unity – Object is inside a box but when running the game the object fall down a bit. How can I keep the object from falling?

The object have this components : Sphere collider unchecked not in use because I want to move the object to another object and I don’t want them to be collided. but it does not matter if the object collider is enabled true or false the object is falling.

This is a screenshot of the object before running the game at position 0.27

Object before running the game

and this is a screenshot of the box the object is inside with a box collider :

The box the object is inside

Could be the problem is that the box collider is so small on the Y ?
The collider height(Size) on the Y is 0.02

Because the collider on the Y is so low there is nothing to stop the object from being falling ?

How should I fix it ? Just to raise the box collider of the box on the Y on the size to the height I want the object inside to be ? Or maybe there is another way a good way to keep the object on his position on the Y ?

dnd 5e – Can Death Ward save you from death due to damage from falling?

While the other two current answers here are correct, I believe that they do the OP a disservice by stating that the matter is simple and not complicated. At least for me, the timing of Death Ward vs. massive damage introduces a non-intuitive level of complication.

but there may be a complicated timing issue

You specified that you are casting Death Ward on yourself, so the least maximum hp you could have would be as a 7th level cleric; a higher level cleric, or any paladin, would have more hp.

Realistically as a cleric you likely have a +2 hp / level from Con at seventh level, so around 52 hp (more with a higher Con or a racial bonus, fewer with a lower Con).

The average of 20d6 (maximum fall damage from a great height) is 70hp, but within the distribution you could receive more than 104 points of damage. Or, you could start the fall wounded, or with a lower hp maximum than 52. The point is that it is entirely possible for the fall damage to exceed the sum of (your current hp + your maximum hp).

Let’s say you are at 52 hp and you take 70hp of damage from the fall. You can’t be at negative hp, so you would go to zero, but then the death ward is triggered and you go to 1hp instead. Death Ward has saved you! You are conscious, no death saves are needed, end of story. This is the simple case.

But suppose you are at 52hp and the fall damage is 104hp or more. Now, the fall damage would take you to 0hp, but you have to worry about two triggers – both the death ward, and the “massive damage” rule which states

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

Since you were at 52 hp when you took 104 hp of damage, you would be at 0hp with 52hp of damage “remaining” – this could trigger instant death by massive damage. The death ward would not protect you from this death, because it only protects from instant deaths that kill you without doing damage:

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

However, the death ward could protect you by making sure your hp are never at 0, since the trigger for the massive damage – instant death rule is “when damage reduces you to 0hp”.

Thus, the question becomes one of what happens first – when your hit points become 0 from the fall, does the death ward reset them to 1 and thus protect you from death by massive damage before it can trigger, or does the massive damage kill you in a way that the death ward cannot prevent before your hp are reset?

As it turns out, death ward goes first because of the way it is worded. As this answer to this question explains, the order of precedence is such that “would be” effects trigger before “reduces” effects. Death ward specifically says

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

while the massive damage rule says

When damage reduces you to 0 hit points and there is damage remaining

Because the death ward triggers first, you are never actually at 0 hp, you become 1hp after the fall but before the massive damage rule can apply. Since you are never at 0hp, massive damage cannot trigger.

As the other answers have said, death ward will protect you – but unlike them, I believe it is in a complicated way that depends on the timing of effects.

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dnd 5e – Does a monk decide to use their reaction on the Slow Fall feature after falling damage is rolled?

You use your reaction when you fall, before damage is rolled

The trigger for Slow Fall’s reaction is “when you fall”. This trigger occurs as soon as you find out you are falling, not after the fall when you take damage. Note that the Feather Fall spell has the same trigger (plus the ability of the spell to affect others as well), and the mechanics of Feather Fall (i.e. slowing your descent to 60 feet per round) only make sense if you cast it before you hit the ground. Therefore the same logic should apply to the trigger of Slow Fall: you must use your reaction before hitting the ground, and therefore before taking any falling damage.

As further evidence, note the wording of the damage reduction from Slow Fall: “reduce any falling damage you take”. This is worded conditionally because at the time you make the decision, you don’t yet know if you’re going to take damage, or how much you’re going to take. Any number of things could happen on the way down: you might fall safely into deep water, your wizard might cast Feather Fall, or the pit might just turn out to be 5 feet deep with an illusion making it seem bottomless. You don’t have any way of knowing, and you need to make the decision to use your reaction before finding out what happens at the bottom of the fall (just like that wizard deciding whether to cast Feather Fall does).

Compare this to the wording of abilities that trigger when you take damage, such as the Battle Master fighter’s Parry maneuver:

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Or the Ancestral Guardian barbarian’s Spirit Shield:

If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

Notice that these abilities use definite wordings like “reduce the damage” or “reduce that damage”, because the trigger is the damage, so there’s no doubt about whether someone is taking damage or how much. Further note that Slow Fall could have been worded with the falling damage as the trigger, but wasn’t.

