Questions in topic: "square root"
http://answers.unity.com/questions/topics/single/125881.html
The latest questions for the topic "square root"How to get a vector magnitude without calculating the square root?
http://answers.unity.com/questions/1684641/how-to-get-a-vector-magnitude-without-calculating.html
I canĀ“t use sqrmagnitude since I really need the exact distance. I thought using Vector3.distance, but the scripting reference says that is the same as a magnitude.
All of this is for a SweepTest that is going to be thrown along a vector. I need to see if it will collide with anything, and using sqrmagnitude will give a wrong collision if it happens after the max length of the vector.performancemagnitudesquare rootSat, 14 Dec 2019 20:53:21 GMTFeref2What does bounds.sqrdistance do?
http://answers.unity.com/questions/1591384/what-does-boundssqrdistance-do.html
I've read the unity manual on bounds.sqrdistance and I'm confused. It says "The smallest squared distance between the point and this bounding box." Can anyone help to explain this a little bit more clearly?
Thanksc#unity 5distanceboundssquare rootFri, 18 Jan 2019 05:23:41 GMTCryFan001How do I get the square root of a double number value?
http://answers.unity.com/questions/1539735/how-do-i-get-the-square-root-of-a-double-number-va.html
i am using big numbers, so I use a double variable, and mathf.sqrt does not work with doubles, is there another way?c#unity 5unity 2ddoublesquare rootWed, 08 Aug 2018 08:59:01 GMTmouhammadbatarniWriting maths expressions
http://answers.unity.com/questions/1429629/writing-maths-expressions.html
Hi I am currently needing to go beyond maths expressions requiring just simple indices to be displayed and instead roots, fractions and formulas.
Has anyone found an efficient way of doing this?
An example: 1/4^5 as a fraction or 1/square.root:4^5 - but both of course written as proper fractions with square root symbols displayed.
TextMeshPro has inbuilt indices functionality but that's it as far as I've found it goes in markup docs.
I've found the only option so far to be: https://www.assetstore.unity3d.com/en/#!/content/51426
Anyone had success without purchasing assets?fpsassetsmathequationsquare rootSat, 04 Nov 2017 18:04:50 GMTL_A_RPrecalculated array/list or Mathf.Sqrt for hypotenuse?
http://answers.unity.com/questions/456352/precalculated-arraylist-or-mathfsqrt-for-hypotenus-2.html
So you have to get square root from analog input in order to determine how fast should
the character move forward.
But which is better. Having lots of precalculated values where to take comparisons or use Mathf.Sqrt and calculate the exact result or a bit rounded up result.
The values are always between 1 and -1.
I'm just scared of square root because its time taking calculation but these days
computers have a lot of computing power in them for it being little to no problem in
order to solve such a little task.
So, the best way or even better one?
PS: Add more tags and raise the tag limit. Hypotenuse.arraylistprecalculatesquare rootTue, 14 May 2013 18:47:13 GMTEmJayReturn a value always positiv
http://answers.unity.com/questions/397438/return-a-value-always-positiv.html
Hi there
i know that .ToString always return the value as a String.
for example: number.ToString
But is there somthing like .ToPositive?
i mean return the value always positiv, no matter if the variable is negative or positive.
for example:
var minusnumber = -3;
var number = 0;
number = minusnumber.ToPositive;
The Result: number = 3. Is this possible in that way or do you have to do somthing like this:
minusnumber=minusnumber*minusnumber;
number=minusnumber.ToSquareRoot;
or is there an even smarter way? Thanks in advance =)mathsquare rootMon, 11 Feb 2013 17:37:55 GMTPH-zerosquare root?
http://answers.unity.com/questions/150013/square-root.html
hey i am trying to use the sqrt() class out of the .math library, but i dont know how to import the math library in unity's javamathsquare rootFri, 29 Jul 2011 05:58:12 GMTIMTRIGGERHAPPY9Vector*.Distance Performance
http://answers.unity.com/questions/125882/vectordistance-performance.html
I'm starting to do a fair amount of distance checks and normally I'd just use the squared Distances but for some of these checks I need the actual distance. Is the built-in Distance function as fast as something I could write myself. I'm aware of some sqrt approximations that might speed things up but I won't bother if Unity is reasonable fast.
I don't have Unity pro so I can't really instrument and test this and stress testing seems inconclusive so far.performancedistancevectorsquare rootFri, 03 Jun 2011 20:26:27 GMTflaviusxvii