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Messages - agkunz

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Support / Prefab terrain 'chunks'
« on: January 09, 2013, 09:20:29 pm »
Hello,

I'm trying to build a dynamic level.  The plan is to build short sections of terrain and gameobjects, save them as prefabs, and then randomly pick a few of them to render on the screen.
I've created a sample object containing two tilemaps and their renderdata, one for the terrain and one for the gameobjects.
When I drag my prefab back into the scene just to test, the gameobjects appear but the terrain does not.  I suspect this is because the gameobjects all have data attached to them whereas the terrain does not.  If I select the terrain tile map and click edit, the terrain appears.  If I click commit it, stays on the screen.  If I move the object around the gameobjects go with it but the terrain stays where it was on the screen until I click edit and commit again.

The root of the question, am I doing this right?  Is there a better way?  Is there a way to call the edit and commit buttons from code at run time?  Do I need to actually attach data to every tile in the terrain tilemap?

Thanks,
Adam.

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Support / Re: Painting "coin" prefabs with tilemap
« on: November 12, 2012, 01:16:20 am »
Thanks for your quick response, but I was just logging back in to let you know I have figured it out!
This toolkit is pretty cool man, good work!

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Support / Re: Painting "coin" prefabs with tilemap
« on: November 12, 2012, 12:04:08 am »
Maybe I can re-phrase the question.
We have a tile set, we can paint the different sprites on the screen.  What is the correct way to attach a script to each different sprite on the screen (for example in the screen shot you can see multiple coloured gears in the palette, and each will do a different thing)?
I originally had assumed it was by using the prefab option when you select the gameObjectTileMap, hit edit and go to Data.  I select a sprite, attach a prefab gear I built, hit commit and then that sprite disappears off the screen throughout the level (both in design and run time).  If I click edit again it appears back on the screen in design time but will continue to disappear until I remove whatever's in the prefab slot.

Thanks,

4
Support / Re: Painting "coin" prefabs with tilemap
« on: November 10, 2012, 07:34:04 pm »
Hey, working on the same project here-
If you paint a bunch of gears close together, they are lumped together as one object in the object explorer. (Labeled  Chunk 0 0, Chunk 0 1, etc).
If I attach the script to the 'Chunk' item then when you collect one gear the whole 'chunk' of gears gets collected at the same time, we need each one to be individual.

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