heres a guide on how to make a quad https://docs.unity3d.com/Manual/Example-CreatingaBillboardPlane.html
add 6 vertexes instead of 4
and 8 for a third one
and add 2 extra tris
and the vertexes represent the size in game right?
yeah the position of that vertex
and if I do all this it should also make my fire affected by the lighting of the scene, right?
there is no lighting
itd depend on the material though
I think the blueness is just post processing
you can edit a lot of that
I remember making the saturation and lighting color crazy for a Shitmodst 2 concept
it doesn't know what direction you want them
why would it matter
ok and I'm using meshfilter or meshrenderer or what
also for more complex shapes it has no chance of guessing how your vertices are combined
its a meshrenderer you want
ok cuz tutorial uses meshfilter
ok so how to I tell my game to map the first x pixels of my texture2d to the first quad and the second x pixels to the second quad etc etc
that's where I'm lost
the uv variable
ohh I see
so like this then?
uv = new Vector2[8]
{
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(leftCapWidthPercentage, 1),
new Vector2(leftCapWidthPercentage, 0),
new Vector2(leftCapWidthPercentage + middleWidthPercentage, 1),
new Vector2(leftCapWidthPercentage + middleWidthPercentage, 1),
new Vector2(1, 1),
new Vector2(1, 1)
}
yeah I guess that might work
there's no way this code is gonna work
I really hope it works tho because I have no idea how to debug it if not
ok nothing appeared but no exceptions
oh I forgot my triangles
HMMM
I'm going to sleep. I'll figure this crap out tomorrow
Will do 
anyone know why the grass in the dream world is always at max volume even if in game volume is turned down?
good code
good answer
External volume slider always
I don't trust a single program to obey its internal volumes
i suppose that isn't a terrible idea
I think dnspy can't actually handle nested switches
When I edit methods with those without touching the switch at all it's compiling them to non-equivalent if statements
The salt and sanctuary devs
The one I'm working with right now is
switch(num)
{
case 1:
case 2:
switch (num)
{
case 1:
//stuff
break;
case 2:
//stuff
break;
}
//stuff
break;
default:
//stuff
}```
If I edit stuff in the same method it gets changed to some shit that makes no sense like this
if (num - 1 >= 1)
{
//stuff
}
else
{
//stuff
}```
thats literally
if( num == 1 || num == 2 ){
if( num == 1)
//stuff
if(num == 2)
//stuff
} else {
//stuff
}
Yes that's what I've edited it to
you can probably just do
if( num == 1 )
//stuff
else if ( num == 2 )
//stuff
else
//stuff
You're forgetting the stuff right after the nested switch
The best part about this game is it's not unity
The worst part is the devs like switches way too much
Also ternary
I don't know how that got past the compiler
wtf
There's everything wrong with ternary when you use it like that
it was probably formatted better precompiler
thE FUCK DID THEY DO TO RANDO
Randomizer has goto
But only for explicit fallthroughs in switches
Also idk man that screenshot looks perfectly fine
no
That's reactable
requirements to beat game
ah
how long can i go with it still being reactable
.15 seconds felt like living death
like .14
Make it 0 seconds
Reactable but only if instead of reacting you get lucky
are you reacting to visual or audio stimuli
both idk
Audio is easier
.25s for visual .15s for audio
are in the comfy range for pretty much everyone on the planet
so then i'll do like .2
enemy rando is fuck
what
king's pass is just filled with husks but when i kill them crystal hunters come out
nice
are enemies coming out of dead enemies normal things
just look at startup on overheads on any professionally made fighting game to see how fast something should be to be reactable
It's turning a perfectly good string switch into this https://pastebin.com/Mwc7HH9m
Whatever the fuck that is
No way it works
that will work
wtf
Ok but readability of that is -20
well yeah because its not supposed to be read
And it won't recompile because of the <PrivateImplementationDetails> thing
its supposed to be fast
jeez the difference between .2 and .18 is absurd
also do you have to restart game for enemy rando changes to not die
wdym
if you mess with enemy rando settings
do you have to go back to title
and back in

it's making traitor lord noises
and when the traitor lord title card showed the scream effect came from that direcion
please fix
No
sad
If you just wait like 12-15 years for Kerr's dog to die he'll get back to modding
Alternatively assassinate Kerr and the dog will continue to make mods
The quality of the mods themselves I cannot guarantee
depends on which dog kerr has
undertale turned out alright
I hate to be a complete idiot but attempting to download the enemy types for Enemy Randomizer results in this. 56 says I simply don't have enough ram but he wants confirmation on that.
