godot – How to inherit of a scene tree structure in a way that a change in the ancestor is updated in the descendant?

Consider this structure:

* KinematicBody2D (Actor)
|_ AnimationPlayer (able to make a rotation of 360)

Now I want to make a Player and an Enemy that inherits of that structure in a way that when I change the animation on the Actor Scene, Enemy and Player are updated.

Is there a pattern that allows that?

uk – Which city is pictured in this scene from Line of Duty S6E1

This screenshot is taken from the S6E1 of the BBC series Line of Duty. It’s taken from the 4:25 mark (approx).

Apologies for the poor resolution.

I’m guessing Midlands / North of England. The red brick terraced houses with the occasional out of place multi story housing block reminds me of areas of Nottingham, but many cities look like that so it could just as easily be Manchester, Grimsby, Liverpool etc.

uk – Which city is pictures in this scene from Line of Duty S6E1

This screenshot is taken from the S6E1 of the BBC series Line of Duty. It’s taken from the 4:25 mark (approx).

Apologies for the poor resolution.

I’m guessing Midlands / North of England. The red brick terraced houses with the occasional out of place multi story housing block reminds me of areas of Nottingham, but many cities look like that so it could just as easily be Manchester, Grimsby, Liverpool etc.

unity – Scene Tab doesn’t show anything beside canvas while Game Tab shows everything

i’ve been building my script normally, but suddently after the last build, i don’t see any GameObject Rendered in Scene Tab beside a canvas i have in another scene. I can see everything rendered in my Game Tab scene through camera.

If i move some object in Scene Tab, it moves in Game Tab too but no display of it at all. and i see the following warnings:

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 12)



enter image description here

  • I tried to reverse back the last build but no success
  • I close and reopen the Scene Tab
  • I Restarted my Computer too.
  • I Observed that after the restart the project did load far slower ( like if it was the first time i open the project in the pc)
    Nothing of this did work

unity – Baked lightmap: Parts of scene appear too dark

I’m having trouble setting up global illumination in my Unity 2021.1.1 URP project

Parts of my scene are appearing completely dark, I’m only using directional light and area light on the windows, here’s the baked lightmap view: enter image description here

In the corner as you can see it’s completely dark

enter image description here

Here’s the Shaded view: enter image description here

The corner again

enter image description here

Generally the whole scene is pretty dark, it’d like to brighten it up a bit, but the corner is just horrendous.

Those are my lighting settings

enter image description here

WTB scene ftp axx

Hello i’m looking for scene ftps axx with archive (english/french content and archive, complete blurays archive etc)

thx

sprites – Unity 2D Problem: Tilemap Tearing ONLY in Scene View

Facing an annoying problem with unity, googled to no avail. Basically I was having tilemap tearing so I created a sprite default material with pixel snap on. This fixed the tearing when running the game, but caused massive tearing in just my scene view. This does not affect gameplay but is very annoying when trying to create backgrounds and stuff.

Pic of scene view: https://media.discordapp.net/attachments/810052982220652577/836562483883016192/tilemaptearing.PNG

My problem is identical to the one asked in this thread here but the solution this person came up with was to not use pixel snapping, but I need that to prevent tearing in the actual game. Anyone know what could be causing this and how could I fix?

Edit: Current version 2019.5.0a5, currently updating to most recent version

c++ – Unity – Changing an object from one scene to another object in another scene and about Singletons

The title may not be too specific, I apologize for it.
I am trying to create a game where an object from one scene turns into another object in another scene and that I want to be able to create multiple instances of this object.

My problem is:

1.) I use singletons to avoid duplicating the object multiple times when loading scene.

2.) Using singletons causes the game object to only be one instance.

There are a few things that I have in mind that could possibly fix it but I am honestly new to programming in C++ so I am not sure how to write it (I am still a student).

The only two ideas I could come up with is:

1.) If I could, I could have a script that generates its own new script so that it doesn’t conflict with the original script.

2.) I could also try to find a way to fix the duplicating in another way than using singletons if it is possible.

If anyone knows anything about how to do this, it would be a huge help since I am really new to this. Thanks.

Is it better to load all of the scene at once or load small parts of it as the player moves?

I want to create a lot of detail in my game but I don’t want to kill the frame rate tracking all the models and movements (like all the grass). Will loading them in pieces save the frame rate or will constantly loading and unloading models with every step negate any benefits of loading in pieces? I want to only load what the player will see at that moment and nothing else until the player either moves the camera or walks. I also want to know if loading a scene on Unity uses the gpu or the cpu?

c# – Can i change the scene via public void or something? I do not want to make a new code everytime and change the scene that is going to load

This is the code i am using. It switsches to another scene if the coal gets touched by an objekt with the right tag. Now I want to know how i can change the numbers of the scenes via unity without opening the code.

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class levelend: MonoBehaviour
{
    (SerializeField)
    string strTag;

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.tag == strTag)
            SceneManager.LoadScene(1);
    }
}