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Messages - juts

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1
Support / Re: OnBecameInvisible() not working
« on: May 12, 2013, 12:57:23 am »
Haha... nevermind. The unity editor thinks its a camera and because i had it open in a scene view it was never 'invisible".  Silly renderer.

2
Support / OnBecameInvisible() not working [Solved]
« on: May 12, 2013, 12:53:37 am »
I've got a scene set up using TK2DCamera with an ortho size of 512.  I have a sprite thats 1280x3000 that scrolls off the screen by incrimenting its transform.position.y.  For some reason when the sprite is fully off the screen OnBecameInvisible is never triggered. The code for it is below, it never gets called.

Code: [Select]
void OnBecameInvisible()
    {
        Debug.Log("it got herre");
        enabled = false;
       
    }


Any Ideas?

3
Showcase / Re: WIP: Platformer (iOS)
« on: April 27, 2013, 02:04:36 am »
Are you also using the 2D platform controller from the asset store? (https://www.assetstore.unity3d.com/#/content/7381) ?

Looking for advice to get controls that are that tight. Yours look really good

4
Showcase / Re: Jotun - Dev Diary
« on: April 27, 2013, 01:59:07 am »
Are you using the 2d character controller assets from the store, or did you make your character controller from scratch?  I've been looking for examples to help get it feeling crisp and not floaty?

5
Support / Re: tk2dCamera and Unity Camera
« on: April 27, 2013, 12:42:30 am »
Im realy new at this too, but if i had to guess i'd say its because your ortho size is likely incorrect (Needs to be half the height of your targeted resolution), and you haven't adjusted for the tk2d camera using pixels as world units.  setting a cube at 100,100,0 for example would put it 100 pixels right, 100 pixels up from the bottom left hand corner of the camera. Add a few test objects to get yourself oriented maybe?

6
Using:

Unity 4x Unity 2D Toolkit from the asset store

My goal is to get a very basic platformer style movement controller set up, but I'm having a very hard time making things not 'floaty.'
Is there a better way to have movement which still responds to collision detection other than using AddForce() on rigid bodies?
Anyone have any tutorials or example projects on the subject?

Thank you

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