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« on: November 23, 2013, 01:55:59 am »
I figured performance was probably the reason but I haven't thought of a single way to get around building world geometry with tiles where you can jump through floors properly with edge colliders. Far as the raycast is concerned, you are just slapping any ole flat surface, so there's no information to go off of in terms of what's above you. I thought I would have to make separate layers for floors, walls, ceilings, etc... veeery messy.
I'm all ears of course if anyone out there has figured this out though.
"Having said that though, I haven't really put this to the test to see how big it would have to be to make a difference, but the box2d docs do recommend edge colliders for static world geometry... I'll have to do that at some point to determine what the best approach for this will be."
I appreciate that you take the time to make this the best 2D package out there, it was worth every penny and I've been trying to get as many people as possible to buy your product because of that.