Enduo

u/Enduo




r/ValveIndex•

Even with my Index fully disconnected, SteamVR would auto-launch and spin up my base stations. Closing SteamVR will then force close the application that triggered it. That's a little bit of a thorn in my side isn't it?

If anyone else is plagued by SteamVR turning on automatically for random non-vr-focused applications or just in general, temporarily renaming the SteamVR install directory will trick the triggering application into believing SteamVR is uninstalled and stop it from opening. This person made a simple app to streamline the process:
https://github.com/W-Drew/SteamVR-Toggle

10

r/PSO2•

Small sample size of 6 players, but of our six the only two that have had this problem are running w10 Home. The other four are running Pro or Education(Pro). We have no technical evidence to prove this theory, but there seems to be a correlation and we'd love to increase our sample size if anyone is willing to share.

If this turns out to be plausible, I'm curious as to why Home would have this issue.

11

r/roblox•

Big Boss Boi

So I submitted my application a little late, but I hope that doesn't affect how I'm scored too much. I decided to drop a link to it here as well and get some feedback moving forward. Enjoy!

https://www.roblox.com/games/154442345/Did-You-Know-You-Can-Change-This-Part-Of-The-URL-To-Whatever-You-Want-And-It-Will-Still-Work

Special thanks to my friends who helped me out!

Edit: Added a picture

Edit2: Since (11/12/18 @ 3PM EST), I've been logging records of whoever finishes the level, e.g. beats the boss; the

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r/robloxgamedev•

The closest thing I found to killing a thread is coroutine.yield(). Besides yielding the coroutine object then setting its reference to nil for garbage collection, is there any other way to stop threads efficiently and cleanly?

20

r/roblox•

I have a custom "state machine" of sorts in place for player characters. The default swimming doesn't play friendly with it, so I turned that humanoid state off, but I still want to enable the player to swim in water (terrain). Swimming entails wading across the surface and/or fully submerging, excluding the ability to "jump" out of the water. While swimming, the player won't be able to do anything but swim. I've already thought of a few things to consider before designing it, but I'm hoping if anyone has other suggestions or ideas on how to determine whether or not a character is actually "swimming." Because as it stands, my current ideas are really bad.

**What I think is important to note

18

r/roblox•

First post. Spoiler, minor physics lecture.

Here's what it looks like. The blue colored ball is anchored.

As per request, I'm going to share how to simulate projectile motion and why I choose to simulate instead of relying on the physics engine. Let's start with how:

Gravity:

For starters, we'll dive into how objects "fall" due to gravity. Gravity is uniform in ROBLOX, so it's always pulling things down equally and evenly. Since there's no air resistance, a heavier object doesn't fall faster than a lighter object, however the heavier object does have more inertia, which is proportional to its mass; ROBLOX's physics engine seems to take inertia into acc

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