#plugins-dev-chat
1 messages Β· Page 68 of 1
I mean if people will have to implement everywhing themselves then no reason to switch for example from HSM
i dont really see a reason to add horizontal positioning, since it's not difficult to do yourself
it is literally just
an <align=left> or <pos=500> etc
you do you
i mean if its really that necessary i can add it
but also i'm not super concerned with like hsm vs ruei
there are things that ruei v3 has that hsm doesn't
and my primary concern is making an eloquent system not trying to beat hsm
interesting to see them
also are you able to scale things float type lime 0.1, 0.01 etc.?
use floats in <size> tag
so you can even make 0.00001
tbh never checked and used whole numbers always
waypoint system :D
it supports hint parameters too im still proud of that
It's common knowledge that gravity doesn't go up, right and forward at the same time
You can do <size=0.5em> if that's what you mean
Poggies
it's not
and it doesn't move itself automatically based on resolution so hints cut themselves
You can use float values with any unit
What
you have hints right
when you change resolution to lower the hint is not in same position
em does some dark magic in the background?
yeah but that's size
then you position the hint somewhere on your screen
<pos=20%>
if you design hint on 1080x1920 to be left next to your health and change resolution lower then it's cut off
the hint area isn't full screen anyway
it's always rectangular (well, at least, has the same aspect ratio regardless of window size/aspect)
you can do some magic to make the text go to the very far end of the screen but at that point it's your fault
that's why HSM implements X and Y coordinates for hints, so you can make it be usable on all types of screens
does it let you place the hint on the very edge of the window?
i don't see how resolution would break it otherwise
<pos=2800>
like here?
Yes
how would XY coordinates fix that
if it's a constant pixel value
if you give it -200 and the screen isn't that big, it won't magically move itself
so surely HSM has a way to auto-adjust these, not just XY coords
if i gave it XY coords i'd expect them to be constant
okay so X=0 is the very left of the screen and not the hint canvas?
no
size also
tbh I could be talking dumb things rn I'm just saying information which I got
if you design hint to be c coordinate 30 on width 1920 you can
30/1920 * actual width
center
well it's based on align
in what order did my messages sent? My wifi is dogshit
the canvas resizes based on resolution, so...
you don't have to calculate that manually
yea
from my testing let's say 5 months ago give or take it cut off when putting to the side so this fixes the problem
I have no clue if HSM implemented this it's just what people told me
You can implement sizing to be lower on another screens and it will be compatible with all screens
hiii
Hallooooo Zer0
have you used HSM
Would be nice if NW at least let us create UI on the client side via network messages
you became german
i would tmpro and graphic mask and circle everywhere
so
lol
thats russian
tf
pΕesnΔ tak
you don't translate names to other languages
i mean some languages do
did you know Robot is Czech word?
XDDDD
no i don't
in italian doesn't change
vc.. NOW
Never!
Your starting to write like eve
Please don't become eve
you are actually better than eve
she is a witch
sobbing
Robot is translated as Robot in all languages iirc
masina
I sent it 5 minutes ago...
yes
what do you do in Labapi VC's like
am i cooked?
talk
crazy i know
and mald
don't you like have epic personal projects that you work on or like idk?
we all do
lol
k)JLA0
3 months of SL modding and I'm all wrung out
Probs gonna stop for the foreseeable future
for me, ive got a couple more major plugins in me
then ill retire to just being maintainer :3
- all the fixes to SL and performance improvements
we'll see if I'm motivated for more in a few months but right now, eh

good game
My connection dying
bru
Please go play some real horror
Dead space is peak
The game where i was scared the most was fallout 4 Vr
Fucking cockroaches
dead space is horror? :)
Yes the theme is horror
Never think about that
girl, you dont think i have?
i played alien isolation, the whole game, and finished it.
