Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ilikepopsoda

Pages: [1]
1
Support / Re: Possible to commit a sprite batcher at runtime?
« on: April 25, 2013, 10:01:02 pm »
Awesome! That's good news. I'll give it a go and see how it's done.

Thanks!
Gerald

2
Support / Possible to commit a sprite batcher at runtime?
« on: April 25, 2013, 08:43:48 pm »
To sum it up, I'm making a level generator that will instantiate chunks of the level at a time. Each time a chunk is instantiated, I need to be able to access all of the 2D tiles in the chunk so I can correct for random rotations that are made to the overall chunk.

There are going to be A LOT of tiles being used in the overall level, so I'd like to make use of the sprite batcher. As the batcher commits, though, any scripts on the 2D tiles that make up the level chunk get deleted and thus nullifying the ability to make rotational corrections.

I was thinking it would be great if I could commit the batcher once all the 2D tiles have been modified, but I'm not finding any information on the subject.

Is this just not going to work?

Thanks,
Gerald

3
Support / Re: Safe to Instantiate a TileMap?
« on: April 24, 2013, 11:03:07 pm »
Thanks! I'll check that out.

4
Support / Safe to Instantiate a TileMap?
« on: April 24, 2013, 03:08:25 am »
So I've been playing around with TileMap prefabs the past couple nights with some confusing results.

When I make a prefab with a TileMap, delete the original object that I used to create the prefab, and then drag the newly created prefab reference into the scene to create an instance, the tilemap does not display anything there. The tiles will pop back into existence if I hit the "edit" button in the inspector, which is weird.

Now if I create a prefab from the same TileMap before I hit commit, in other words when I'm actually in Edit Mode, everything seems to be okay. When instanced while the game is running, the TileMap that I thought would be uncommitted, seems to have "committed itself" and it's ready for use.

I guess my main concern is: Am I going to run into problems down the road with this method of creating a prefab from an "uncommitted" TileMap object?

I hope that all makes sense. :\

Thanks,
Gerald

Pages: [1]