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Timecontrol hms portugues
Timecontrol hms portugues












The Chronos time scale is set at 3 and the comparison returns exactly this value (notwithstanding floating point imprecisions), meaning that Chronos behaves correctly. The last line of the debug compares their angular velocity to the "vanilla" torque. In each subset of two cubes, the first one doesn't use Chronos, but the second one does. The last two cubes apply an impulse torque on key press. The first two cubes apply continuous torque (at every fixed update). As a last resort, try boosting that value.įor reference, here are the tests I've run to confirm the implementation in Chronos is correct. Sometimes, too, we tend to use torque values that are too small for the effects we try to achieve.

timecontrol hms portugues

Have ForceMode.Impulse (or Force.Velocit圜hange to ignore mass) for instant effect.

#Timecontrol hms portugues update#

Be called in either Update or FixedUpdate.How exactly are you using AddTorque? It should: In other words, the angular velocities are directly proportional to the time scales. Upon further testing, I don't see any problem with Chronos' implementation of AddTorque. Sorry I couldn't get to your issue last week as intended. I'll look into the parent property bug and try to get it fixed for v.2.4.3. If you absolutely need that feature in your specific scenario, for example if you always rewind the scene as a whole, then yes, a custom recorder set to stination should work. This is unintended behaviour, because it's outside the scope of Chronos: predicting how objects should behave while time is going forward. However, if you rewind past to a point where the player was elsewhere, and recorded/replayed the destination, the enemies would not aim for the player on forward, but instead for a previous position of it. Since the enemies are agents that converge towards the player, their destination needs to be updated to match the player's. nav mesh agents going to their previous destination).įor example, let's say you rewind every enemy in the scene, but not the player, which is a perfectly valid use case for Chronos. rigidbodies don't necessarily fall in the same way every time), I can't enable it for another (e.g. If I can't guarantee a forward action will execute as it did for the first time for one type of object (e.g. I won't fix it myself for now, because it would break whenever Unity fixes their own bug, but your workaround is correct.Īs for the destination recording: it's a matter of design principle.

timecontrol hms portugues

Subscription pricing varies by volume.Ĭheck Out The New Enterprisetalk Podcast. For more such updates follow us on Google News Enterprisetalk News.Click to expand.Indeed, Unity hadn't answered my bug report with that substitution by the time I decided to publish v.2.4.2. TimeControl Project is being offered as a premium version of HMS Software’s subscription as a service Timesheet, TimeControl Online and TimeControl Industrial Online. That’s a game changer in how we deploy project management.”

timecontrol hms portugues

“The result is that an executive who is working on next year’s annual project budget isn’t having their data shift on them as they type because data from an end user updated a task for this week. “What we’ve created with TimeControl Project is the ability to integrate or blend data when that’s appropriate and disconnect it to make it independent when that is more effective,” says Stephen Eyton-Jones, HMS Software’s Director of Technical Services. Tactical Users can work in a more Project Management Agile mode using Board Views with cards that can move between columns. Executive Users at the Strategic Level can see things as a spreadsheet for example while project and resource managers at the Operational Level can view data more as a Barchart View with resource capacity information. TimeControl Project delivers tools to have data, analysis and displays, called “Views” tailored to multiple perspectives.












Timecontrol hms portugues