unit – The ball must always move towards the poles of the planet

I have a ball (player) that moves around the planet (also a ball, but larger). The player must travel the planet passing circles from pole to pole. It has the ability to move left or right in order to avoid obstacles. How to focus the ball on the posts? I don't know how to make the player move but not bow out of the desired course.

I have a ball to which I apply force

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And its child object to which is attached the script where the direction of the force applied to the ball is taken

public class PlanetConstraint : MonoBehaviour
    (SerializeField) private Transform _targetPlanet;

    private void FixedUpdate()
        Quaternion rotation = Quaternion.FromToRotation(-transform.up, _targetPlanet.position - transform.position);
        transform.rotation = rotation * transform.rotation;

I think it is worth turning the child around the transform.up axis so that transform.forward is facing the pole.

More information:

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unit – Cannot move the ball after leaving and reloading the project

I am a total beginner for Unity and I am this series of tutorials: https://youtu.be/RFlh8pTf4DU?list=PLX2vGYjWbI0Q-s4_lX0h4i2zbZqlg4OfF

I was at the point where I did the 2nd scenario: to follow the ball to the camera. However, there was a compilation error, but that wouldn't tell me where I got it wrong in my code. In the console, he just said something like "Unable to find the script file". I am using Visual Studio 2017, if that helps.

I restarted my scene, but now, in addition to the last problem, the script I did to control the sphere does nothing. It's still there and it's the same, nothing has changed except that I can no longer control the sphere.

Sorry to combine two problems into one, maybe they are related?

Catching ball – dynamic programming

I am trying to solve the following problem:

Balls fall from the sky. We know where (on a
straight line) will each ball fall and we know the time (in seconds
when the ball will hit the ground. We try to catch them
in a ball net, which we can move left or right, but each movement
costs 1 second. The initial position of a ballet is always on the left (position 0). We are allowed to> deposit (not catch) $ k $ number of bullets.

What is the highest score we can reach?

My first attempt to solve this problem was a greedy algorithm:

if the |next ball position - current position of the ball net| > (time of the next ball - current time) 
     then attempts++
     if attempts>$k$
           print game over
     current ball net position = next ball position
     current time = time of the next ball

However, my algorithm does not take into account the fact that it is sometimes better to sacrifice a certain number of bullets in order to achieve a higher score in the long run. This requires an approach via dynamic programming, I think.

Is this problem known so that I can find help? Could you help me with this problem? I can solve this problem greedily, but I can't do it dynamically.

Thank you

recommended equipment – The panoramic clamp interferes with the ball joint clamp

You are right, the clip on the patella seems too large for the size of the patella. This is not really a problem in itself – it is not a problem to mount a large clamp on a smaller ball joint, otherwise it could encourage people to mount larger equipment on a ball joint which does not have the required stability (but it & # 39; 39; is another topic / problem).

Depending on the panning base you have, one solution is to remove the large clamp from the ball joint and mount the panning base directly on top of the ball. This may or may not be possible, again depending on the design of the pan base. But in this way, the pan base becomes part of the patella, similar to this:

enter description of image here

dslr – How can I measure and duplicate the orientation of the camera on a ball mount?

If you have the level of precision that you describe in the comments for your question, I assume you have the budget to replace the ball mount tripod with a tripod and a tilted head. After adjusting the level of the tripod, you can precisely set the orientation of the camera.

How you adjust the horizontal control (with the compass) will be a personal choice.

With this tripod head, there is a plate that snaps into the head at the top. I keep this plate on my two cameras so that I can easily click the camera on the head. Additionally, I have a long lens with a tripod mount on the lens itself, so I have another plate on that lens. And two spare parts (!)

The only problem I have ever had with this head is that the dials tend to become rigid over time.

I owned a ball joint, but found that no matter how hard I did it, the angle always drifted. I needed a solution where I could adjust the angle without drift to make long exposures.

A ball game with socketsm

A question how can I make a ball game (which goes only from side to side) including a client and a server

in case the ball disappears, the ball appears simultaneously on the other computer

architecture – How to display the relations of the component containing the interface definition when using ball / socket notation in a UML component diagram?

The objective of a component diagram is not the same as a class diagram. It is also not an alternative to package diagrams. The components focus on the stand-alone and replaceable components and how they can be assembled to create more complex systems.

1) The ball / socket representation concerns the interfaces supplied / required. Therefore FooImpl would be a component that provides the Foo interface (ball), while Consumer would require the Foo interface (socket).

Foo itself is not a component: the interface is useless without implementation, so it is not autonomous. The interface is also not replaceable: if you replace it with another interface, it no longer fulfills the expected contract. It is therefore not necessary to have a hypothetical iDefineFoo component.

2) The second part of your question seems to be related to the implementation technology. In UML, an interface is not included in a component. It is either supplied / produced or consumed / required by the component.

All the classes and interfaces required to create a component can be grouped into a package. A package diagram could better show the interdependence between the "components" of the language. The packages concern the grouping of associated modeling elements and their dependencies.

If you have another component that uses in one way or another an inter

dnd 5e – How to manage an overpowered Dragon Ball campaign

I want to make a Dragon Ball homebrew campaign but I still don't know how to take into account the super saiyan forms and the ki movements without them being OP, I also want to have the other races and classes without the saiyan race being
OP, could you help me?

real analysis – Integral of $ x & # 39; mapsto e ^ {- frac {1} { alpha} | x & # 39; -x | _p} $ on a $ ell_p $ -ball around $ x $ in $ mathbb R ^ n $

Let $ n in mathbb N ^ * $, $ p in (1, infty) $, $ alpha> 0 $, and $ r ge 0 $. For $ x in mathbb R ^ n $, let $ B_ {n, p} (x; r): = {x & # 39; in mathbb R ^ n mid | x & # 39; -x | _p le r } $ Be the $ ell_p $-ball around $ x $ radius $ r ge 0 $ in $ mathbb R ^ n $.

Question. What is the value of $ u (n, p, r, alpha): = int_ {B_ {n, p} (x; r)} e ^ {- frac {1} { alpha} | x & # 39; -x | _p} dx $ and the value (if $ p < infty $) of $ v (n, p, r, alpha): = int_ {B_ {n, p} (x; r)} e ^ {- frac {1} { alpha} | x & # 39; -x | _p ^ p} dx $ ?

opengl – the asteroid ball hits the enemy ship

I make an asteroid as a game with 2 spaceships. Well, I drew 2 ships on the screen. Each ship can move and shoot bullets at the enemy ship. I use the sin and cos functions for the ball to hit the enemy ship. until now, I have the collision function to use when the ball hits the mark of 50 pixels and that it comes out of the program. I just want the ball to hit the enemy ship and leave the program. here is my collision function code.

void coll_ship_one()
    //draw bullet
    float x = (5.0f * cos(shipAngle) - 5.0f * sin(shipAngle)*up); 
    float y = (5.0f * sin(shipAngle) + 5.0f * cos(shipAngle)*up);
    float oWidth=2.0f;
    float oHeight=2.0f;
    //draw ship
    float xTwo=(-50.0f*cos(shipenemyAngle)-5.0f*sin(shipenemyAngle));
    float yTwo = (5.0f*sin(shipenemyAngle) + 5.0f*cos(shipenemyAngle));
    float oTwoWidth= 10.0f;
    float oTwoHeight = 15.0f;

    if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1)