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Messages - micky

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1
Support / Re: lines
« on: October 04, 2014, 09:46:53 pm »
that worked, oops!

2
Support / lines
« on: October 04, 2014, 09:17:08 pm »
So when I go into game view I have horizontal green lines between my tiles.

native res: 320x240, prev 640x480

This is with game view set to 640x480, 32 px per meter

camera is set to wildcard/closest multiple of two


what am I doing wrong? If I go into like 4:3 aspect ratio is goes away

3
Support / programmically adjust anchor
« on: January 06, 2014, 07:34:42 pm »
Is there a way to adjust the anchor of a sprite, or is that just one value and I should be translating.. I want to sync some SetFrame() types of animations up to some world coordinates, but the X value of the sprite needs to be snapped to certain points along the way, if that makes any sense.

I figure I could call SetFrame() and then just adjust the anchor instead of translating the whole sprite..

4
Support / Re: attach points, how far to go?
« on: December 09, 2013, 05:52:45 am »
Hmm so, in 4.3 if you have a bunch of attach points on a sprite and you set the sorting order for each attach point, does it get ignored? Changing the values doesn't seem to do anything.

5
Support / attach points, how far to go?
« on: November 28, 2013, 08:55:02 am »
So question - if you have a sprite that needs to change it's appearance in say, 3 different locations, are attach points the right way to do that? What happens when you a ton of these? It appears like just a rotated/moved sprite so maybe it's not a big deal?

I was just thinking if there was a better way if you had 50 different heads, bodies and limbs.. should I try and animate 3 different sprites and just use attach points for weapons, or should I just use attach points for any interchangeable stuff?

Just thinking..

6
Support / Re: Is 2D Toolkit getting over complicated?
« on: November 25, 2013, 01:43:16 am »
Apparently I'm blind! lol!

7
Support / Re: Is 2D Toolkit getting over complicated?
« on: November 24, 2013, 09:40:21 am »
Hmm, strongly disagree based on the fact that I'm using (literally) almost every aspect of what's in there right now and I still feel like it needs a few more options in some areas (such as a custom anchor point instead of just center, lower middle, etc.) - I don't know how useful it would be without being where it is honestly.

With 4.3 having a default 2D workflow, it's probably a good thing 2D toolkit didn't stagnate - or it may already be a thing of the past.

8
Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« 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.

9
Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: November 22, 2013, 09:27:00 pm »
So I changed your code to use PolygonCollider2D instead of EdgeCollider2D and ignored hits with fraction == 0 and it seems to have restored the Physics.Raycast behavior! You land on them just fine but it properly ignores jumping "into" them.

If there's some reason to use Edge's still, you may want to give serious thought to supporting (at least an option for) PolygonCollider2D, as it makes or breaks the Tilemap editor imo.

I appreciate all your hard work on this thing, just trying to help out since all of this stuff is new.

10
Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: November 22, 2013, 07:39:57 pm »
So whats the benefit of edge collider 2d vs polygon collider 2d? Perhaps polygon would allow the physics2d.raycast to realize it's inside of something as the docs suggest?

I was really excited for 2D physics but there seems to be several crippling aspects to it, such as kinematic rigidbody2d not firing trigger events like kinematic  rigidbody does.

11
Support / 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: November 22, 2013, 02:57:51 am »
So I noticed that Physics2D.Raycast now hits colliders it starts within, or maybe my boxes (Edge Collider 2D) are just considered 4 "edges" to be hit. My character used to jump through my platforms and land on the top no problem, but with 2D Physics, he can land "inside" a box and stand on the bottom of it.

Is there something I should be doing to prevent this and obtain the Physics.Raycast behavior?

The docs mention something about the fractions being 0, but they are always > 0 for me.

Thanks,

12
Support / Re: attach points w/ on trigger
« on: October 18, 2013, 04:43:20 am »
The sprite has a 2D Toolkit generated box collider set to trigger with a kinematic rigid body attached, and then the weapon attach point is the same thing,

I read that somewhere and tried it but I still get the same effect, the weapon hits it and I get an event from the weapon and the sprite.

I'm reading some other things on the unity forums says I need to use OnCollision for contact points or something because it's a compound, but I'm not using the physics engine (mostly rays) so both have to be triggers.

13
Support / Re: attach points w/ on trigger
« on: October 16, 2013, 04:45:41 pm »
Ya I did that much, so like, when walking into each other I get this currently
-----------------
player touched enemy -> no problems yet
enemy touched player -> no problems yet

on attached weapon hit (with its own collider) I get this though
----------
player touched enemy -> cant tell if this originated from the weapon because all I get is the enemy collider in ontriggerenter, which is the enemy, I cant tell if it's the weapon collider or the players sprite collider
enemy touched player -> same
weapon touched enemy -> this part works fine because a separate script is attached to the weapon

I think it's because the weapon attach points are parented it's considered all the same collider? confused as to how to get this working :/

14
Support / attach points w/ on trigger
« on: October 15, 2013, 11:07:58 pm »
So I noticed with a sprite that has a trigger collision box that has attachment point weapons with trigger collision boxes, if an enemy hits either the weapon or the players box, there doesnt seem to be a way to tell them apart? I can tell when the weapon hit something because that has its own script, but when something hits either player box during an attack frame, I can't tell which one its hitting if that makes sense.

Website looks amazing now btw, gj.

15
Support / Re: tilemap chunks
« on: October 09, 2013, 01:30:26 am »
Maybe I'm just being stupid and need to use separate unity layers for platforms and walls, duh. Pretty sure I can select that in your editor, sorry.

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