download 
wha t
download the enemy types
^
Really though 8 GB isn't enough anymore
I'm over 8 just with all my normal shit open
No games running
Show memory usage in task manager
Maybe you can allocate more to HK somehow
It's probably not using all that's available
Also wtf 93% disk
Very nice
After one computer crash Hollow Knight has the most priority for memory
Can confirm it did not work
Death is nigh
Guess you'll have to play other mods
what's the difference between public void Start() and public override void Initialize()
uh so i just dreamnailed lurien, went and did that lil dream bit. and i'm stuck on a white screeb now
ok thanks
@opal hearth That's a vanilla game bug
oh. fair enough, thanks
how do I start a coroutine
I tried using StartCoroutine(some coroutine);
but because my class isn't a monospace it gives errors
also, are coroutines like threads in java?
no
ok then
you need a monobehaviour to run a coroutine
just doing something like
GameObject go = new GameObject();
go.addComponent<MyComponent>();
and put your StartCoroutine in the Start() function of your MyComponent class
Yes
ok thanks
You don't actually need a new class
I'm like 90% sure this works
new GameObject().AddComponent<MonoBehaviour>().StartCoroutine(stuff());
ok I'll try it
it says cannot implicitly convert unityengine.coroutine to unityengine.gameobject
Then don't try to store a coroutine in a gameobject
I'm assuming right now you have something like
GameObject thing = new GameObject().AddComponent<MonoBehaviour>().StartCoroutine(stuff());
do i need to download "Scenes.rar" in the enemy randomizer thing
and that is?
ok i have both enemy randomizer and modcommon
and the API
ok done
now sacrifice a goat to the gods
how do i draw the pentagram

which animals' blood 
uhh k
idk that pins give good instructions on installing for mac
basically
right click on the hollow_knight.app
and there's some folder in there that has assembly-csharp.dll in there
in that folder copy your new assembly-csharp (overwriting the old one) and also the mods folder
oh mac
yeah, it's not that hard to find
check every Managed folder
one of them is the right one

can't find it
just left
not on it
1.3.1.5 Mac OS
uh k
wut
wyza's silly
the mac and linux ones are out of date
by a lot
and the assemblies are identical
it's just the folder structure difference
actually that's not quite true
the assemblies are slightly different which causes a few bugs on mac and linux lifeblood stable
but on lifeblood beta they're the same
100%
ok i got the windows one
yes
ok so in Contents-> Resources -> Data -> Managed
put the modding api assembly and make a folder called Mods
capital M
ok found it
step 1 for Mac modding is to install windows
misspelled linux
where do i put the Mods folder
inside Managed
i can;t get debug to work and i'm not 100% sure what i'm doing wrong
did you install everything correctly?
which game version are you running?
do you have API installed?
does the game launch?
so many questions, so little time

the debug menu shows up i just dont know how to affect it
how's gdq mick?
i hid it by hitting the hide menu button
Pretty good. This is probably My favorite venue I've been to for it
nice
and f1 doesnt do stuff in game on my laptop
fn+f1?
^
Have to hold down fn to actually press f1
Otherwise you're doing brightness of the screen or some shit
mine's volume control
mine's 1
ok got it
mine opens the bing search for how to get help in windows 10
(the first hornet fight had just started being frustrating so i wanted to use debug and make myself op and then make myself. not op anymore)
oh boi
to uninstall the mods i just need to delete the mods folder and the assembly?
oh k
or if you backed up the original assembly-csharp just swap that out
which lets you swap between unmodded and modded p fast
kk thx
Hey guys. Looking to get into modding hk. Any tips? I want to be able to equip as many charms as i want for fun
you don't need to mod anything for that
Use a save editor to set your notches really high
you can just grab a savefile editor
or set notch cost to every charm to 0 
of* every charm
Tyvm
ok assuming distanceMoved is the right value and gets larget over time, why doesn't this code run every frame make my mesh longer?
