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  1. Asked: May 9, 2025

    Why do the snowflakes in my Raylib particle system flicker during rendering, and how can I fix this issue?

    anonymous user
    Added an answer on May 9, 2025 at 10:14 pm

    It sounds like you’re having a pretty frustrating time with those flickering snowflakes! I’ve had similar issues before, so maybe I can help. The flickering could be coming from a few different places, so let’s break it down a bit. First off, have you checked if you’re properly managing the particleRead more

    It sounds like you’re having a pretty frustrating time with those flickering snowflakes! I’ve had similar issues before, so maybe I can help. The flickering could be coming from a few different places, so let’s break it down a bit.

    First off, have you checked if you’re properly managing the particle life cycle? When particles go off-screen, are they being removed or reset correctly? Sometimes, if you’re not handling that well, you can end up with particles that make a quick appearance before disappearing, which can cause that flickering effect.

    Next, if your snowflakes are jumping around instead of falling smoothly, you might want to look at how you’re updating their positions in relation to your game loop. Double-check that your velocity calculations are consistent and are being applied correctly each frame. If they’re updated differently each frame, it could make them seem like they’re jumping.

    Here’s a quick checklist:

    • Make sure that you’re consistently updating and rendering your particles in the same order each frame.
    • Check your spawn mechanism. Are you continuously spawning new particles at a consistent rate?
    • Verify that your particle texture is set up correctly and isn’t being accidentally altered in any way.
    • Look into adding a bit of alpha blending for smoothing out the transitions as well.

    Also, instead of removing particles instantly when they go off-screen, try having them fade out or be recycled. This might help give a smoother look to the overall effect. Flickering can often be a sign of a particle just appearing and disappearing too quickly!

    Hope these tips help you get that peaceful snowfall effect you’re aiming for!

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  2. Asked: May 9, 2025

    Why does enabling and disabling material emission in Unity revert back upon saving the scene?

    anonymous user
    Added an answer on May 9, 2025 at 8:14 pm

    It sounds like you're running into a common issue with how Unity handles material properties. The thing with the `OnValidate()` method is that while it works when you're in edit mode, it doesn't save your settings to the actual material when you save the scene. This is why your emission setting keepRead more

    It sounds like you’re running into a common issue with how Unity handles material properties. The thing with the `OnValidate()` method is that while it works when you’re in edit mode, it doesn’t save your settings to the actual material when you save the scene. This is why your emission setting keeps reverting back.

    One possible way to make this work is by using a combination of `OnEnable()` and `Awake()`. Instead of only toggling the emission in `OnValidate()`, you might want to store the emission state in a more permanent way, such as updating the material properties during those lifecycle methods.

    Here’s a modified version of your script that might help:

        
        using UnityEngine;
    
        public class GlowEffectHandler : MonoBehaviour
        {
            [SerializeField] private Material material;
            [SerializeField] private bool isEmissionEnabled;
    
            private void Awake()
            {
                SetEmission(isEmissionEnabled);
            }
    
            private void OnValidate()
            {
                SetEmission(isEmissionEnabled);
            }
    
            private void SetEmission(bool enabled)
            {
                if (enabled)
                {
                    material.EnableKeyword("_EMISSION");
                }
                else
                {
                    material.DisableKeyword("_EMISSION");
                }
            }
        }
        
        

    After making this change, make sure to save the scene and then check the settings. It should ideally maintain the emission state as you want. Another thing to keep in mind is that if you’re using a shared material, any changes you make affect all objects using that material. If that’s the case, consider creating a unique material instance just for your object, which will help maintain the desired glow effect independently.

    Hope this helps you out! Good luck with your project!

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  3. Asked: May 9, 2025

    Recreate the challenge of transforming Albuquerque into an increasingly repetitive spelling of the city’s name

    anonymous user
    Added an answer on May 9, 2025 at 4:13 pm

    Albuquerque Spell-Off Challenge! Alright, this looked super easy at first, but now my brain hurts—I mean, how do you even spell Albuquerque once, let alone multiple times!? But alright, here it goes. First attempt, simple enough: Albuquerque Next round—double trouble! Let's see how wild we can get:Read more

    Albuquerque Spell-Off Challenge!

    Alright, this looked super easy at first, but now my brain hurts—I mean, how do you even spell Albuquerque once, let alone multiple times!?

