How to convert Vector3 to Quaternion? [closed] - c#

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Trying to figure out how to convert a Vector3 to a Quaternion. Also will it be OK if I need to constantly update said value?

You can quite easily convert a Vector3 to a quaternion by using, for example, this:
Quaternion quaternion = Quaternion.Euler(v.x, v.y, v.z);
So, for example, that's
Quaternion rot = Quaternion.Euler(V3.x, V3.y, V3.z);
That should do it!

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What type of Multidimensional array is this? [closed]

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What is the use of another set of brackets in a multidimensional array? - such as
new Complex[2, 2][];
I get It's a 2 by 2 array. What is the use of the second []? Complex in this case is a Complex struct as defined by .net:
https://learn.microsoft.com/en-us/dotnet/api/system.numerics.complex?view=net-7.0

I'm writing an algorithm to determine if someone has been hit by a bullet or not [closed]

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Bullet
I've been thinking about it for a while,
but I can't find an answer, so I'm asking a question.
I'm making a game with C# opengl(opentk).
At first, I tried to search the coordinates of the bullet for each pixel to see
if it hit the enemy.
That method required too extensive a search.
I'm not asking you to code.
Just need some tips.
Any help would be appreciated.
Rotate the scene so that the trajectory becomes vertical. This is done by applying the transformation
X' = ( u.X + v.Y) / √(u²+v²)
Y' = (- v.X + u.Y) / √(u²+v²)
to all points. ((u, v) defines the shooting direction.)
Now it suffices to check if
Xc' - R < Xo' < Xc' + R
and
Yo' < Yc'

if statement not executing in c# unity [closed]

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I am trying to make a character move a certain distance then change direction when they travel a certain distance... the logic here in my code might be wrong I still have to work on that that's not the issue, the problem is my if statement doesn't execute
public class EnemyControl : MonoBehaviour
{
private int xMoveDirection=-1;
private float x;
void Start()
{
x=gameObject.transform.position.x;
}
void Update()
{
gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(xMoveDirection,0);
if(x==0.00){
Debug.Log("helloimhere");
xMoveDirection=0;
x=x+1;
}
Any direct comparisons against floating point values will most likely fail, you're better off defining a range of values that are "close enough", for example Math.Abs(x) < 0.0001.

Convert.ToInt32("example") Collisions? [closed]

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Will the C# function Convert.ToInt32(text) convert different words to the same int? Any links or pushes in the right direction are appreciated!
P.S.
What about anagrams?
No, Convert.ToInt32(text) will just try to parse your text to an int, like:
Convert.ToInt32("032") will return 32 as int but
Convert.ToInt32("Brian") will throw an exception.
I assume that you want to have some kind of hashing, when you say "different words to the same int".
Try GetHashCode(). It will return the same value if you call it multiple times with the same value, for example:
"Brian".GetHashCode() will always return 1635321435

How to move an object to random coordinates in Unity? [closed]

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I'am reviewing the code for the project.
What I want to do is the following picture.
I have some questions about the project.
As a beginner, I will not have enough explanation,
but I would appreciate it if you could give it a look.
Here are the questions:
How do I create an object called small_star as indefinitely, as shown in the picture?
Currently, prefab x, y coordinate values ​​are centered on the scene.
How do I move an object with random coordinates like a photo? And when I look at the code, I use Mathf.Cos and Mathf.Sin. What effect does it have?
I think I should implement it, but it is too much for me to do coding.
I'm a beginner. I would really appreciate it if you could give me a specific explanation.
You dont provide much information, but this may work
public GameObject small_star;
public float xMinBoundary;
public float yMinBoundary;
public float xMaxBoundary;
public float yMaxBoundary;
void MoveSpaceShip(){
float randX = Random.Range (xMinBoundary, xMaxBoundary);
float randY = Random.Range (yMinBoundary, yMaxBoundary);
Vector2 target = new Vector2 (randX,randY)
//Option 1
//small_star.transform.Translate(target * Time.deltaTime);
//Option 2
small_star.transform.position(target)
}
You will need to adapt to your needs

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