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How to fix lag issue over time in my Three.js game

By : Ani Cacua
Date : October 18 2020, 06:10 PM
it should still fix some issue As others have said, try to keep your code readable and concise. Preferably organized in small chunks. It makes it a lot easier for others to read and, consequently, to help you. Also, indent and use semi-colons ; Although not necessary, they improve readability as well.
code :

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Game Center - turn based game issue

By : Christian
Date : March 29 2020, 07:55 AM
should help you out I found what was the issue after many days of searching and testing everything. The problem was with quitting and then removing a match, the removeWithCompletionHandler: was inside the participantQuitInTurnWithOutcome: and somehow these actions would log out the player from game center without any notice, and the odd thing was that all the .isAuthenticated test would succeed.
Probably the most frustrating part was that the code worked for the most part, and worked every time on devices below iOS 7.

Spritekit Game Scene stop when first time contact after add Game Center to the game

By : Fisher
Date : March 29 2020, 07:55 AM
will be helpful for those in need If you call the Game Center function from GameScene then bring the game center code to GameScene and change 'view' to 'self.view!'. It should then work!

Logic issue spawning a set number of game objects when game object is destroyed if collides with something?

By : Tesla
Date : March 29 2020, 07:55 AM
should help you out I'm having a dilemma with a basic game in Unity with C# - I need to spawn 10 cubes in random locations, however once a cube is spawned I destroy it if it detects a collision with another game object in this script ATTACHED to the cube object: , Here's what I see, I hope this helps!
code :
//class variable
private Material[] colorMats; //fill up in Start() with color mats.
//then in cubeSpawner:
cube.GetComponent<Renderer>().material = colorMats[Random.Range(0, colorMats.Length)];

Unity 5: Game view - Run Time - SpaceBar Causing Issue

By : Luka
Date : March 29 2020, 07:55 AM
I hope this helps . It seems like it's a known issue with some versions of Unity 5.3, I have a few solutions you can try :
Drag you game window somewhere else in the editor Enable the "Maximise on play" button
code :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class DropdownScript : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {

 void Start()
        dropDown = GetComponent<Dropdown>();
        dropDown.interactable = false;

    public void OnPointerEnter(PointerEventData ped)
        dropDown.interactable = true;

     public void OnPointerExit(PointerEventData ped)
         dropDown.interactable = false;

Issue with '___ was unexpected at this time' in batch coding a text-based game

By : GeorgeKId
Date : March 29 2020, 07:55 AM
To fix this issue I keep getting this issue when trying to do inputs and outcomes to inputs. I don't know what the issue is and I'd like to know so that I wouldn't have to solve this puzzle every time I came across it by reprogramming it. Here's what the code looks like: , Do you need quotes around the comparison?
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