Is probably spitting on them all
Ok im not in that level
Poppy playtime is a mid horror
In vr i think i will shit my pants
then dont say "play some real horror" to me
I played alot
But never alien because its scary
Asf
Like that one
Is
smh
poppy playtime is a great horror
zer0
yea?
have you tried removing door game object that is not door?
like the locked door in vt
every door has a lock
but you cannot
Oh that door is fake
is part of the mesh lol
teleporter has to be build infront of the door when expanding map because of it
Yeap
i shot down a french airplane (2 minutes ago)
Likely all door that go out of the map are made from mesh
Why is multithreading not more used in plugin development? Like eg. for coroutines?
ragebaiting
it doesn't make sense
creating threads can be expensive, plus, you're probably doing light work in coroutines anyway
it's simple enough to understand, so is it not in 4.8 framework or people are just not using or epic SL/unity limitation?
you need to take thread safety into account
jumping between threads is not very simple
there's Awaitable though
you can't invoke unity stuff from outside the main thread
so I can use threads as coroutines without any problems then?
the question is, why would you
for long-running IO tasks, it makes sense
for coroutines, no
sense in my context and other people is very different like I'm waiting for extension properties when a lot of people online said it wouldn't make sense
what are you saying?
waiting for extension properties when a lot of people online said it wouldn't make sense
if someone says that, they need to perish
explain how multithreading would make sense in your context
Also you have to keep in mind, the game itself is single threaded, so modifying the game in a separate thread might mean you are already frames behind
You're not even able to modify the game in another thread
You'll likely cause crashes
guys it's not looking good
I can only make calculations and not for example use showhint :(
it's still useful for things I'm going to do so yea
could I do calculations for my object though? The object would be for example body and would have property blood which I would make thread that would take care of logic of the blood, that should work though right?
You cant even set unity stuff on another thread than main one
or get
You can with dispatch magic
but you cannot set it
Yes but you do like run on main thread no?
Just create a threadsafe lambda queue on main thread and put the lambdas you want to execute on main from the htread 
it'll be safe trust 
the questions is could I treat coroutines as threads and make like 10 coroutines at same time doing thing and then synchronizing them?
david recode the game to multithread trust the process
You need a deterministic game engine for that 
even Factorio has a huge problem with multithreading
I saw job system that unity has and you can use to code multithreaded in unity though haven't looked to it very much
but why π
It's not something you can just slap on and use for everything
Also yeah what are you doing that even needs multithreading
π£οΈπ£οΈπ£οΈ
Teeechnically, if you are able to make pure functions, you can multithread those, BUT you need to properly handle
Again, why though
To fuck with the game and come back in 3 months why server randomly dies
I've been there
I'm currently there
There's like, zero reasons for multithreading of anything gameplay related
The only multithreading I do is to run a TCP socket in a background thread
I want to vectorial calculate + AI train the coefficient of all player vectors matrix multiplied by trained model so I can determine if an apples falls far from the tree, does the sun eat burritos on sunday
calculation for hints and medical system like when player should be unconsious so I thought having for example 30 threads is better to calculatr stuff
I'm calling 911 on your behalf I believe you're having a stroke
No
Absolutely not
You do not need multithreading
you're gonna explode the server with that
Please trust, you are head diving into such a headache, that you jsut give up midway
You are not only loosing performance, debugging will be a pure nightmare
Those calculations are also stupid simple
it will give me experience to use alongside, sounds like a good deal
This will give you negative experience, since you'll hammer in the fact that you can multithread games
everything is experience
ditching a plan is also experience, you'll know when to quit
guys trust the process 
this is kinda rage baiting at this point π
Xname tell them
Heh
like cpus these days run 5+ billion operations per second on single core, why bother with multithreading so simple task?
