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Messages - HeuGamer

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1
Support / Pixel Perfect?
« on: January 17, 2015, 06:50:35 am »
Hello there, first of all, thanks for reading!

I am having some issues about pixel perfecting my project. I'm unsure if I'm doing it right. I've read the FAQ, Reference, and such, and my sprites and tiles are not exactly pixel perfect.

I've set my camera to be 1 Pixel per meter, as well as all my sprite collections.Point filter mode. Pad Amount: 4, Sprites are 16x16, and with some zooms on the camera I can sorta get it nice. Here are my results.

CAMERA ZOOM: 1


CAMERA ZOOM: 3


CAMERA ZOOM: 5


As you can see in Zoom 1 and 3, there are slightly blurred, and added pixels, but in Zoom 5 it seems perfect (unfortunately it's very zoomed in.). Perhaps I am doing this wrong.

Much appreciated.

2
Support / Re: Character Controllers, Tilemap, Jittery Movement.
« on: March 15, 2014, 12:33:47 am »
Increasing the Collider Depth or Z didn't do much and what do you mean by smoothing out the small bumps in the character controller?

Here's a picture of what my colliders look like with a depth of 0.1, with 10 or 100 depth is makes no difference and it is a mesh collider.

3
Support / Character Controllers, Tilemap, Jittery Movement.
« on: March 14, 2014, 12:24:06 am »
I have a 2d sprite with a character controller, and basically everything is using 3d colliders and such. I prefer to use this because one of my plugin doesn't support 2d colliders, and so i'm trying to work with 3d colliders on everything.

Now with the problem. I created a tilemap, it generate a boxed collider for each tile individually and created a whole mesh collider, and now here's the issue, whenever my player goes through each block it bumps downwards and then makes a jittery feel because all my blocks are connected.

Here's a webplayer(https://dl.dropboxusercontent.com/u/67760294/broken/broken.html), if you dont understand. (I wouldn't understand myself either)

As you can see when you move the player, you can't see it, but between each block the characters bumps down then back up. Im using the average character controller with the average character controller move script
Code: [Select]
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
SafeMove(controller.velocity);
}

moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);

How would I go about fixing this?

4
Support / Re: TextMesh Overlapping Wall.
« on: September 02, 2013, 05:15:47 pm »
Do'h! It was that easy!?
Got everything setup in less than a minute!

Thanks you very much for the quick and informative reply!!

5
Support / TextMesh Overlapping Wall.
« on: September 02, 2013, 04:02:04 pm »
Hey there, thanks for clicking on this thread!

So here's my problem. I'm trying to use the Textmesh on the FPS Controller, so the text mesh will be moving with the camera acting as a UI.
But here's the problem. Since the text is a mesh and it will overlap walls and such if you get to close and will not be visible anymore.

http://imageshack.us/photo/my-images/692/3543.png/

As you can see in the picture the textmesh is going through the wall whenever I look at it. Is there a possible way to make is so the text mesh will
always show?

The textmesh is a child of the main camera and the position is (0,1,2) from it.

Thank you in advance!

6
Support / Re: Tilemap Collision And Character Controller.
« on: April 23, 2013, 12:44:28 am »
I found out my Z axis on the character was off from the tilemap, so the character was extremely high... now it can collide, but now the collision is really off and the animation doesn't play but instead blinks.

I forgot to point out. If this matters that my sprite are 16x16 making all the positions weird meaning instead of Moving X to 1 I have to move it by decimals
X:1 = X:0.1 Could that be a problem?

Also I'm using XY coords and I couldn't find a way to upload my project without uploading your 2dtoolkit... Kinda don't think that would be a good idea.


Anyways here an example with the character on the same Z as the tilemap
https://dl.dropboxusercontent.com/u/67760294/Problem%202/Desktop.html


7
Support / Tilemap Collision And Character Controller.
« on: April 22, 2013, 01:52:47 pm »
I have a tilemap with collision setup in the sprite collection as box trimmed and a Character controller. The problem is they do not collide at all. What could the problem of this?

Here's a webplayer example
https://dl.dropboxusercontent.com/u/67760294/problem/Desktop.html

As you can see the character controller and tilemap does not collide, and yes there are colliders on the red walls.

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