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Messages - Udorn

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Support / Re: Bug for TileMap: gap in between tiles
« on: February 10, 2014, 04:45:23 pm »
Your textures look very much like they have alpha information there. Can you post a repro case?

It seems that I have fixed my issue. I've rescaled the tile textures to exactly the pixles per meter setting (100), deleted the Tilemap and created a new one. Now the blue gaps are gone. Thanks for your outstanding support.  :)

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Support / Re: Bug for TileMap: gap in between tiles
« on: February 09, 2014, 05:30:06 pm »
Hi,

I've the same problems. I tried the point filter and it doesn't change anything. I'll attach images of my settings and the game view with the (blue) gaps between the tiles. I have seen this problem in several projects with different tile textures. There is probably something wrong in how I'm using 2dtk.

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Support / Sorting Layer support for Tilemaps
« on: November 13, 2013, 07:05:06 pm »
Hi,

is it possible to add sorting layer support to 2DToolkit Tilemaps? When I combine Unity 4.3 Sprites (for e.g. rendered backgrounds) with 2DToolkit Tilemaps (for e.g. placement indicators in tower defense games), then I'm not able to use the new sorting layer feature.

When I choose one for the background image it's always drawn above the tiles, regardless which z-Index I'm using for the 4.3 Sprites and Tilemap.

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Support / Re: Problem with polygon colliders
« on: February 17, 2013, 09:27:09 am »
Ok, now I have integrated the tk2dcamera and the ships do still overlap.




Btw the documentation of the tk2camera could be a little bit more exhaustive. ;-) In the first moment I was a little bit lost, until I realized, that I have to think in pixels and not in "units" anymore.

Are there some best practices documented somewhere on how to support the different resultions?

Update: Ok, the resolutions are clearer now, I learned that i have to press play to get the view adjusted for the changed resolution. Is the tk2camera always pixel-perfect, or is there also a zoom factor somewhere? Changing the size parameter seems to not change anything.

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Support / Re: Problem with polygon colliders
« on: February 16, 2013, 06:31:08 pm »
Thanks for your fast answer. :-) Yes, it's strange, sometimes the first image is visible and sometimes not. Is the direct link visible for you?



The temp in the url doesn't sound good. ;-)

The triggers are just empty GameObjects with box colliders and "Is Trigger" checked. I've added no rigidbodies to them. Only the two ship-sprites have rigidbodies. Both ships are using the same sprite from the sprite collection and both of them are convex.

Currently I'm using a standard orthographic camera with the z axis pointing into the scene. Tomorrow I will try the tk2dcamera as you suggested.

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Support / Problem with polygon colliders
« on: February 16, 2013, 05:55:11 pm »
Hi,

I have a problem with polygon colliders. My sprites do overlap, if I use them. If I use boxed colliders instead of it everything is fine. I found in a different thread, that I should check convex, but that doesn't help in my case.

I'm using the newest 2D toolkit version from the Asset store (probably one week old) and in the unity forum are a few pictures describing my problem: http://answers.unity3d.com/questions/400328/strange-rigidbody-behaviour.html

Does anybody know, how I can use polygon colliders with my sprites?

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