I had before few NPCs (30) and calculating things for them like moves was a headache
And you think multithreading is gonna solve that
Have you ever done multithreading before, out of curiosity
Does multithreading solve marriage?
yes you can do one thing while your partner does another thing
You reminded me I need to order a ring LOL
-# you're both separate processes
Holy shit this is random as fuck
no, just saw it today :D
Anyway, don't do multithreading for gameplay stuff, your scenario has 0 need for it, it'll break, you'll hate yourself
Even more the reason not to
yeah, but it leads to arguments (race conditions)
You have no experience with it and I'm not joking when I say it won't work
You don't do gameplay stuff outside of the main thread for games
learns new thing
"i need to use it right now for everything"
has a mental breakdown
It's impossible*
it's not worth it
*except for very specific cases, which aren't yours, and require you being an experienced programmer
how to have a proper conversation:
await
I think even experienced programmers do not touch threading with a 10 feet pole
and don't cancel every cts
I do, both in SL and at work
Sorry babe, cannot respond, _babe lock is in use
But I also know what I'm doing and I tread extremely carefully
I can't imagine a new programmer trying to do it haphazardly especially in a game
Best case, you'll crash
Worst case, you'll crash
hi chat
Hi Eve
can you tell this guy to stop thinking about multithreading the game
halo ich bin saskyc
what about it
Worst case is memory corruption and I have to debug it for 2 weeks straight
you can figure that out im sure
read the chat
oh I am going to multithread so much
gambling, but 100% lose rate
Your funeral
We've talked enough about it hah
exactly
you warned me like 20 times already and I'm still dumb enough to try it zo ye
cyn would you give me money for my gambling addiction
At least you're self aware, good luck
i stole it too
Dang
well have fun i guess
just know that it's like going through the most deadly traps to get to your destination on a route that's 10x longer than the fully safe road next to it
wdzm i just got here
kezboard lazout moment
if you tested everything 
i haven't tested anything
just write test
ive been busy

the fully safe road is for safe thread people 
drake laptop gif
Ε±
XDD
btw
lel
werent u using settings
what
dangerous threads = better performace
-# this 100% is not ragebait
like i had it working but i cant guarantee it works on other machines rn
yeah i'll test it later
ok cool
otherwise theres uh
CallOnUnloadAttribute but
its so similiar to CallOnLoad that i dont know if i care to test it
everything else i have in my own project and is just a copy
Define unreliable
cyn why arent u rich
Job dried up
Waiting for new contracts
Got enough savings for a while so it's fine for now
Rip
Is it that you can cancel the event by switching item before the animation ends
If so, yeah
We've known about it for a looooooong time on Bright's but the playerbase wants to keep that bug in
yep
Because it's become a mechanic heh
exactly
Up to you if you wanna report it
why not?
I mean yeah it's a bug
I'll have to break it again if NW fixes it
Or well, another dev can, not working on SL stuff until i get motivation back
π
thanks
np
Here you go
Here ya go
bigger
nerds
omg when did they update it
@hearty shard
nice quality
ty
@icy knoll 
Does anyone have idea why RA_ is being replaced then in RA player list:
stringBuilder.Append("<color={RA_ClassColor}>(").Append(hub.PlayerId).Append(") ");
stringBuilder.Append(hub.nicknameSync.CombinedName.Replace("\n", string.Empty).Replace("RA_", string.Empty)).Append("</color>");
stringBuilder.AppendLine();
It does some funny RA thing
Also no plugins used at all here, FYI
Also it happens when using steam name as well
Mainly my question: Why replace RA_ and what impact does it do
i imagine it's because RA_ is added to the start sometimes, when it actually doesn't exist in people's names
so they replaced it
a while ago
I believe this is to not break the parsing client side?
Can you check if it does something if you have that in your name?
This happens
This only happens in RA playerlist
I do not know other instances where it is replaced
From my search
nowhere else
But the RA list is send as a one giant string
That is then parsed and such
david do you have MER installed?
unity one
No
sad
I used MapForge
Couldnt get mer to work
lol
π
Leave it overnight
im building a map rn
so
i kinda need it
i found someone lol
on the exiled discord
oki
What is 0harmony and why do people use it?
My love harmony
Why isnt there a door name for the scp 049s gate and 173s gate in hcz
is there a way to get it somehow?
Is chat dead
Yes
So sad
is lightbul breakint client sided or server sided/patchable to not break & start blackout in room?
Scp2176Item::ServerShatter
ServerShat
if a door doesnt have a Doorname then it is none?
