Why raycast is ignorring collision with certain parts of an object?

I have a simple script attached to the player that makes it stay at an equal distance from the ground always.

void Update() {     RaycastHit hit;     if (Physics.Raycast(transform.position, Vector3.down, out hit))     {         transform.position = new Vector3(hit.point.x, hit.point.y + offset, hit.point.z);     } } 

But for some reason it ignores collision as you can see here: https://youtu.be/8X0pw5tkjpE

How can I get rid of this problem?

Can Mending be used to reattach severed body parts?

Corpses are considered objects, and the Mending cantrip can do the following:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Could you, therefore, use the Mending cantrip on your dead party member who had his body parts chopped off, to reattach those body parts?

The benefit of doing so would be to be able to use a spell such as Revivify, instead of having to resort to higher level spells like Resurrection or a Regenerate + Revivify combo.

do_action hook is not loading the template parts from child-theme

I have the same exact file/folder structure in my child and parent them but there is this template-functions.php that is still being loaded from the parent theme.

The hook that is calling the function looks like this, do_action('underboot_branding_menu'); and underboot_branding_menu is a function in template-functions.php and this file is located in a folder called "inc". I know includes don’t search the child-theme but it doesn’t look this file is called using include().

I have tracked all the template parts and pieces and they are all being loaded from the child-theme expect for template-functions.php.

This is how the code calling the function looks like if it helps:

<?php             /**              *               * @hooked underboot_site_branding              * @see template-functions file              *               */             do_action('underboot_branding_menu'); ?> 

Cross-section parts of a Cube and show results graphically

I am trying to visualize a 3D section of a chopped up 1x1x1 Cube. I don’t want to use the Cube[] function to draw this. (unless you think you can still accomplish it that way). Ok, so say you have a simple XY plane, laying flat on the table (lengths 1×1) Now I draw 2 straight lines across it with equations: Y=X+1/2 and Y=X-1/2 and shade the region in between. (it’ll take up 75% of the 1×1 region of course with the top left and bottom right squares being half shaded now, and the other 2 squares fully shaded). Ok simple enough so far.

Now let’s draw up the Z-axis above this (Hold the ruler perpendicular to the table up to a height of 1). Now raise/stretch that same shaded region above to the top, which will still take up the 75% of the now-8 0.5×0.5 cubes). with 2/8 unshaded. Ok now imagine the ZX plane (facing you on the table) and draw up the same 2 equations, now: Z=X+1/2 and Z=X-1/2 so you now have the same regions covering the ZX plane and they now travel to the back of the Cube – and the main point, now intersect the previous region (coming up from XY plane).

I like to visualize both shaded intersection. In other words, how can I draw up both regions, shade them, then put them into 3D for both planes and be able to rotate that final 3D image in any direction I like to visualize that highlighted 3D-intersection.

P.S. Too much in language, for those who like pure equations, in a nutshell this is all I need:

Y=X(+/-)1/2 and Z=X(+/-)1/2 < == 3D Plot and visualize intersection region in between the 2 pairs of lines on each plane.

Assume/hope your solution can take in any Function cutting the cube: Say Y=f(X) and Z=g(X)?

Co-incidentally, assume this is also possible to solve algebraically?

Segmenting a binary image into three parts

I am trying to segment a binary image into three parts, head, body, and tail. The binary image is a stack tiff file of a moving fruit fly larvae. I was able to do this initially by removing points within a certain distance of the centroid:

enter image description here

However, this broke down if the larvae’s head moved too close to the centroid, because the head points would then be removed:

enter image description here

I have been looking for creative solutions to this problem. Trying to fit it to a curved ellipsoid and get the vertice points that make up the tail and the head. However, I have not been very successful! I was curious if anyone had any insight into this problem or a suggestion for a creative solution? Thank you! 🙂

Here are the raw binary images:

1)

enter image description here

2)

enter image description here

Is it possible for a player to gain the innate ability to regenerate body parts without spells?

