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Support / TK2D TileMap - A* Project Problem (Collision)
« on: April 23, 2015, 01:58:25 pm »
Just a quick question as I've run into a small problem.

I'm making a top down dungeon crawler-y type of game, using TK2Ds tilemap system and aaron's A* Pathfinding Project for enemy logic.

I've run into a problem though, large parts of my map (where no dungeons rooms are) are empty, but the A* asset still recognizes it as passable terrain, even when that space is filled with tiles it will not be recognized as un-pathable, because TK2D Tilemap uses edge colliders, so it will only detect it at chunk edges, which is somewhat pointless and doesn't really help my problem.

Here are a few pictures to help illustrate my problem:
Map with colliders: http://puu.sh/hnYUb/f047537131.png
Map with navmesh, as you can see outside parts are still traversible, as seen with the path returned for the small sprite (green line is path): http://puu.sh/hnYWO/5124d846ef.png
Same problem still occurs if empty parts are filled with tiles with box trimmed set as collider, Map with colliders: http://puu.sh/hnYZT/817cdf6f9f.png
Navmesh: http://puu.sh/hnZ1E/6e2029b254.png

I'm not sure if there is a way to fix this, but any and all help is appreciated! Thanks in advance :)

Edit: Forgot to add that the problem isn't that it is pathable (seeing as reaching the outside from within is impossible anyway), it just uses up a lot of performance when requesting paths seeing as there are a lot more nodes.

Edit2: I seem to have solved it for now, if you alternate sprites it will not create a mesh because the space is too small, maybe there is a smarter way to do it though. Pic: http://puu.sh/ho9Wx/c96e43876c.png

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Support / [Bug? - SpriteCollection] Not sure why this is happening...
« on: April 16, 2015, 08:58:34 pm »
See video -> http://puu.sh/hgiEF/5e78d69a07.mp4

This is using Unity 5.0.1f1 Personal Free on a relatively new Unity project, also re-downloaded TK2D, same issue.
Also, the rebuilding index thing never goes away, in case anyone was wondering.

Any help is greatly appreciated!

Edit: I'm guessing this is happening because TK2D isn't[?] compatible with Unity 5 yet. If so, is there an ETA for a new version or will this not be updated?

Edit2: After making a completely new project it now seems to work. Weird.

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Support / Re: Question concerning attach points
« on: March 12, 2014, 05:52:33 pm »
Alrighty, thanks for the quick answer! As always excellent support from unikron! <3

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Support / Question concerning attach points
« on: March 11, 2014, 09:04:55 pm »
Example:

I have a characters body, and his arm is attached to it, which rotates according to the mouse position.
If each frame of the walk animation has the attachpoint, and you move, the attachpoint's rotation "overrides" the current rotation of the transform, causing it to "flicker" between 2 positions, which doesn't look very nice.

TLDR: Any way to set attachpoints up so no rotation is associated with it?

Thanks in advance for any help!

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Support / Re: [Bug?] - tk2dSprite + Polygon Colliders
« on: December 20, 2013, 01:33:28 pm »
I HAVE to use 3D colliders seeing as the polygon option in the sprite collections generates a mesh collider on the sprite in question, something that isn't possible for RigidBody 2Ds.

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Support / Re: [Bug?] - tk2dSprite + Polygon Colliders
« on: December 18, 2013, 07:51:21 pm »
Upon further investigation, this is definitely weird.

Polygon colliders will only flip on calling FlipX or FlipY, IF your are flipping the attached sprite ABOVE it in the hierarchy.

For example, this works, and can be used as a temporary workaround:





This flips "Blank", flipping everything below it. Make sure it has a blank sprite attached that has its attachpoint and anchor point in the same spot.

Is this behaviour wanted or is it really a bug?

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Support / [Bug?] - tk2dSprite + Polygon Colliders
« on: December 18, 2013, 07:31:45 pm »
So I have a character that consists of:

  • A sprite from a sprite-sheet with an attached sprite animator.
  • A head that is fixed to an attach-point in the sprite-collection. (The head is not part of the sprite-sheet containing the body, it is a separate, single sprite).

All of my sprites have polygon colliders mapped directly to the sprites edges.

I'm using this script to turn the sprite based on mouse position:



This works.

-> Now the bug is, if the sprite that I'm flipping is in a sprite-sheet and NOT a separate single sprite in the sprite-collection, the sprite flips, but the polygon collider does not. If I manually click FlipX in the editor in scene mode it works fine, as soon as I enter game mode it does not work. Trimmed box works fine.

Also, the head sprite flips fine, so I'm guessing this only happens if the sprite is in a sprite-sheet and has a polygon collider, like I said.

Also, maybe this isn't a bug after all and I'm making some dumb mistake or something, in that case I'd appreciate any input.

As always, thanks in advance!

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Support / Re: [Question] - Volumetric 2D Lights
« on: December 17, 2013, 09:56:32 pm »
I take back what I said, both of those refer to the same Asset.

It seems the updated version uses Unity sprites which basically makes it obsolete for TK2D. Guess I'll ask the author for workarounds.

Edit: The above mentioned asset actually DOES work with ToolKit 2D, I was just being extremely stupid. Simply attach a collider to your GameObject and it will work, just don't add the SpriteEvent_VLS script to your TK2D sprite, as that's what requires the Sprite Renderer Component. *facepalm*

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Support / Re: [Question] - Volumetric 2D Lights
« on: December 17, 2013, 09:46:26 pm »
Thanks for the quick response! Great to see such great support :)

I'll take your advice and contact the author or look for other workarounds.

Edit: Incase anyone has the same question (This refers to http://forum.unity3d.com/threads/142532-2D-Mesh-Based-Volumetric-Lights):



Guess I should've researched more, 15$ down the drain :/

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Support / [Question] - Volumetric 2D Lights
« on: December 17, 2013, 09:27:59 pm »
I bought the Volumetric 2D Light asset (http://u3d.as/content/reverie-interactive/2d-volumetric-lights/36x) and (most likely foolishly) expected it to work in conjunction with ToolKit 2D.

It actually requires a sprite renderer on a GameObject, so my guess is that there is probably no way to make it work with ToolKit 2D sprites.

-> So my question is, is there a way to make them work together?

-> If there isn't, would a mesh based lighting system like 2D Mesh Based Volumetric Lights (http://forum.unity3d.com/threads/142532-2D-Mesh-Based-Volumetric-Lights) work with ToolKit 2D?

On another note, loving the functionality ToolKit 2D offers (even though I'm still too inexperienced to use it to it's full extent)!

Any input is appreciated!

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