ServerShartbound
you can use door.GameObject.name
to identify what exactly it is
Not this time
Then when does a door have doorName.none?
because it's not that special

Nah crazy
?
πππ
4 rats are inside me
when
?what
When the door is useless
it's not special enough to have a DoorName assigned
Wnen the doors feel like it
Today i feel like i will renounce my having a name

bruh
"today i identify as "
lol
door without a name
The one shall not be named
the shat one
Today i will a room named none 
the rat shat the shart
what will that room have?
just a capybara
or a capybara room
walls are the capybara
1/10000000000000000000000th chance to spawn
10000x speaker toys with the same controller id and very low volume
New achivement - shizo voice in ur mind
Meow
i turned the camera in unity and the whole computer froze for 5 seconds
For this sound audio designer use own audio tape in the nw basement
they probably used as references their voices in their heads
are the broken doors synchronized to be same with all the clients or is it same as with ragdolls?
Wdym?
the door when it's broken like from grenade and flies across the room is it client sided or server sided synchronized with all clients?
i guess its synced
@celest thorn nerd
;(
@celest thorn @upper vapor Are you two in the VC for the whole day...?
nah
i joined after 5 hours
that i spent making a hub

boo
pay zero that money :3
yez
i don't want even that i told you
can you give her like a slice of bread
lol
just for that comment iβm paying my staff next month
paying i do everything for love
exposure is not payment and it should be a crime
999 tiktok likes
wow, such an accomplishment
i find it funny when people go to private jet charter companies and say βgive me a jet to miami and ill tag you in my ig postβ
fucking influencers man
don't become taylor swift please
How about you give me money and pay for the jet xd
AHHAHAHHAHAHAHA
If I were the company xd
david stop tryna extort people smh
export?
this

Deport eve
deport david
I support you
legally not allowed to be here
ur getting kicked out
#DavidPresident2026
president of what
extort, itβs a word
trΓ³nfosztΓ‘s
throne withdrawal
dethroning
yes
that's the word
i was trolling
i think we call that "murder"
i love devchat
no
because its nameless being mean
yall threatened to deport me first
you are mean to all of us
Never mess with a country that invented defenestration
u deserve it
XDDDD
1419
that's ancient
zero is not getting paid
eve is getting deported
everybody wins
Yes
i don't wanna get paid
zeros weird and wants to be homeless
Ill take the money then
we're 50% there
you know how many people said the same thing
i lost count
and not payin any of.yall
nw pays you already 0.00001cc
Also yall seen this crazy thing? XD
and gives you the basement
Absolute cinema
me when no smoothinput
and no primitive movement smoothing
i hate it sm when people make a recording in game and you can see them turn the camera instantly
please press the tilde, type smootinput and enter ππ
or use the filmmaker
-# ik it's not very good but like
@celest thorn remember this update
what the fuck
crazy
ofc maro makes that
deport maro too
For that? yea
nah
the best tower ever
im trying to save you stupid
+259577
zero you watch skibidi toilet
Whats that
i was locked in
it should be vines
not bad for citadel room
needs more detail tho
have you considered prefabs
Consider deez nuts
Maybe its 156775678 enemy types
what
you never know
bro calm down i started 10 minutes ago
no i mean its good start
i put so many details in other section that it took me 1 hour just to do the corridor
pots
just do whatev to make it look good
i think in 2 days i will have everything ready lol
rn im probably less than 8k
because it takes nothing to load it
light work
,,, no fuckin way
capybee
cool
is this the surface rework
Real
i know what prefabs are
then use them instead of copy-pasting the same structure over and over pls
but editing a prefab without unpacking is a pain in the ass
not really
im not prefabbing a cube
cube prefab
yes
im not doing it
prefabs aren't stupid though
also unity6k
i'll get zero to go on strike 
Counter strike?
countering the maro
good luck with that
Sorry for interrupting your prefab conversation, but does anyone have a solution to a plugin destroying StaticUnityMethods by exceptioning?