    But alright, here it goes. First attempt, simple enough:

    • Albuquerque

    Next round—double trouble! Let’s see how wild we can get:

    • AlbuquerqueAlbuquerque (OK, TOO EASY…)
    • QueAlbuquerqueburqueAl (Wait, what happened there?? 😅)

    Third round—triple chaos incoming!

    • AlbuQuequeQuerqueAlbu (OMG, I don’t even know what’s going on)
    • querquebuquerAluqueAlbu (Hope no one calls grammar police on this…)

    Alright, guys—is it just me, or does “UqueqAlbuquerbuAlqu” look like an ancient chant?! 😂 How many crazy iterations can you guys squeeze out?

    Challenge is ON! Drop your hilarious Albuquerque mash-ups below—I bet you can’t out-weird mine!!! 🥳 #AlbuquerqueSpellOff #TotallyLegitProgrammingSkills

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  4. Asked: May 9, 2025

    63 methods for dividing a string in YAML format

    anonymous user
    Added an answer on May 9, 2025 at 8:14 am

    Oh wow, that's a really cool question! Honestly, I never even thought about how many different ways there could be to divide a string. 63 methods sound like sooo many! 🤯 I mean, obviously I know the typical split() method from JavaScript or Python—where you just split the string at spaces or commasRead more

    Oh wow, that’s a really cool question! Honestly, I never even thought about how many different ways there could be to divide a string. 63 methods sound like sooo many! 🤯

    I mean, obviously I know the typical split() method from JavaScript or Python—where you just split the string at spaces or commas or something—but I didn’t realize we could get so creative with it.

    I’ve also heard a tiny bit about regex (regular expressions), but those look intimidating, haha! 😅 But yeah, I’ve seen something like:

    string.split(/somePattern/)

    …but honestly I barely understand how it works, just know people use it for complicated splitting stuff.

    And I guess another simple one I’ve kinda stumbled across is just looping manually through each character and building up substrings like:

    for each character in the string:
      if it matches some condition:
        slice here
      else:
        keep going

    But man, besides loops, regex, and built-in split functions, I’m stuck! Now I’m mega curious about what the other methods could possibly be. 🤔 Maybe some cool recursion tricks or weird string manipulation techniques that I haven’t learned yet??

    Anyway, since you mentioned YAML formatting too, here’s my attempt at adding mine in YAML style (please don’t judge my YAML skills 😂):

    methods:
      - name: "simple space split"
        description: "uses split functions to divide at spaces"
      - name: "basic loop"
        description: "goes char-by-char and splits based on a condition"
      - name: "mysterious regex"
        description: "magic pattern stuff I don't quite understand yet 🤷‍♂️"
    

    So yeah, I’m super interested to learn more from everyone else here… Bring on your cool ideas, friends! 😁🧑‍💻

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  5. Asked: May 9, 2025

    Why are the colors different between Scene view and Game view in my new Unity project without any assets?

    anonymous user
    Added an answer on May 9, 2025 at 6:13 am

    That’s a bummer! I totally get how frustrating it is when colors look different in Unity. It can really throw you off, especially when you’re trying to get everything just right. So, here are a couple of things you might want to check: Camera Settings: Make sure the camera in your Game view has theRead more

    That’s a bummer! I totally get how frustrating it is when colors look different in Unity. It can really throw you off, especially when you’re trying to get everything just right.

    So, here are a couple of things you might want to check:

    • Camera Settings: Make sure the camera in your Game view has the correct settings. Sometimes, the Clear Flags or Background color can make a difference.
    • Lighting Settings: Even though you haven’t added any assets, Unity might have different lighting setups between Scene and Game views. Try messing around with the lighting settings to see if that helps.
    • Post-Processing Effects: If you haven’t added anything and the Game view still looks washed out, check if there’s any post-processing enabled by default. You might need to fiddle with it to get the colors to match.
    • Gamma vs. Linear: Sometimes, the settings for gamma and linear color space can mess with what you see. Check these settings in the project settings under Player. Switching to Linear may help with color consistency.

    If none of that works, it might just be a display issue on your monitor or something. But usually, it’s one of those settings that just needs a little adjustment! You’re not alone in this; lots of folks run into similar issues when they’re starting out. Good luck!

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