For longer falls, you can use Slow Fall every round while falling

Xanathar’s Guide to Everything presents an optional rule for long falls that take longer than 1 round:

The rule for falling assumes that a creature immediately drops the entire distance when it falls. (…) If you’d like high-altitude falls to be properly time-consuming, use the following optional rule.

When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

In this case, mechanically, your fall is broken up into a series of smaller falls, each at most 500 feet. The first fall occurs immediately, and the subsequent falls occur at the end of each of your turns. Any of these “mini-falls” is a valid trigger for your Slow Fall reaction, so you can use Slow Fall on every turn while you are falling. Of course, if you use Slow Fall on a turn when you don’t hit the ground, it has no effect. If you’re skydiving in a clear sky and can see the ground, you can use your reaction for other things until you are within 500 feet of the ground, and then finally save your reaction for Slow Fall on your last turn of falling. However, if you were, say, falling down a deep pit shrouded in fog, you would have no idea how long the fall is or when you will land, so you would certainly want to save your reaction for Slow Fall on every turn while you are falling.

(Curiously, the above passage from XGtE also claims that the “default” when not using this optional rule is that falls occur instantly, but the basic rules for falling don’t actually say anything about how, when, or how quickly a fall occurs. Nevertheless, this answer covers both cases: instant and non-instant falls.)

Falling asleep on the bus?

Ever fell asleep on the bus where the driver had to wake you up at the arriving destination, and you were meant to get off several stops ago? #longwalk

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box2d – What could effectively affect the falling speed of a b2Body?

I tried to set up a test demo to see if Box2D physics are working. It works, but I have one small problem: I cannot seem to get the dynamic b2Body to fall faster.

I tried modifying and setting the gravity and its gravityScale, its fixture, the density. I also tried applyForce and setLinearVelocity in a constant loop. I tried passing different values for the b2World.Step() function, by giving it different dt, velocityIterations and positionIterations. I know it has nothing to do with it, but I also tried modifying the mass of the body. By changing the gravity, I only managed to decrease its falling speed.

This is currently the falling speed.

I managed to find a way to increase the falling speed of the dynamic body, but only because I performed a b2World.Step() function multiple times per loop. I do not want to use that method to increase the falling speed.

This is the falling speed with multiple b2World.Step()-calls.

Do you have any suggestions what I could use to increase the falling speed of the dynamic body?

c++ – Simulation of a falling ball

I am new to C++ programming. Made a simple simulation of a falling ball. Is it possible to somehow improve or optimize this code? What tips can you give for development?

#include <iostream>
#include <cstdlib>
#include <cmath>
using namespace std;

int timeFallingBall() {
    static int time(0);
    return ++time;
}
void fallingBall() {
    cout << "From what height do we drop the ball? (In meters): ";
    double h;                                           
    cin >> h;
    double v = 0, high = 0, s = 0, maxv = 0, g = 9.8;   
    int t = 0;
    double hi = h;
    while (h) {
        t = timeFallingBall();
        v = static_cast<double>(t) * g;
        high = (v * static_cast<double>(t)) / 2;
        h = hi - high;
        if (h <= 0) {
            switch (t) {
            case 1:
                cout << "After " << t << " second the ball has reached the ground! Maximum speed: " << maxv << " m/s";
                break;      
            default:
                cout << "After " << t << " seconds the ball has reached the ground! Maximum speed: " << maxv << " m/s";
            }
            break;
        }
        switch (t) {
        case 1:
            cout << "After " << t << " second, the ball is at a distance of " << h << " m from the ground at a speed: " << v << " m/s" << endl;
            break;
        default:
            cout << "After " << t << " seconds, the ball is at a distance of " << h << " m from the ground at a speed: " << v << " m/s" << endl;
            break;
        }
        if (v > maxv) {
            maxv = v;
        }
    }
}
int main() {
    system("chcp 1251>nul");
    fallingBall();
    return 0;
}
```

unity – Character controller falling with positive speed

I’m having very weird problems with my player’s vertical movement. I’m using a Character Controller component with a capsule collider and no rigidbody. For testing purposes, I’ve ended reducing my jump script to just this line:

    owner.CharacterController.Move(new Vector3(0, 0.01f, 0));

When executing this script, the player should just fly upwards at a constant speed, right? Well, what ends up happening is that the player starts jumping in place repeatedly. The jumps are smooth, as if the movement was being affected by gravity. I thought that the standard Character Controller doesn’t handle gravity automatically and you have to do it yourself, so I can’t understand what’s going on here. There is no other code affecting the player, if I comment that line it just rests in place. If I try a different direction (like (0.01f, 0, 0)) the player moves in a straight line in the provided direction as expected. But when moving vertically, weird stuff happens :S

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According to data shared by Whale Alert, a total of 367,382 ETH has been withdrawn from leading exchanges such as Bitfinex, Binance, and other smaller exchanges in the past 20 hours. According to a U.Today report, a recent analysis report shows that the ETH balance on cryptocurrency exchanges has dropped to a 15-month low.
What do you think could be the reason for this development?