memeFilter.mesh.vertices[4] = new Vector3(capWidth + distanceMoved, capHeight, 0.01f);
memeFilter.mesh.vertices[5] = new Vector3(capWidth + distanceMoved, capHeight, 0.01f);
memeFilter.mesh.vertices[6] = new Vector3(capWidth + distanceMoved, capHeight, 0.01f);
memeFilter.mesh.vertices[7] = new Vector3(capWidth + distanceMoved, capHeight, 0.01f);
also how come I can't change the opacity of the mesh with
c.a = ALPHA
memeRenderer.material.color = c
I really have no idea wtf I'm doing
maybe I shouldn't be listening to kdt
your material probably ignores alpha
idk what shaders exist so I'm using Particles/Additive
and I have a texture set
and idk where to tell it to not ignore alpha
but the elephant in the room is it doesn't grow like it's supposed to
my UV is (should be) set properly. And I drew out my vector on paper and my traingles look right too
mesh.Clear();
assuming triangles is a int array where each 3 ints refer to the indexes of verticies
yes they are
does Clear() mean I need to recreate the whole mesh
even if only some things change
yes
what if I just create a new one
although you can just make a backup
with the object allocator
probably pretty slow to do everyframe
how is it any faster to use clear
object allocator is faster than setting the values by hand
oh you might not need to call Clear
in fact that doesn't help
just doing
memeFilter.mesh.vertices = new []{
memeFilter.mesh[0],
memeFilter.mesh[1],
memeFilter.mesh[2],
memeFilter.mesh[3],
new Vector3(capWidth + distanceMoved, capHeight, 0.01f),
new Vector3(capWidth + distanceMoved, capHeight, 0.01f),
new Vector3(capWidth + distanceMoved, capHeight, 0.01f),
new Vector3(capWidth + distanceMoved, capHeight, 0.01f)
};
should work
well even doing the clear thing it didn't fix the problem
well Clear is for triangles apparently
the issue is you need a new mesh
well new set of vertices
yeah well ofc that's not helping either because as I said even using clear didn't fix it
clear isn't for vertexes ๐ค
its for triangles
unless you remade the entire mesh
inwhich case your distanceMoved is probably wrong
even remaking the entire mesh broke it
and distanceMoved is correct I tried logging it
I'm probably doing something wrong somewhere else
but idk what
well whats it doing
uh would you mind looking at my code? It's getting the distanceMoved by looking at the knight transform while you're dashing
https://github.com/natis1/redwing/blob/master/redwing/redwing_trail_behaviors.cs#L100
and here: https://github.com/natis1/redwing/blob/master/redwing/redwing_trail_behaviors.cs#L72
ok it can def be cleaned up a lot
but I'm just trying to get it to work 100% first
well that definitely won't work or even compile atm 
oh it compiles
146 has you setting a mesh to an object that doesn't exist
but it doesn't work
unless Mesh m is a global var
oh right I forgot to comment that out
lol let me git push
sorry try refreshing it
thanks cuz I really don't know what I'm doing especially in regards to using unity for testing/developing this stuff.
your code for resizing the mesh should work fine https://gfycat.com/ScentedSoulfulAmphiuma
I assume one of two things, your code to resize it isn't being ran, or your calculations are wrong
well probably the latter because it says it's being run
woah what are those knight sprites on the bottom right
heres the code for that
to the left of the nail slashes
thorns?
depends on which point you're looking at
theres thorn sprites, shade soul sprites and ending cutscene sprites
are the triangles right
yes
ok
well they seem right
I had to draw out the mesh on paper
uhh
well actually with particle unlit you would because thats 2 way
but literally any other it'd be backwards
does the right cap appear in the right spot?
I haven't added the right cap yet
have you tried just loading a white texture
oh god I think you're on to something
no wonder my texture angle is 90 degrees wrong
I probably copied the xs to ys
or something
uhh well that part looks right
hmm
meme
ok
idk what tris are supposed to look like
as in what the proper order is
for them
which one should the first, second, and third thing be
for an arbitrary triangle t
triangles = new int[] {
0, 1, 2,
0, 2, 3,
1, 2, 4,
5, 4, 1,
4, 5, 6,
6, 7, 5
}
ok I can try that
well it sorta works slightly better than before
vertices = new Vector3[]
{
new Vector3(0, 0, 0.01f),
new Vector3(x1, 0, 0.01f),
new Vector3(x1, y1, 0.01f),
new Vector3(0, y1, 0.01f),
new Vector3(x1, y1, 0.01f),
new Vector3(x1, y1, 0.01f),
new Vector3(x1, y1, 0.01f),
new Vector3(x1, y1, 0.01f)
},
uv = new Vector2[8]
{
new Vector2(0, 0),
new Vector2(.4f, 0),
new Vector2(.4f, 1),
new Vector2(0, 1),
new Vector2(.6f, 1),
new Vector2(.6f, 0),
new Vector2(1, 1),
new Vector2(1, 0)
},
triangles = new int[] {
2, 1, 0,
3, 2, 0,
1, 4, 5,
1, 2, 4,
6, 7, 5,
6, 5, 4,
}
???
maybe something like this 
yeah although it definitely shouldn't be that small
the center should only be one pixel wide
wha
your central texture is identical along its length
and it'll just get stretched
so no reason for it to be more than one pixel
my texture is split up like this:
first 150 px of width is my left side
middle 1800 px of width is the middle part
last 150 px of width is my right side
since I thought I needed to merge the caps and middle into one texture
yes but the column isn't perfectly identical
it is right now for basic testing
but the column is procedurally generated
like everything else
with slightly varying colors and opacities
for some uniqueness
well anyway this works for my texture https://pastebin.com/raw/Tgh9Hqz2
your alpha colour should work btw
it doesn't show the end cap or the other part
ok weird
hank you