Timeline for How to implement a dial control that snaps to increments?
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 21, 2022 at 9:15 | history | rollback | DMGregory♦ | Rollback to Revision 4 | |
| Jun 20, 2022 at 18:05 | history | edited | PeytonFarquhar | CC BY-SA 4.0 | deleted 159 characters in body |
| Jun 20, 2022 at 16:11 | vote | accept | PeytonFarquhar | ||
| Jun 20, 2022 at 12:13 | answer | added | DMGregory♦ | timeline score: 1 | |
| Jun 20, 2022 at 12:04 | history | edited | PeytonFarquhar | CC BY-SA 4.0 | added anglebetweenpoints method |
| Jun 20, 2022 at 11:48 | comment | added | DMGregory♦ | hit.collider.gameObject.transform.Rotate(Vector3.back * Time.deltaTime it's not meaningful to multiply a direction vector by time here. You do not want time in this expression at all. | |
| Jun 20, 2022 at 11:39 | history | edited | PeytonFarquhar | CC BY-SA 4.0 | added my present rotation code |
| Jun 20, 2022 at 11:31 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Cleanup |
| Jun 20, 2022 at 10:55 | history | asked | PeytonFarquhar | CC BY-SA 4.0 |