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I found a solution. I have changed this line:
Quadrant q = group.Value.quadrants[phaseTest][quadrantIndex];
by this one:
Quadrant q = new Quadrant...
I have translated all the code into English so all of you can understand it better.
Thanks for the help!
You are right, I used to program in my language but I will translate the code when I look for help. I will edit the post as soon as possible.
I will spend some time understanding that. Also, I will try to modify the value directly on the array as you said. Thanks!
I know, but then I am overwriting the array value with that modified copy here:
group.Value.quadrants[phaseTest][quadrantIndex] = q;
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That works!. Thank you!
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Perfect! Thank you for the solution. I didn't know that was included by Valve in their plugin. My project is always URP so I will delete the check.
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That was de solution! Thanks!
If I use:
RaycastHit hits = Physics.RaycastAll(raycastOrigin, -player.transform.up, Mathf.Infinity);
with no layermask, it returns the...
I found this: https://answers.unity.com/questions/1220999/rigidbody-local-position-constraints.html
Have you tried it?
Hello, I have a game where the player moves around a limited zone. The floor is divided into grids (Empty GameObject with box colliders with "is...
That's a really good solution too. Thank you!
I found a solution. I post it here:
public class RenderTextureToWorld : MonoBehaviour, IPointerClickHandler
public Camera gridCamera;...
I will try to code what you said. Thanks!