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Messages - bendahmon

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1
Support / Re: Colliders messed up after SetActive(true)
« on: August 18, 2013, 06:20:32 pm »
I think it just hit me....

What I did with these sprites is that I copied them (the game object) and just switched to another sprite. I think the collider wasn't properly switched with them (I say properly, because it works to some degree)

Does that help you at all?

If not I will try to clone my project and try to trim it down to the minimum and send you.

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Support / Re: Colliders messed up after SetActive(true)
« on: August 18, 2013, 02:17:17 pm »
Actually, the mesh collider doesn't look correct from the beginning. The gizmo looks correct, but when I double click on the mesh collider it's wrong (while the gizmo still looks right)... I think that should answer your last questions.

3
Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 08:11:17 pm »
No, there are prefabs alongside these objects (siblings?), but the object in question is not a prefab, and neither are any of its ancestors.

However, some of my other sprites are prefabs and the same thing would happen to them.

4
Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 07:33:53 pm »
Yes, if I disable/enable the mesh collider, it will have a different collider when activated.

However, if the game object is not enabled from the beginning, it seems like I can activate/deactivate it as much as I want.

5
Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 07:07:00 pm »
It also happens if I only activate/deactivate the mesh collider of the sprite. (Narrowing things down? :) )

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Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 07:05:14 pm »
By "pause the game" I mean using the pause button in the Unity editor.

It also seems to only affect the sprites that are deactivated/activated, either directly or by a parent.

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Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 06:59:02 pm »
Ok, I think I can explain this better.

I have a sprite with a polygon collider. When I select it in unity I also see the collider gizmo. Then I pause the game. Then I deactivate the sprite itself and re-activate it. Now the sprite has a new collider from one of the other sprites.

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Support / Re: Colliders messed up after SetActive(true)
« on: August 17, 2013, 01:50:36 pm »
Yes, polygon collider.

The object is "just in the scene". The only think I do that I can think is relevant is that I'm deactivating and activating one of its ancestors.

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Support / Colliders messed up after SetActive(true)
« on: August 17, 2013, 11:06:15 am »
I have a level which is all under a GameObject. When I return to the level selector of my game, I call SetActive(false) on the "root" GameObject for the actual game and show my level selector instead. However, when I return to the game by calling SetActive(true) on my game GameObject, the colliders of some of my sprites are messed up. Actually, it seems like my objects are using another object's collider...

Is this a bug, or is there something I'm doing wrong? :)

Version used: 2.1 final

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Showcase / Pengbears
« on: July 12, 2012, 02:20:12 pm »


We made this game, Pengbears, using Unity and 2D Toolkit. All the images in the games are 2dtk sprites.

What I like is how you can make sprites and add different kind of colliders to them, like the polygon collider.

You can try the game for free here: https://play.google.com/store/apps/details?id=com.kelson.pengbearsFree

If any questions, let me know :)

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