try catch
Excluding a try-catch around every subscriber
Yes
you could make a try-catch wrapper function
method with an Action parameter that try-catches the action
if you wanna unsubscribe, you'll need to store the wrapped method
So like my own staticmethods that subscribes to the actual staticmethods
kinda
i guess you could do
static Action SubscribeToUpdateSafe(Action action)
{
Action wrapped = () => { try { action() } catch {} };
StaticUnityMethods.OnUpdate += wrapped;
return wrapped;
}
you can also make a custom component with the Update() method (i'm not talking about another version of StaticUnityMethods)
that'll log the exceptions to the LA log, no need for explicit try catch
add it to a player if it's player-specific and it'll be destroyed when they leave
Unfortunately I need the "fix" to be a generic solution. I did this:
public static class StaticUnityMethods
{
static StaticUnityMethods()
{
global::StaticUnityMethods.OnUpdate += Update;
global::StaticUnityMethods.OnFixedUpdate += FixedUpdate;
global::StaticUnityMethods.OnLateUpdate += LateUpdate;
}
public static event Action OnUpdate;
public static event Action OnLateUpdate;
public static event Action OnFixedUpdate;
public static void Update()
{
if (OnUpdate == null)
return;
foreach (Delegate subscriber in OnUpdate.GetInvocationList())
{
try
{
subscriber?.DynamicInvoke();
}
catch (Exception ex)
{
Logger.Error(ex);
}
}
}
public static void FixedUpdate()
{
if (OnFixedUpdate == null)
return;
foreach (Delegate subscriber in OnFixedUpdate.GetInvocationList())
{
try
{
subscriber?.DynamicInvoke();
}
catch (Exception ex)
{
Logger.Error(ex);
}
}
}
public static void LateUpdate()
{
if (OnLateUpdate == null)
return;
foreach (Delegate subscriber in OnLateUpdate.GetInvocationList())
{
try
{
subscriber?.DynamicInvoke();
}
catch (Exception ex)
{
Logger.Error(ex);
}
}
}
}
Are there any major reasons for not doing this?
that works, too
Ok now it complains the original StaticUnityMethods class conflicts with my global using so I have to do it for each usage
π
You're too smart π
Ok has anyone had this happen?
[2025-07-15 21:48:37.641 +02:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object.
[2025-07-15 21:48:37.641 +02:00] [STDOUT] at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <6869b1608d104370ab4484f8f699b3fc>:0
[2025-07-15 21:48:37.641 +02:00] [STDOUT] at UnityEngine.Component.get_gameObject () [0x00006] in <6869b1608d104370ab4484f8f699b3fc>:0
[2025-07-15 21:48:37.642 +02:00] [STDOUT] at ReferenceHub.GetHashCode () [0x00000] in <093a5c0d652d42d593cd177a9f57d69f>:0
[2025-07-15 21:48:37.642 +02:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00035] in <13c0c460649d4ce49f991e2c222fa635>:0
[2025-07-15 21:48:37.642 +02:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <13c0c460649d4ce49f991e2c222fa635>:0
[2025-07-15 21:48:37.643 +02:00] [STDOUT] at CollectionExtensions.GetOrAdd[TKey,TValue] (System.Collections.Generic.Dictionary`2[TKey,TValue] dictionary, TKey key, System.Func`1[TResult] factory) [0x00000] in <093a5c0d652d42d593cd177a9f57d69f>:0
[2025-07-15 21:48:37.643 +02:00] [STDOUT] at InventorySystem.Items.Firearms.Ammo.ReserveAmmoSync.UpdateDelta () [0x00032] in <093a5c0d652d42d593cd177a9f57d69f>:0
[2025-07-15 21:48:37.644 +02:00] [STDOUT] at InventorySystem.Items.Firearms.Ammo.ReserveAmmoSync+<>c.<Init>b__2_3 () [0x00008] in <093a5c0d652d42d593cd177a9f57d69f>:0
[2025-07-15 21:48:37.644 +02:00] [STDOUT] at (wrapper delegate-invoke) <Module>.invoke_void()
[2025-07-15 21:48:37.644 +02:00] [STDOUT] at StaticUnityMethods.Update () [0x00009] in <093a5c0d652d42d593cd177a9f57d69f>:0
When the round restarts
I have but i could never reproduce the issue
If u have a way to reproduce the issue that be cool
