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Messages - jtuttle

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1
Support / Re: strange collision behavior
« on: September 17, 2013, 04:27:02 am »
Setting the depth higher helped a lot, thanks. My only hesitation about using character controller is that I will probably want the player to be a physical object at some point. Maybe it'll work nicely for now though. Appreciate the advice!

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Support / strange collision behavior
« on: September 16, 2013, 05:32:55 am »
Hi there. I've read a few of other posts about collision detection on this forum but none of them seem to address my issue. I'm making a 2D tile-based RPG/hack and slash (like the original Zelda) and I'm currently trying to simple get my player sprite to collide with certain wall sprites in the map tile sheet. My camera and both spritesheets are set up to use 20 px/meter (because I remember reading that setting works okay with Unity's physics). I've attached colliders and rigidbodies to both the player and the tile. Both the player and tile have their rigidbody rotations and z-position locked. The tile also has its x and y position locked. Gravity and kinematic are both unchecked on the rigidbody (though I've tried messing with both).

To move the player gameobject, I set its rigidbody velocity based on keyboard/controller input. When the player touches the tile, I can get the OnEnter event to fire no problem and the wall collision sometimes works, but it's not reliable. I found that it usually works if I approach the tile from a compass direction, but if I approach the wall tile from the diagonal, the player gameobject will often just slip right inside the tile's collider, even if it's much bigger than the player's.

Am I doing something wrong here? Is this not how collision is supposed to be set up with 2D Toolkit? Any tips? Thanks!

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Support / Re: TMX import flipped pallette
« on: September 08, 2013, 10:35:40 pm »
Aah that explains it. Thanks for the tip!

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Support / TMX import flipped pallette
« on: September 08, 2013, 04:50:00 am »
Hi there. I've recently started playing with importing TMX files from Tiled, but when I perform the import it seems like my TileMap palette is vertically flipped, resulting in misplaced tiles. This is what I'm attempting to do:

1) create and commit SpriteCollection in Unity from individual tiles
2) import resulting .png file into Tiled as my tileset
3) build map in Tiled, save as TMX
4) create TileMap in Unity
5) import TMX file
6) observe misplaced tiles

Am I botching a step in the process somewhere? Thanks!

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