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Messages - mygamingproject

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31
Support / Spritesheets to import
« on: July 13, 2014, 01:40:22 pm »
Ive read http://2dtoolkit.com/forum/index.php/topic,1636.0.html and can't say I fully understand it.

I have also read http://www.unikronsoftware.com/2dtoolkit/docs/latest/html/classtk2d_sprite_collection_data.html#aa2297da8bece8c3b6047e838cc4cb261 but if I go the runtime route I guess this is best for establishing spawnable enemies etc rather than fundamentals like menu buttons, backgrounds etc which would be candidates for sprite batching.

Then comes the further complication of multiple resolutions where the right texture needs to be assigned and used.

I have over 100 images so importing into a spritesheet first is far more convenient that having to rename and resize every image 3 times for x1, x2, x4 and then use Platform Support on the sprite collection. 

What is the best way of achieving this as I can't be the first person to be askin but not finding an answer other than a very manual approach of individual assets that bypass any external convenient tools.

32
Support / Re: Collisions with Animator
« on: July 13, 2014, 01:27:24 pm »
OK I'll try it. So I guess Pixel to meters set to 1 isnt helping me then.  This is however is a convenience setting that is implied within your camera tutorial as its a direct correlation of pixel locations to world positions.

33
Support / Re: Collisions with Animator
« on: July 13, 2014, 10:04:23 am »
Further developments but even more confusing

I have created a new project using a sprite with animator applying rigidbody2d and box collider 2d as well as creating boundary with a box collider 2d.  This works as expected.

Reproduce exactly the same scenario is my project using the same demo assets and still it doesn't collides it has an effect of when it reaches the point of intersection the player looks like he is moving in mud and then when passed the boundary carries on normally.

The only difference I can see if that the scale of the assets and potentially the sample project I setup at 2D environment and the one I am having issues with 3D.  Although I am ensuring the z plane is the same but not sure that matter with 2D colliders.

I have also added the following script to my player:

Code: [Select]
public class CollisionTest : MonoBehaviour
{

void OnCollisionEnter2D(Collision2D coll)
{
Debug.Log ("In here");
}

}

and this does get fired so the collision is occurring just the objects aren't being stopped. They aren't marked as triggers either.

Any thoughts?

34
Support / Re: Collisions with Animator
« on: July 12, 2014, 10:56:27 pm »
I don't think you are misunderstanding its a simple scenario that for some reason isn't working

The collider on the animator (box) is highlighted round the asset as expected.

The box collider for the boundary is an empty game object which has a box collider attached.

Looks like this in the scene

http://imgur.com/rRk4LBX,mXEShjV#1

and this is its settings in inspector

http://imgur.com/rRk4LBX,mXEShjV#0

35
Support / Re: Collisions with Animator
« on: July 12, 2014, 09:54:47 pm »
In fairness as I have it

I have about 64 frames of animation and they are all setup as follows

http://imgur.com/4LcweKk,qyhXvCc,8H1hZkm#0

This is my boundary setup

http://imgur.com/4LcweKk,qyhXvCc,8H1hZkm#1

This is the sprite with animator with collision applied at animator level not individual sprite in sprite colleciton.

http://imgur.com/4LcweKk,qyhXvCc,8H1hZkm#2

No joy unfortunately.

Not sure if thats helps but if I rest my player on the boundary it slides to rest of where the collision stops.  But doesnt prevent it from entering where the boundary is

36
Support / Collisions with Animator
« on: July 12, 2014, 09:07:22 pm »
I have a Sprite with animator that I have applied a box collider 2d to.  I haven't setup colliders for each frame as assume a collider to the animator is possible.

I have setup a game object with a box collider 2d as a boundary and it just doesn't collide, just passes through each other.

Is it not possible to add a collider to the animator but instead have to do it for each frame of animation?

37
Support / Sprite animations
« on: June 15, 2014, 09:34:54 pm »
Are sprite animations independent of sprite collections? So if I have a 1x 2x and 4x for different resolutions are sprite animations intelligent enough to pull in the correct one based on resolution identified. Or do I need a different animation per sprite collection like how Unity2D currently handles things?

Your advice would be much appreciated.

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