Hi,
I'm new to 2DToolkit, but hope to use it as my defacto plugin for all 2D games. I'm using the latest public release of Unity Free and 2D Toolkit as of the time of this post.
It seems in Unity the following can affect the users perception of the speed (i.e. floatiness) of a falling object;
IMPORTANT SETTINGSEdit-> Project Settings -> Physics;
Hierarchy->Camera;
- Perspective (Let's assume Ortho is set)
- Size (Note: Unity Camera's default is 1 and t2tkCamera's default is 480 in my case)
t2tkSprite (falling because of rigid body component)
By changing any of those values I can affect the perceived falling speed of the sprite. I *think* that no other properties affect the perceived falling speed of the sprite.
CONTROLLED EXPERIMENT* a. I create a new empty unity scene with a falling sprite. Touching no other settings. Falling looks like a 'good' speed.
* b. I create a new empty unity + 2DToolkit scene with a falling tk2dSprite. Touching no other settings. Falling looks like a 'good' speed.
* c. I open the 2DToolkit demo scene '8- Polygon Colliders' (which uses Unity Camera) Touching no other settings. Falling looks like a 'good' speed.
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* d. I open the 2DToolkit demo scene '8- Polygon Colliders' (which uses Unity Camera). I add a tk2dCamera and remove the Unity camera. The sprites are not large enough to see well (or at all I forget). I change the camera size and the sprite scale so that I can see. I change no other settings. Falling speed looks very slow (i.e. floaty).
* e. I create a new empty unity + 2DToolkit scene with a falling tk2dSprite and a tk2dCamera instead of Unity camera. Sprite not visible in 'game'. I change the camera size and the sprite scale so that I can see. I change no other settings. Falling speed looks very slow (i.e. floaty).
PROBLEMIt seems per a,b,c that default unity settings give you a default (i.e. desirable) physics simulation, and that something in the setup of d,e give floaty results. Floaty results can be 'fixed' by increasing gravity a huge amount. I feel that is a hack workaround that will hurt the accuracy of my overall project and potentially other plugins I may want to use.
Update: I notice that if I set all settings of a tk2dCamera to match a working Unity camera the issues above exist. Then if I remove the 'tk2dCamera' script from the tk2dCamera object, then the game rendering 'works'. So perhaps that script causes the 'problem'.
QUESTIONS1. Are my assumptions correct in IMPORTANT SETTINGS?
2. Is using tdtkCamera recommended in all projects for 2D Toolkit (I.e. it has no known bugs or issues)? If so, I recommend all demo projects be updated to use it.
3. What is the best way to use 2DToolkit's camera to get the physics results seen in 'c' above (without dramatically changing sprite scale and world gravity?