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Messages - wingjjzhang

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Releases / Re: 2D Toolkit 1.75 beta 3
« on: June 17, 2012, 07:12:07 am »
Bugfixes...

BUGFIX: Animation editor now has an "Add frame" button. Necessary when frames are grouped
ANIMATION: "Autofill" looks for 10 subsequent frames so it will fill even when frames are missing
SPRITE: Sprite positions are no longer "tweaked" for the calcinertia bug when running in Unity 3.5
SPRITECOLLECTIONEDITOR: Handle UI cases for disallowed combinations (eg. fonts in sprite collections with spanning enabled)
SPRITECOLLECTIONEDITOR: Dice and Custom geometry merged into a "Render Mesh" dropdown.



Sorry first, I am not good at english.

My problem is , when I make a sprite(Named it "Box") by tk, and add a collider like boxcollider, same the way I make an other sprite(Named it "Floor"), what I wanna do is the Box will fall down on the Floor, so I add a rigibody to the Box, now run  it, and the Box fall down, right that seens good.

go on, I wanna scale the Box more bigger in code when I click the Box, so I write like flowe:

if (Input.GetMouseButtonDown(0)) {
            RaycastHit tHit;
            if (collider.Raycast(Camera.mainCamera.ScreenPointToRay(Input.mousePosition),out tHit,100f)) {
                _OriginalScale += factor; //add size above original scale
                _Box.scale = new Vector3(_OriginalScale , _OriginalScale , _OriginalScale ); // bigger more
            }
        }

I run it in unity, it runs well,we see the the Box grow bigger on the Floor,cool thing~
but when I build the project to ".exe", some times the Box grow and Penetrate in the Floor when I click, I don't know My wold
accurate, You can try it, the same things happen when I build to my android phont, every android phone.

than, I add a rigibody to the floor too,and set it static, but noting change,I don't know why it runs well in unity, but no when I build out.

Maybe it is the unity bugs,I had send a e-mail to unity too.

the end thx.....

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