Using the DMG’s Injuries variant rule (or just having a character who for whatever reason is missing a body part), a character can lose an arm, leg, or eye, and the regenerate spell is the normal way to get it back. But if you don’t have a party member that can cast that, finding someone who can could be quite a hassle. Hence, the question in the title.

Ioun stones are obvious targets for enemies, and a dragon could eat the arm carrying your ring of regeneration. Undying Warlocks get close with their 14th-level feature, but that only lets them reattach body parts, so if their arm does get eaten off, then they’re stuck, too. The UA Armorer subclass for Artificers doesn’t regrow limbs, but it basically gives you an always-on prosthetic limb for any arm or leg that you lose. Eyes (or any other scars or internal injuries), however, aren’t "limbs". I can’t find any other feature (and don’t know of any race) that gets closer to the goal of regeneration without needing to rely on spells or magic items, other than just playing a monster campaign as a troll (AKA not something a "PC" is generally able to do)

What deities are common knowledge along the northern parts of the Sword Coast? (post-1480 DR)

Specifically between Neverwinter and Icewind Dale, which religions are common knowledge in the years following 1480 DR?

Common knowledge being that if a player character grew up in this area, they would realistically already know that that deity is a deity and maybe something about their religion.

Example: When asked, the average person in the region may say "Mystra is the deity of Magic" if Mystra and her religion are common knowledge.

Do removed parts of a Druid’s Wild Shape form persist after said Druid exits Wild Shape?

A player wanted to use Wild Shape as an unlimited supply of feathers for our ranger to make his own arrows with and it sparked a discussion on whether or not parts of a Druid that are removed from said Druid’s Wild Shape persist after the Druid is no longer in Wild Shape.

I have been unable to find any rules that either allow or disallow this action. Whereas there are specific rules on what happens to gear the druid is wearing, I have found no statement on what happens to removed physical parts of the Wild Shape form.

I have thought of two reasonable solutions:

  1. Removed pieces of Wild Shape form persist indefinitely. This would make a Druid Indistinguishable from a normal creature until knocked out of druid form and would make the party assassin happy as he now has a reliable fresh supply of Giant venomous snake venom to apply to his daggers.

  2. Removed pieces of wild shape form persist until the Druid leaves Wild Shape. This would avoid the issues of unlimited resources, but raise other questions such as whether blood spilled by the Wild Shape also disappears or whether a creature that has “become poisoned for 1 hour” would stop being poisoned when the Druid is knocked out of that shape because the poison has dissipated with his Wild Shape.

Which (if either) of these lines up with the rules? Or does this fall under DM fiat?

simplyfing common data values (parts of a string) in an array – by merging same attributes (data values)

I have arrays comprised of string elements like the following 2 examples. Each of the following lines is a string element of the array.

example1:

aaa bbb cc1 dd1  aaa bbb cc1 dd2  aaa bbb cc2 dd1  aaa bbb cc2 dd2  aaa bbb cc3 dd1  aaa bbb cc3 dd2  

example2:

bbb rrr nnn ttt ooo eee ddd fff contr  bbb sss nnn ttt ppp eee contr  bbb sss nnn aaa ooo eee ddd fff contr  bbb rrr nnn ttt yyy eee ddd fff contr  

I want to simplify and remove "redundant" lines by merging in a single line duplicate attributes. So the results should be:

example1:

aaa bbb cc1 dd1/dd2 aaa bbb cc2 dd1/dd2 aaa bbb cc3 dd1/dd2 

example2:

bbb rrr nnn ttt ooo/yyy eee ddd fff contr  bbb sss nnn ttt ppp eee contr  bbb sss nnn aaa ooo eee ddd fff contr  

(the results are an array as well).

My current approach goes like this: remove the first column then compare all elements. if equal lines are found, merge them. remove second column, compare. It becomes though somewhat complicated, as not all lines have the same number of data values (separated by spaces).

I’m stuck here. Any help would be welcome.