Hello,
I have a couple of sprites that are significantly smaller than their trigger area - so I'm setting up the colliders myself the usual Unity way. However, at runtime they always set themselves to position 0,0,-100000 with 0,0,0 extends.
I looked through the source to find the area where this was happening and found it in sprite base.
else if (sprite.colliderType == tk2dSpriteDefinition.ColliderType.Unset)
{
// Don't do anything here, for backwards compatibility
}
else // in all cases, if the collider doesn't match is requested, null it out
{
if (boxCollider != null)
{
// move the box far far away, boxes with zero extents still collide
boxCollider.center = new Vector3(0, 0, -100000.0f);
boxCollider.extents = Vector3.zero;
}
}
I then set the collider type for the sprites in question to "Unset" and it fixed the issue. I'm just curious if this is the correct/safe way to handle this moving forward (as the code suggests it's legacy support and the conditional may be removed in the future) - or if there is a better way to handle this.
Thanks!