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Messages - drkucho

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61
interested on this, but , i see only screenshots of 3D games, do you have an example of a 2D game ?

62
Showcase / Re: [WIP] Super Rocket Shootout
« on: February 18, 2014, 04:27:02 pm »
like !

63
so this won't happen if i use 3d colliders?

64
edited, the last post i did seems to be related with a  unity bug which shows this every time i hit play:

Uncaught exception in async net callback: Object reference not set to an instance of an object
UnityEditor.AsyncHTTPClient:Done(State, Int32)

i fixed it going back to a previous scene file , now i still get the "normal" many enter events and loosing 50% exit events  … hope unikron can add some light on this … if it is not really a unity bug

65
it does help  :) , but colliders are so convenient to graphically set the vision of each enemy in the scene, plus sometimes, the vision collider is better to be a box , not a circle, some enemies are guys on a window that i want them to see not in a circle around them but on a rectangle under them, so the rectangle collider is not only a rectangle but its also shifted down

66
Hello

i have my player sprite collection in which i have defined custom box colliders (2D) for each frame

then i have my enemies with a circle collider called Vision to spot the player, this vision collider is monitored by a simple script with a OnTriggerEnter() and OnTriggerExit() functions

what happens is , instead of getting a single ENTER/EXIT event when the player enters/exit the Vision collider , i get a ENTER event every time the sprite frame of its animation is updated, and the worse is many EXIT events are lost, not happening, its about 50% of chance to loose them

this was not happening before when my player had a simple box collider2D component and all colliders of the sprite frames were set to "user defined"

am i doing something wrong? is this normal ? if so … any work around?

67
Support / Re: Changing Sprite Collection at Runtime
« on: January 10, 2014, 04:37:46 pm »
thanks a million , the drag and drop way is not very convenient for my case, ill check the load resources thing

68
Support / Re: Changing Sprite Collection at Runtime
« on: January 10, 2014, 06:01:33 am »
Hello?

69
BTW i like the pixelated circle better … :D

70
i got the same issue , unikron told me to change the project quality settings, where by default the textures are stetted as HALF resolution , change that to FULL resolution, it worked for me

71
Support / Changing Sprite Collection at Runtime
« on: January 09, 2014, 04:14:46 pm »
I'm trying to do this, as per the script documentation.

tk2dBaseSprite.SetSprite   (tk2dSpriteCollectionData    newCollection, int    newSpriteId  )      

but i get Assets/Scripts/Player.js(384,56): BCE0005: Unknown identifier: 'KuchoShirtCollection'.

KuchoShirtCollection is the name of my sprite collection just like i have it on the project folder , yes i name my sprite collections ending on "collection" to avoid confusions

the question is how to get the tk2dSpriteCollectionData from code? javascript if possible, thanks

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