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Messages - antman

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Support / Re: TileMap Bounds
« on: April 24, 2014, 08:49:11 am »
No the bounds drawing in the editor draws the bounds of the entire tilemap, ignoring empty tiles, etc. You will have to step through the tiles to find the empty ones.
What I want is the bounds of the entire TileMap at runtime.  Is there a way to do this without stepping through all of the tiles (I know which ones are empty  ;)).

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Support / TileMap Bounds
« on: April 19, 2014, 10:12:19 pm »
Is there a way to get the bounds of the tilemap?  I can see them drawn in the editor when play is not enabled (it's a white rectangle in the scene view).

I am going to be removing different tiles from the tilemap so don't want to rely on being able to grab them out of the tilemap.  Is this component at all able to tell you what it's bounds are even if it is missing one or all of its tiles?

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3. Work out the minimum and maximum positions for the tile map in world space.
What is the best way to do this?  I'm not able to get the bounds of the renderer and collider for my tilemap from the renderData for some reason (they are both null...)

4
Support / Convert Existing TileMap to Use Prefabs
« on: April 05, 2014, 07:03:11 pm »
Was trying to debug some hit detection on a specific type of prefab I had added to one of my tile sprites through the TileMap > Data inspector tab and found it curious that adding a prefab to a certain tile type in the editor didn't retroactively change all of the Tiles that had already been added in the scene.

Is there no way to do this so that I can convert the Tiles in the TileMap that I've already made to use this new prefab version of my Tile?

5
Support / Re: Moving sprites seems ' jumpy'
« on: October 14, 2013, 02:06:34 am »
@unikronsoftware So I tried this with just a Cube and was surprised to find that it was jerky too (I had attempted this before in a tutorial with Unity GameObjects and thought that I was using the Time.deltaTime to smooth the motion correctly).

OK so, it seems that I am just fundamentally getting something wrong with the way that the Coroutine / Time.deltaTime  is moving my game objects (as per my code snippet)  which is why I'm getting jerky motion in my GameObjects (2dtk and otherwise).

A lot of people seem to have had this issue as I search for an answer, however I can't really figure out where I'm going wrong here... hopefully someone can tell me where Im messing this up fundamentally  :(

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Support / Re: Moving sprites seems ' jumpy'
« on: October 12, 2013, 01:39:01 am »
This is a very strange issue that I seem to be having too!  My FPS seems very consistent -- and this happens when only moving one of my sprites, which is certainly not taxing the draw distance.

I'm using a Coroutine that is basically working like this:

Code: [Select]
while (true) {
    float speed = -1f;
    float dist = speed * Time.deltaTime;
    Vector3 lP = transform.localPosition;
    transform.localPosition = new Vector3(0, lP.y + dist, lP.z);
    yield return null;
}

Wondering why this is giving me the jerky movement too!


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