I just patched in the null check to that method for when it happens
But if you can reproduce it be better to find the cause
happened to me, patched ReferenceHub.GetHashCode() so it used System.Object::GetHashCode()
idk if it can be done without transpiler
[HarmonyPriority(Priority.VeryLow)]
[HarmonyPatchCategory(Constants.AutomaticPatchCategory)]
[HarmonyPatch(typeof(ReferenceHub), nameof(ReferenceHub.GetHashCode))]
internal static class FixReferenceHubGetHashCodePatch
{
private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
return
[
new CodeInstruction(OpCodes.Ldarg_0),
new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(object), nameof(GetHashCode))),
new CodeInstruction(OpCodes.Ret),
];
}
}
just ignore that patchcategory attribute
In 14.1.2
Case too! I want CamelCase
@icy knoll are you finally coding lootboxes into scp:sl
Bit of an odd request I know

your previous pfp was cuter imo
yeah, the key system is a bit wack tho, have to get around these darn scamming laws...
/j
dang
No problem with adding that I guess
david ur awesome ty
That will make plugins fight for it
so no
Only additions
no changes
PascalCase for yaml π£οΈπ£οΈπ₯π₯π₯π₯
just read it with the both naming strategies 
because i hate snake case
Same
π€
I hate yaml 
Ah yes let me
s_c_p_long_name_that_need_million_this_things
YOur getting deported along eve
Tf is toml
can we have XML pleas
dumb config type
Can We go back to json instead
U can do your own serializer deserializer 
erm people don't understand json
server hosts strying to figure out how to make an object
yeah
Not my fault
throw eve out the chat /j
Read documentation or something
protobuf
@icy knoll remove her role
more protogens
memorypack
:3
dont have perms π
messagepack* :3
Are we gonna serialize configs in your protogen language
david arent u a protogen enjoyer too
Protocol Buffers are language-neutral, platform-neutral extensible mechanisms for serializing structured data.
.proto files
hUH
Thats peak
I mean I dont mind them
I know a lot of protos
:3c
i keep forgetting ur not a protogen too
Am I missing some lore
david basement lore
I definitely think I miss something
i guess
what
Minecraft blocks
doom wad file
CS2 demo file
Or doom save game
oh god
Hide it in a png file
Save it inside an electron tube
Remember it
just save the code in all different possible configuration state and just rename enabled_ff_true_.disabled.cs to plugin.cs and just load the .cs on demand
when a player doesnt have a current item than it is null or none?
its null
thx
do any of you know how the fuck the aspect ratio works for hints
im trying to place a hint on the far left/right side of the hint display based on the aspect ratio
and i got a formula that mostly works but not exactly and i need it to be exact
those are insane magic numbers
This looks like you decompiled someone else's code
π
(which isn't bad btw)
I didn't even know Hubs sent the server their aspect ratio
time to make my hints compatible I guess
on another note, when are we getting int serials
like it returns -253 for 1.6, when its closer to -265
Huh
serials for items as ints and not ushorts
Sob
i came up with -28.36087 * hub.aspectRatioSync.XScreenEdge + 1097.44754 which gives a kinda close number but its usually around 5 px away which isn't good enough
okay
if one of u can figure out how to get this to work properly and consistently
ill give u like
$10
through nitro prob
Clientside UI when /s
i dont need client side ui i just need this fucking resolution thing to work T_T
ill up the price too istg
No amount of money will make me mess around with hints
Good that they're a thing, awful that we dont have better UI support
not even like $30?
