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Question by Lautaro-Arino · Jan 26, 2014 at 04:56 PM · mathmodulus

Modulus with float

Im trying to do a coroutine that sets the character to hurt mode for a persiod. During this period i want it to flash. Im not familiar with modulus but i tried to use it to flip the sprite renderer every 10 or so cycles. But i get really weird values, is it cause its a float? How should i do this in unity?

 public IEnumerator Hurt_cr (float sec, Vector2 attackPosition, float force)
         {
                 isHurt = true;
                 
                 AddForceAtPosition (attackPosition, force);
 
                 SpriteRenderer sprite = GetComponent< SpriteRenderer> ();
                 float t = Time.deltaTime;
                 
                 while (t < sec) {
                         
                         if ((t % 10) == 0) {
                                 
                                 print ("sprite on :  " + sprite.enabled);
                                 sprite.enabled = !sprite.enabled;
                         }
             
                         yield return null;
                         t += Time.deltaTime;
                 }
 
                 isHurt = false;
         }
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Answer by AurimasBlazulionis · Jan 15, 2017 at 08:08 AM

Modulus using floats can be achieved using Mathf.Repeat. Alternatively you can try rounding the number first, or flooring it, depending on the situation.

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Answer by Ultimate360 · Jan 15, 2017 at 08:51 AM

Sometimes, modulus won't work effectively with time and float... especially when your script is not on your default/start Scene and done some Application.LoadLevel(); or using UnityEngine.SceneManagement; SceneManager.LoadScene(); in game-play. Weird enough I have experience that...

Here what I suggest instead, if i make it right:

 private int i; //declared private i variable...
 
 void Start ()
 {
     i = 0; //initiate 'i' to zero...
      /* or initiate 'i' to one? if you want to wait/delay for 10 sec to apply your function */
 }
 ...
 
 /*...Your codes here...*/
 
 ...

 while (t < sec) { //'t' less than 'sec', this means the duration?
     
     /* commented out...
     if ((t % 10) == 0) { //As what I experience, sometimes modulus don't work well when dealing with floats (especially run-time), but works perfectly with int...
     } */
 
     
     if (t >= 10 * i) {  //use this line instead, if 't' is equal or slight more than 10: it become true, if it succeed, then 'i++;' apply to multiply the 10 for another 10 seconds...
         
         print ("sprite on :  " + sprite.enabled);
         sprite.enabled = !sprite.enabled;
         i++;
     }
     
     yield return null;
     t += Time.deltaTime;
 }
 ...








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Answer by Tekko · Feb 21, 2019 at 02:44 PM

I got a problem with the modulo of two small float values. The Mathf.Repeat function was not viable for me, so i had to find an other solution. Here is my solution:

 moduloResult = smallFloatA % smallFloatB; 

doesn't work for me. But it should be the same as this:

 moduloResult = smallFloatA / smallFloatB - (int)(smallFloatA / smallFloatB); 
I tried it in my gamecode and it worked well.

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