67 Matching Annotations
  1. Oct 2024

    Annotators

  2. Oct 2023
    1. Automation can save time and resources, making processes like responding to queries or creating content more efficient.

      Using automation to respond to customer queries and anticipate what they might be asking for, to provide them with the swiftest personalized assistance.

    2. connecting with journalists.

      Identifying the strategic partners we can reach out for that they can improve our marketing reach by linking to our website

  3. Aug 2023
  4. May 2023
  5. Apr 2023
    1. ut also the estimated organic search traffic that a webpage can receive by ranking for various related keywords. In other words, it considers the cumulative search traffic a page can get by ranking for multiple keywords, not just the primary one you're targeting.

      cumulative

  6. Feb 2023
    1. You have topush products into the market even when your impulse is to do moreresearch, tinker with their formulation, or build more features

      What is the first product to push into market?

    Annotators

  7. Nov 2022
    1. The normal of the surface the ray hit.

      ? ok it's the normal of the surface the ray hit, but what is the normal, you know?

      Is it a component that can be found in the inspector? or how can we verify where it is coming from?

      ~ / thinking of enhancing my knowledge on normals more. what I know of them is that they are perpendicular to the face of the object

    1. Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X.

      ~? requires further study

    2. Creates a rotation with the specified forward and upwards directions.

      ? How is rotation with specified forward and upwards direction made?

      What does it mean for a particular rotation to have a particular forward and upward directions?

    3. upwards The vector that defines in which direction up is.

      ~ which direction is up is by default the world space up, but could we want it to be different for our circumstances, where the up is where the normal of the collided object is?

    4. Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up)

      We've inserted only one vector here, for forward, while Vector3 upwards is by default Vector3.up

  8. Oct 2022
    1. A "pull request" is you requesting the target repository to please grab your changes. A "push request" would be the target repository requesting you to push your changes.

      Push and pull requests

    1. Within void Update(), write an If Statement: If our X movement is NOT 0, or our Y movement is NOT 0 (in other words, if we are moving), then measure the player's X and Z movement values and make that "facing." (Lines 24-28)

      ? Make it facing?

    1. A question people often ask is, why are we setting our Rigidbody's Z velocity to be 0, while the Y is set to "rb.velocity.y?"Although we aren't moving the player by its Y axis, we still want to be able to move on this axis. What do we mean by that?When we jump, we go up. When we fall, we go down. If we set our Rigidbody's Y velocity to be 0, we won't have natural gravity.

      ^ Keeping the Rigidbody's y velocity for jumping and falling

    1. Impact Object – The Impact Object collision data will be sent to. If empty, it will attempt to find an Impact Object on the collider that was hit or one of its parents.

      ? What does it mean for a collision data to be sent to an impact object?

      In the other implementation, we used impact object rigidbody/single material and assigned to it the impact material we created, which would be used in the tags library.

      ? What are the details of the ImpactObjectRigidbody in this case?

    2. Impact Triggers are components that tell Impact Objects when to play interactions and with what data. They are the origin that provides the data which is sent to the object’s Impact Material to ultimately play the interactions defined on the material.

      -~

    1. Any Impact Triggers must be on the root of the object (the same object as the Rigidbody), and should have their Impact Object field empty. Impact Triggers must be on the same component as the Rigidbody,

      ? Must be on the root of the object, the same object as the rigid body? which rigidbody, the parent or the child?

      ? Impact Triggers must be on the same component as the Rigidbody

    2. Impact Object Single Material is the simplest type of Impact Object, with a single material used for the object. It is most suited for static objects and level geometry. You can add this script to your objects by going to

      ? what are static objects and level geometry?

    3. Impact Objects are components that you attach to the objects in your game’s world to specify their material, so that other objects (and other parts of your game) know how to interact with them. Impact Objects can also provide physics data such as rigidbody velocity.

      ^ Impact Objects can also provide physics data such as rigidbody velocity.

    1. Impact Materials define what interactions will occur when an object interacts with the tags defined in the Impact Tag Library

      -- the Impact Tag Library is where we define the list of tags for our materials.

      i.e.: Plastic, Glass, Concrete...etc

    1. The size of this buffer limits the number of interaction results that can be returned by a single interaction, so make sure this is set appropriately for how many interaction results your materials can return.

      ~? What are interaction results?

      Is it about how many times the object is interacted with in the scene?

      How would one go on about measuring that?

    2. This is a hard limit that will be checked as soon as a collision message is recieved. If the limit has been reached for that fixed update frame, processing will be aborted immediately. Typically you would want to set this to be about the same size as your object pools. Triggers can be set as High Priority to ignore this limit.

      ? what does it mean that processing will be aborted immediately? what is processing in that case?

      Is it meant that the interactions; the sounds emitted would not go through if they were supposed to occur?

    3. Material Mapping works best for static, single material objects. Without an Impact Object component attached, no material composition or velocity data can be obtained

      ~? Are static single material objects, objects without a rigid body?

      ? What does it mean for a material composition or velocity data to be obtained?

    4. Material Mapping allows you to map Unity's Physics Materials to Impact Materials. This is useful so that you don't necessarily have to add an Impact Object component to all of the objects in your scene.

      -~ The impact mapping would include the properties of the physics material by Unity and allows us to use Impact functionality, such as using the material to produce specific sounds on impact with it

    1. Manipulate a GameObject’s position on the X axis (red axis) of the transform in world space. Unlike Vector3.right, Transform.right moves the GameObject while also considering its rotation.When a GameObject is rotated, the red arrow representing the X axis of the GameObject also changes direction. Transform.right moves the GameObject in the red arrow’s axis (X).

      ? transform.right > moves game object to the right

    1. The Physic Material is used to adjust friction and bouncing effects of colliding objects. To create a Physic Material select Assets > Create > Physic Material from the menu bar. Then drag the Physic Material from the Project View onto a Collider in the scene.

      ? Where to drag physics material > Collider