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With an empty virtual void Update() method in the baseobject class we make sure we can call Update() to all object (wheter they have an implementation or not) ensuring compatibility with foreach and the like.
Then implement a basic Update() method inside GameObject that uses Velocity to update the position of the GameObject. Consider if it's needed to add a further speed float to further modify it like Velocity * speed (or for instance to quickly stop an object from moving with speed = 0).
The text was updated successfully, but these errors were encountered:
With an empty virtual void Update() method in the baseobject class we make sure we can call Update() to all object (wheter they have an implementation or not) ensuring compatibility with foreach and the like.
Then implement a basic Update() method inside GameObject that uses Velocity to update the position of the GameObject. Consider if it's needed to add a further speed float to further modify it like Velocity * speed (or for instance to quickly stop an object from moving with speed = 0).
The text was updated successfully, but these errors were encountered: