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Messages - oayhan

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1
Support / Re: Ignore Collisions From A Specific Direction
« on: September 02, 2013, 11:46:21 am »
Just what I was looking for, thanks.

2
Support / Re: Ignore Collisions From A Specific Direction
« on: September 02, 2013, 11:25:37 am »
Yeah, I see your point. I guess I'll go with Pfaeff's solution.  On a side note, is there any part of manual that explains editor properties? I'm confused by terms like collider cap, diced rendering etc... I mostly try to see what it is by changing values but couldn't understand in the case of collider cap.

3
Support / Re: Ignore Collisions From A Specific Direction
« on: September 02, 2013, 10:41:54 am »
I sent the project to your email. I hope it works this time :)

4
Support / Re: Ignore Collisions From A Specific Direction
« on: September 02, 2013, 07:45:55 am »
@unikronsoftware I've attached a repro project and included a readme file with it. I don't know if it was a coincidence, but modifying the side normals slightly solves the problem (you can see it in the project).

@Pfaeff I really appreciate your solution. I would be happier if I could solve this with modifying the collider only but your solution seems simple enough too, thanks.

5
Support / Re: Ignore Collisions From A Specific Direction
« on: August 31, 2013, 12:38:26 pm »
Thanks for the quick reply. I had some progress, but still not sure what's wrong. The collision with the open collider is wrong and the the object with the box collider and rigidbody collides half way on its collider. I'm attaching an image of my problem, left one is with an open collider, right one is normal box collider.


edit: left one has a downward normal btw, so it should be passing through.

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Support / Ignore Collisions From A Specific Direction
« on: August 31, 2013, 09:24:47 am »
I'm trying to implement a very typical functionality in platform games. I want my character to jump from below a thin platform and get on top of it without colliding, but it should collide with the platform when falling from above. On a 3D world I would use a mesh collider on a mesh with only upward looking normals but I'm not sure how to do it in 2dtk system.

7
Support / Re: How to play animation in reverse?
« on: August 16, 2013, 11:48:51 am »
Thanks, I'll try that. Though I seriously think this is a very basic functionality for animation systems. I don't know how your current system works but you should maybe consider some modifications.

8
Support / Re: How to play animation in reverse?
« on: August 16, 2013, 07:15:10 am »
I've come upon this (and a few other similar) topic while searching for a way to play reverse animation. I need to reverse my animation in specific frames according to user input so having a reverse version of that animation doesn't cut it for me. Is there any simple way for reversing direction of an already playing animation?

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