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Inspector nuclear throne sprites
Inspector nuclear throne sprites














Plant's feet are not fully linear with the ground so measuring it's height would be really hard with it being a 3D view vs how the other sprites are at a 2D view. Now before you guys say I missed Plant, I need you too see that Now in this picture you can see the height of each character in CM, Inches, and Feet & Inches. (now I know that I am assuming things like where she was born and how old she is but still, this is just for fun) Now if I take that height and spread it out to each of her pixels, it would make each pixel about 2.63 cm (or. Now according to this website: the average (American) women's height who are over 20 is about 63.8 inches. Rouge is a (more or less) normal human and if that is true then I can use her to find out everyone else's height in game. But to do that I needed a base comparison so I decided to pick the only "normal" person in the group and that is Rouge. VGFacts DidYouKnowGaming Nuclear Throne - Playable Characters. I think the math is correct, because as I pointed out things get ‘fixed’ when I enter identical values at runtime in the inspector.Heyo! So I did some math for some fun (I know, doing math for fun! what am I a nerd?) and I decided to measure out how tall all of the characters in Nuclear Throne are. Wiki Sprites Models Textures Sounds Login. Quaternion q = Quaternion.AngleAxis(ang, Vector3.forward) float ang = Mathf.Rad2Deg * Mathf.Atan2(aim.y, aim.x) Depending on how fast your computer is this should only take about 5-20 seconds for it to finish, and when it is done just press the enter key.

#Inspector nuclear throne sprites code

Transform.localScale = Vector3.Scale(transform.localScale, FlipX) Īnd here’s the code on the weapon which rotates it (and its child with the image quad). FlipX is a constant with values (-1, 1, 1). Here’s the character’s x-flip code, the facex var is created from the inputs, so you face the way you are moving/shooting.

inspector nuclear throne sprites

It’s split between two scripts (one for the character, another for the gun). I’d prefer to not do this for a variety of reasons, including my quads disappearing and my z-ordering getting flipped.)ĮDIT: Since you asked, here’s some code. (note: While looking for an answer, I only found the suggestion to rotate around the Y-axis instead. So I don’t see any issues with the math, and unity “fixes” it when I edit the angle directly in the properties window - any ideas why the rotation gets messed up in-game? This is the confusing part if I change the angle of the gun object by a tiny amount (0.00001) in the properties window it snaps into the correct position and orientation. When I look at everything in the scene view, the gun is at the correct arm-pivot point, like it should work. When flipped, the gun rotates from a weird random pivot (not on the arm). In the normal orientation, the “gun” is positioned at the arm-pivot point, and rotation happens around this point just fine. The gun’s image (on a quad) is a child of my “gun” object, which is the game object I apply the rotation to. The graphics x-flip when past 90/-90 degrees, but the x-flip/angle combo isn’t working as I’d expect… But if you just stick one of the sprites from Nuclear Throne in a project, scale the view (but not the app surface), and rotate the sprite around with imageangle, it really doesnt look good at most angles, especially while its moving the pixels shift around in erratic ways as the angle changes, with some colors vanishing entirely at times.

inspector nuclear throne sprites

Hi, I’m trying to make a twin-stick player like in Nuclear Throne, meaning a side-facing sprite with a gun that rotates around him 360 degrees.














Inspector nuclear throne sprites