$5000
If you're able to pay that much just to mess around with the hint system, you should probably consider starting your own SCP project
scp: with ui
i dont actually have that money tho so
I'm sure someone's working on a game anyway
i figured it out none of you gets any money
to get the total screen width given a certain aspect ratio, it's just aspectRatio * 1080
subtract that by 1200 (display area width) and divide by two for the position offset needed to get on the far left/right side of the screen
no polynomials needed
Wait that was the question
Could've answered it easily heh
well
anyways if any of you want a more accurate "get left x position" function here you go:
public float GetLeftXPosition(float aspectRatio)
{
const float Base = 1080;
const float DisplayScreenSize = 1200f;
return ((aspectRatio * Base) - DisplayScreenSize) / -2f;
}
Always calls for us
Sender.SenderId is user id?
just get the player
ev.CommandName is Command or can be aliase?
try it and see, log it
When i try to set the AmmoStored on a gun with the magazineModule it says its read only how can i fix it?
Item? item = player.AddItem(ItemType.ParticleDisruptor);
if (item == null)
return false;
Firearm doortoggler = (Firearm)item.Base;
if (!doortoggler.TryGetModules(out MagazineModule magazineModule, out AutomaticActionModule automaticActionModule)) { return false; }
magazineModule.AmmoStored = 0;
magazineModule.ServerResyncData();
ServerSetAmmo or whatever the method name
Set ammo to 1
Hi! Why's that if I teleport sb out of a custom room they get teleported back instantly, but if I set a delay they're not getting teleported back
Because immediately runs the other check
Thanks xd
do you use negative <pos> to move it outside of the canvas?
drake laptop
use an ItemAddReason when giving the item
something other than StartingItem
i only need it to detect what mode it is on and left click/ shooting without destroying anything
yo persons how could I make rigidbody on object freeze at ends of the objects?
For example having cable connected from one device to another.
I haven't seen ANY things being said about this and I don't think it'll be possible to use, but better to ask.
Smth like ConfigurableJoint?
https://docs.unity3d.com/6000.1/Documentation/Manual/class-ConfigurableJoint.html
You need to prefix the response with <command># <command> being the command in uppercase
If that is RA response text
thank you Cyn
are you telling me this exists
i wrote my own connector π
what all components are usable? Is there possible list what SL supports or something like GetAllComponents type of thing?
I must download the whole Constraints component though like from somewhere to use it in my project similar with Navmesh?
most (if not all) builtin unity components are available
They're all available
Whether or not SL plays nicely with them is something else
Especially considering the lack of clientside mods
what if they didn't include one unity module 
I guess
I can't add all components to player though right? Like adding rigidbody to them can't make them fall or adding some component to their camera object
you can but it won't sync unless you sync it manually
^
sync it manually?
You don't have access to the client side of things
override position
Some things that you'll do on the server just wont show up for clients
Or will probably feel like shit
so i could just delete this entirely
public sealed class LocalZRotationInterpolator : MonoBehaviour
{
[SerializeField]
private Transform from;
[SerializeField]
private Transform to;
[SerializeField]
private Vector3 mask;
[SerializeField]
private float offset;
private Transform _t;
private void Awake() => _t = transform;
private void LateUpdate()
{
var fromMasked = Vector3.Scale(from.localEulerAngles, mask);
var toMasked = Vector3.Scale(to.localEulerAngles, mask);
var current = _t.localEulerAngles;
current.z = Mathf.LerpAngle(
fromMasked.x + fromMasked.y + fromMasked.z,
toMasked.x + toMasked.y + toMasked.z,
0.5f
) + offset;
_t.localEulerAngles = current;
}
}
yes
This is wrong on so many levels
i ain't having transform calls every frame
so theoretically synchronizing could cause player being ragdoll, but not dead
i use expression body wherever possible 
Wdym
idc
you can't make the player a ragdoll
connecting player with rigidbody component making them fall
It'll make them fall, probably
Just dunno how good it'll look to the player
why can't you just use gravity...
why
Less readable than just having curly braces
For getters, fine
For setters, in very specific scenarios, but probably okay
For methods, never
i don't need two extra lines to do one assignment
Β―_(γ)_/Β―




and I'd rather not fight with SL