unity – What is the standard practice for animating motion — move character or not move character?

I’ve downloaded a bunch of (free) 3d warriors with animations. I’ve noticed for about 25% of them, the ‘run’ animation physically moves the character forward in the z direction. For the other 75%, the animation just loops with the characters feet moving etc., but does so in place, without changing the character’s physical location.

I could fix this by:
1.) Manually updating the transform in code for this 75%, to physically move the character
2.) Alter the animation by re-recording it, with a positive z value at the end (when I did this it caused the character to shift really far away the rest of the units, probably something to do with local space vs world space I haven’t figured out yet).

But before I go too far down this rabbit hole, I wonder if there is any kind of standard? In the general case, are ‘run’ / ‘walk’ animations supposed to move the character themselves, or is it up to the coder to manually update the transform while the legs move and arms swing in place? Is one approach objectively better than the other, or maybe it depends on the use case? If so, what are the drawbacks of each? I know nothing about animation, so I don’t want to break convention (if there is one).

How to Make GameObject move in Circular Motion

I’ve been trying to work an enemy that moves in a circular motion for my RPG game, but for some reason, whenever I press play the GameObject instantly goes hundreds of units in the X and Y coordinates. It also move back to -1 on the Z axis. Here’s the script to my enemy’s movement:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyScript : MonoBehaviour

    private Rigidbody2D rb;

    float rotationRadius = 2f, angularSpeed = 2f;
    float posX, posY, angle = 0f;

    // Start is called before the first frame update
    void Start()
        // Gets the RigidBody2D component
        rb = GetComponent<Rigidbody2D>();

    // Update is called once per frame
    void Update()

    void Movement_1()
        posX = rb.position.x + Mathf.Cos(angle) + rotationRadius;
        posY = rb.position.y + Mathf.Sin(angle) + rotationRadius;
        transform.position = new Vector2(posX, posY);
        angle = angle + Time.deltaTime * angularSpeed;

        if (angle >= 360f)
            angle = 0f;

apocalypse world – Can I pump my damage repeatedly when using the ‘Burned Over’ battle move?

Here’s the do battle move from the Burned Over hackbook:

When you do battle with someone, exchange harm, but first roll+Hard. On a 10+, you hold 4 against your enemy. On a 7–9, you hold 3 against them. On a miss, you hold 1 against them. If a PC, your enemy rolls simultaneously to do battle with you. If an NPC, your enemy holds 2 against you on any hit, and 3 against you on a miss.

To conduct the battle, spend your hold on the following. Commit to your spends without knowing your enemy’s.

• Fight for blood: Spend 1 to inflict +1harm.

• Fight defensively: Spend 1 to suffer -1harm.

• Fight opportunistically: Spend 1 to inflict harm on an additional enemy.

• Guard someone: Spend 1 to protect an ally from 1-harm.

• Seize initiative: Whoever spends more to seize initiative,

(Initiative rules omitted for brevity)

Can you pump damage or defense by choosing the same “fight for blood” / “fight defensively” option multiple times? (You can’t using AW2e seize by force, but that is a “choose” move whereas this is a “spend your hold” move.)

steam – Should I use Unity for a quick game to make and sell to then move on to my own engine?

I am currently a hobbyist game dev, and have a certain fondness of writing my own game engines. I want to make a first public game relatively quickly and get it into a state where I would then sell it. However my game engine is far from ready for such a project (currently redesigning the way assets are stored from the ground up) and I’m considering using Unity for this as I have moderate experience in the engine.

The game I’m planning on making is a quick game which would be made once and sold. Purpose isn’t to generate revenue, rather to get familiar with making games using Steam APIs and publishing games.

Would it be wise to use Unity for such a game? I’m planning on completing it by the end of the year, and I don’t know if a Unity Pro subscription would be a wise investment, given the game is not going to be designed to generate revenue.

Should I publish said game using the Personal Unity License? Or should I proceed to work more on my engine until its production ready and build the game using it? The engine would probably need at least another year of work before I could consider writing this simple game with it.

layout – move discount block below order total in checkout_index_index in sidebar

i want to move discount block below order total on one-page-checkout, like below in screenshot

enter image description here

I tried below code in checkout_index_index.xml but it is placing copon block in bottom

<referenceBlock name="checkout.root">
                <argument name="jsLayout" xsi:type="array">
                    <item name="components" xsi:type="array">
                        <item name="checkout" xsi:type="array">
                            <item name="children" xsi:type="array">
                                <item name="sidebar" xsi:type="array">
                                    <item name="children" xsi:type="array">
                                        <item name="summary" xsi:type="array">
                                            <item name="children" xsi:type="array">
                                                <item name="discount" xsi:type="array">
                                                    <item name="component" xsi:type="string">Magento_SalesRule/js/view/payment/discount</item>
                                                    <item name="children" xsi:type="array">
                                                        <item name="errors" xsi:type="array">
                                                            <item name="sortOrder" xsi:type="string">0</item>
                                                            <item name="component" xsi:type="string">Magento_SalesRule/js/view/payment/discount-messages</item>
                                                            <item name="displayArea" xsi:type="string">messages</item>

SharePoint Online Copy / Move Destination Missing

Trying to move / copy files from one document library to another. One location is a top site and the second destination is a sub-site.

If I try to move / copy from the subsite library to the top site library, I can see the top site in the “Choose Destination” site list and copy / move to it.

But the opposite does not work. The sub-site and it’s document library is not visible when trying to move files from the top site library to the subsite library. I am “following” both the parent site and the subsite (both are starred).

Any idea what to do to have the sub-site show up in the “Choose Destination”


How to move weekly events to another calendar in google calendar?

I’d like to organize my google calendar,
I have multiple calendars which I have opened along the years,
I have weekly events which I have got invited to,
currently the events appear in my primary calendar, I’d like to simply move them to a different calendar (not my primary one ) how can it be done? I searched the web and couldn’t find an answer.

Can anyone suggest me a solution how to achieve this?

Thank you!

magento2 – How to move cart items in checkout from sidebar to main container under payment methods

I want to move the cart items and the cart summary from the sidebar into the main container under the payment methods in order to show the customer all items first, before he can place the order.

Desktop Magento Cart Summary

Especially in the mobile version of the checkout, the user is not shown the items in the cart before he places the order. Only if the user presses on the cart button at top, he can check the items.

Does anyone knows how I can move the items in the sidebar into the main container? Magento Mobile Cart Summary

consistency – Inconsistency with a UI framework that changes its visual design – when and how to move away from it in the Enterprise?

I design internal web tools for a company, and we use Vue and Vuetify on the front-end. I use a material design plugin with Sketch and have created our own beginnings of a design system/style guide that follows our brand guidelines with our own colors. Otherwise we generally adhere to Material Design. Vuetify is great for our dev team to make UIs quickly, but with each new version it seems like they update the visual design of components. This makes UIs with different versions inconsistent.

I’m wondering if other in-house design teams are doing something similar, primarily using an open-source UI framework that changes their visual design with additional versions? At what point do you push your dev team to move away from said framework or stop at a certain version to keep UIs visually consistent as we continue to build sections of our internal product with consistency in mind? The dev team likes new components and niceties of newer versions though.

Hoping to get some advice on what to do about this – thank you.