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Topics - sfbaystudios

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Hello!

The word wrap is an amazing feature, of course.  However from time to time there is a period or another punctuation that happens at the end of a word that happens to be at the end of the line, and the period, without the word, is moved to the next line, so the last line in the block consists of a single period.

Is there a way to keep this from happening?

Thanks!!

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I have used this code in another app that works fine, and I've tested this in a stand-alone script as well, which also fails.  The code is:

   GetComponent(tk2dTextMesh).text = "2";
   GetComponent(tk2dTextMesh).Commit();

The error, in unity without playing, is:

Assets/Scripts/createGameSelections.js(66,46): BCE0005: Unknown identifier: 'tk2dTextMesh'.

I'm not sure what to do about this, since it should work, right?

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Support / Fast Object's (bullets) not colliding
« on: January 03, 2013, 05:24:06 am »
I swear I saw a post on this before, but I can't seem to find it.

I've got bullets that move fast, and often they skip the collider and go right through walls.  I've added a RayCast to them, as often suggested in the Unity forums, but that also misses it sometimes, so if you shoot at the right angle, you can still skip the walls.  I've even gone so far to add a 2nd ray cast to judge the distance between the projectile and a "wall" object, and destroy it if it gets too close, but often the ray doesn't even see the object, even though it's part of a tile set without any spaces.

Any one know how to fix this?

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Support / Sprites do not colliding, Animated Sprites do
« on: December 29, 2012, 06:53:36 am »
Hello!

I have a bunch of sprites (pickups / map tiles) that have box colliders (player doesn't fall through).

I have animated sprites (player, enemies).

I have a "bullet" that when shot will go through sprites but will hit (and destroy on hit, as I've programmed it) when colliding with an animated sprite (enemy).  So it shoots through walls etc.



This may be similar to the problem I had (did not post about) regarding sprites used for touch-movement-controls -- in that case, the box-collider from the Toolkit app didn't allow for clicks/touches.  Replacing the collider with a box collider from the Components menu suddenly allowed the sprites to be clicked/touched.


Is there some reason why the sprites are not seeing collisions while the animated sprites are?

5
Support / Sinking into Tilemap tiles (but not hand-copied ones)
« on: December 28, 2012, 12:37:34 am »
Hello,

My character seems to sink into tilemaps (all directions) but not into the tiles I created by hand (copy/paste) before I started to use the tilemaps.  Also, creating a new sprite tile shows but character does not collide.  All the colliders are set to Box Custom (without changes).  I try to expand the Z size of the collider, but when the game starts it returns to 0.2.

I'm not sure how, but the sprites I had been using for copy/paste have z size (of the collider) set to 100 and it does NOT change when the game starts.  They all come from the same sprite sheet.

The only difference seems to be the z size of the box collider -- is there a way to keep it from reverting to 0.2 (or even better to default to 100 or something bigger?) as it seems that the character falls through even though they're all on the same z-axis.

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Support / Loading Animated Sprites while Walking etc
« on: December 25, 2012, 06:41:44 am »
Hello,

I'm a bit confused on how to actually use the animations created.  I've got animations for "Walk Left" and "Walk Right".  I have my character that can move.  But I'm not sure how (in Java, preferably) to bring the animations up instead of the static character, while the object is moving.

Any ideas?

Thanks!

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