I'm pretty new to Unity. I tried to create a script that the camera would follow the actor (with a little difference). Is there a way to improve the code? It works just fine. But I wonder if I did it the best way. I want to do it about as I wrote, so if you have any tips. Thank you
This will always follow the player from the same direction, and if the player rotates it will still stay the same. This may be good for top-down or side-scrolling view, but the camera setup seems to be more fitting for 3rd person, in which case you'd want to rotate the camera when the player turns.
You get the direction of the back of the player (opposite of transform's forward). Then you increase the height a little so the angle will be a bit from above like in your example. Last you set the camera's position to be the player's position and add the back direction multiplied by the distance. That will place the camera behind the player.
I can comfortably solo difficulty 5 but sometimes with friends it feels twice as hard. There seems to be less enemies, but it's hard to say whether that's due to more chaotic less experienced players in the party triggering way more bot drops and breaches or not.
So when we first started our co op run, player 2 was able to recruit a new party member and be grouped to them. Upon loading the save, player 2 cannot group with any of the other companions. If player two unplugs their controller, player 1 can group their character with one of the companions, but once their controller is plugged in, the character gets ungrouped. Anyone else run into this or know how to fix it?
By default, for security reasons, the player.js library is designed to only send events to the parent window/document by specifying the Window.postMessage() targetOrigin parameter. The targetOrigin is assumed to be the document.referrer.
so it seems like every time I try to play in multi-player mode, whether it's online or local, there's ALWAYS an issue with Player 1 not being able to make sharp turns without smashing into the wall or flying off the map. my friends and I tested this and we've come to the conclusion that it's just an issue with Player 1 for some reason and not the other players. we've also determined that it has nothing to do with any of my joycons because we tested multiple joycons with the same results.
There's a smart steering mode which is supposed to help you avoid falling off the edges, and for some reason it's turned on by default for everyone except player 1 in multiplayer. Could the issue be that player 1 in your game is oversteering because they're used to smart steering? You can turn it on or off by pressing + on the kart selection screen then pressing L.
Scales added that developing prospects in Triple-A is unique compared to the rest of minor league baseball because of the older age of the players. That difference has benefits, but also provides a set of challenges.
We are a group of good friends, we've all known each other for 7+ years, since high school, and have been playing DnD since then, first 3.5 and then recently 5th edition. Currently, there are 6 players, including the PC "played" by the GM in our campaign.
One of the players, let's call him John (who also DMs regularly, we will come back to this) has always been a good friend and constructive member in the various parties we have played.
John is not only a good friend, but also usually a very pleasant person to be around, and by no means troublesome, in most situations.
Our problem is, he becomes a very problematic player when someone else is a DM, and lately this has grown to such proportions that it became somewhat toxic for the group.
stealing a horse in daylight in the middle of the biggest city in the realm, because the merchant didn't want to lower his price, in front of said merchant, with guards all around this part of the city. Note that even if we weren't pressured in any way, nothing that would force us to act quickly, we did on the other hand know that the king there would take the first opportunity he could get to have us locked away.
In most of those situations, when he was presented with consequences - that were honestly really moderate considering the foolishness of his character's action, take the failed theft on the boat (we managed to convince the dwarves not to iron a "T" on his head for "thief" and had him simply imprisoned for the duration of the escort mission instead) - he would get mad and sulk, taking any occasion he got to make it known that he was upset and holding grudges. This kind of behavior ends up ruining the mood for everybody in the party, not only the DM.
As an example, I shall take his latest "feat".
He attacked an enemy camp we were just meant to scout, by himself, despite the warnings from the DM and attempts from the players to explain that it would most likely mean death and mess up the quest, saying "that's what my character would do".
The camp being occupied by approximately 40 to 50 well trained, armored soldiers, a lone Level 5 barbarian stood no chance, and so the DM talked openly with him about the consequences.
John was proposed with various scenarios, among which were the simple death of his character (and the introduction of his future new one in the story shortly after), or being captured, interrogated, etc... and then presumably rescued by us later, which was his choice.
It was also agreed that after suffering grave injuries as a result of both the battle and his imprisonment, his character would be severely weakened for the next session, which meant various debuffs, that John seemingly serenely agreed to.
The next session, John just showed up with the firm intention to sulk the whole time, playing on his portable device most of the time, arguing that his battle oriented character was impossible to fight with and hence could only do "boring stuff his character would never want to do".
Note that his character has also refused every opportunity presented to him to be involved in roleplay while his imprisonment lasted during the previous session, which didn't prevent John from openly complaining about how boring this part of the quest was for him.
And this is the reason we've decided to ask for help, because what we thought would be the only logical way to address this issue has failed. We have tried talking about it with him, in a very diplomatic and honestly friendly way, not putting him on the spot, and his response is usually to lash out, as he experiences it, in his own words, "as a personal attack".
And you'd be right, John actually happens to be a reasonably strict DM, with high expectations for his players when it comes to both role play and commitment to the quest, and that is 100% fine for everyone involved.
What isn't fine for our players, on the other hand, is to see someone so demanding as DM behave in ways he would never tolerate in his campaign, and berating others on their lack of role play, for instance.
In general, we are a "happy go lucky" kind of group, and we all enjoy role playing as much as we like making jokes and comments "out of the game", as players and not characters, which doesn't sit well with John when he DMs, and apparently now annoys him as a player too.
What really pushed us to ask this question here, was that even though the last quest was still fun, John's behavior is sometimes getting out of hand, and his constant sulking and post-game remarks are starting to be a real weight on the group; his latest comment on how he "knows that D&D is not a passion and does not involve a significant investment from everyone" really is ticking us off. All of the players are really passionate and involved in both their characters and the campaign.
Your problem player rejects your concerns when you try to address behaviours that the whole group agree are problematic and would also be problematic for the problem player if one of his players had the same behaviours in the game he masters?
So trying to talk with him doesn't work and it sounds to me like it does not work because this player is being very childish, transforming his group's valid concerns into something they are not, i.e. personal attacks.
It would be a very serious discussion about how I do not appreciate his being childish, and if he keeps proving to me than he cannot be civil and respectful during our exchanges, I would totally lose any kind of interest I have in interacting with him.
When a problem player does not want to even start considering that his behaviour might be problematic, when diplomacy fails, there are not many options left: endure, leave or kick him out? Different people/groups have different thresholds for that, but that's an immutable fact of life: once you hit the "point of no return", then your options are very limited.
Never forget that you are a group of people. Usually, permissions given to a player are implicitly given to other players... else, you have an unfair group and this will lead to frictions/frustrations for some.
For instance, I once had to deal with a problem player who was a bit similar to yours: strong-headed, constantly shifting arguments to turn a debate about the game into something personal between players. He was also passive-aggressive in how he showed his discontent at the table and was very stubborn that everything he did would be possible (even though that never was our argument; we were very clear that possible does not mean believable or desirable).
When the discussion got heated between him and the GM, I suggested that we stop it there. I asked the problem player to think about what we said while stressing that this is nothing personal and is only about "managing the game" and I said "hope to see you all next week".
The next week we had a full table (surprisingly), but the problem player kept being problematic. He did more in-game shenanigans which impacted the whole group and derailed the game, once again, when he actually tried to sneak into the King's Chamber during the night we were spending at the Castle to try and steal the King's spellbook. He got caught and thrown in prison, and our group had to undergo a "trial". We succeeded in convincing the King that the thief was acting alone, and the GM salvaged the situation by having the King "punish us" by sending us on a quest.
3a7c801d34