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Messages - coopaloops

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Support / Mismatching GUID's after upgrading to 2.5.7.1
« on: January 07, 2017, 07:21:42 pm »
Hi guys, I've been gradually migrating a project to Unity 5.5, and have hit some roadblocks with updating 2D Toolkit to the latest version. When I go to import the new version of 2D Toolkit (2.5.7.1), I get a bunch of mismatching GUID's on all of the 2D Toolkit scripts, which ends up causing all of my sprites to go pink in every scene. My prefabs can't find the 2D Toolkit scripts anymore. I tried doing "Rebuild Index" in the 2D Toolkit menu, but it didn't work. I also am unable to reassign sprite collections, tilemap data objects, and tilemap editor data objects to all of the tilemaps in my game, and I'm afraid that I'm going to lose a ton of work that I've already done. I'm posting here in hopes that there is a better solution to all of this than me manually going in and having to redo everything by hand. Let me know when you get a chance. Thanks!

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Support / Trouble updating to 2DTK 2.5.3 with Unity 5
« on: May 31, 2015, 01:56:38 am »
I just updated to Unity 5, and I'm having trouble upgrading to the latest version of 2d toolkit (2.5.3).  I get a weird error message when I try to Import the latest from the Asset Store:

Error importing folder (The pathName assets/tk2droot/tk2d is already mapped to b877b7feec43f4b188b5fd66e6b3675a. But the meta data wants it to be mapped to 7932fa37feb341547986018fc9aafb50)

I get that same error for a bunch of different tk2droot paths. Would love some help and advice on how to fix, since I really have no clue what's going on. Thanks!

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Support / Re: Tilemap colliders as triggers?
« on: May 07, 2014, 11:11:42 pm »
Yeah that's what I did - added caps to the polygon colliders through the sprite collection editor. Front and back was the default setting I believe. Didn't see the option for caps with box colliders in the sprite collection editor though. Maybe I'm using an old version if that has been added in?

Also this might be a silly question, but would poly colliders be more expensive than box or mesh colliders (I think box colliders get converted to mesh colliders if they are adjacent) if the poly colliders are just boxes?

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Support / Re: Tilemap colliders as triggers?
« on: May 07, 2014, 07:03:00 pm »
Oh, one other thing I should note is that in order to have the raycasts register hits, I'm having to use polygon colliders instead of box colliders on the tilemap. Apparently raycasts won't hit collision volumes unless the collision volume has a cap.

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Support / Re: Tilemap colliders as triggers?
« on: May 07, 2014, 06:35:04 pm »
Thanks so much for the prompt reply! I managed to get collisions with walls working using raycasting, and it works flawlessly. Eventually I'll also want to have different tile types like pits, spikes, etc, and for those I'll just spawn prefabs that have trigger volumes on them. Thanks for making such a great tool and for continuing development on it.

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Support / Tilemap colliders as triggers?
« on: May 02, 2014, 06:11:09 am »
I'm using 2D Toolkit for a top down 2d game at the moment, and I've been trying to figure out how to handle collision detection in Unity. I want to find a solution to collisions that doesn't involve Unity's physics system. I don't want to use any Character Controller components or non-kinematic rigid bodies (all of my rigid bodies are currently being set to isKinematic for the purposes of firing triggers on other colliders that are set to be triggers). My current thinking is that I will just use the OnTriggerEnter method for handling all of my collision needs. Now, I absolutely love 2D Toolkit's tilemap functionality, and ESPECIALLY the ability to add colliders to each tile. It makes level editing so much easier. However, I don't think there is a way to set colliders on tiles to be triggers. I also don't think there is a way to tag the game objects that the colliders live on, which would also be super useful. If there is a way to do either of those things, I would love to hear about it...or if there is another recommended/better way to get a good collision system going in 2D Toolkit without using Unity's physics system, I would love to hear that as well. I'm mostly a beginner at this stuff, and am trying to avoid rolling my own collision detection system at all costs (I'd like to stay away from Raycasting if I can). To sum up - how can I make 2D Toolkit's tilemap collider system work for my needs? Thanks so much!

PS - as an aside, I would also love to hear any input on how to handle collisions without Unity's physics overhead in general...I've been googling all over the place and it can be hard to piece together information on this stuff. From what I can gather, people seem to generally suggest either using triggers for everything or doing some kind of crazy Raycasting system.

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Support / Re: Enhancing collisions in 2D Toolkit
« on: January 29, 2014, 04:30:44 pm »
Thanks so much! I think that will probably do what I need. This might be a silly question since I haven't actually looked at the new feature yet, but is there a way to reference each individual collider shape specifically, or do I have to iterate through the collider array and guess at what I'm getting? Basically what I want is a collider for dealing damage and a collider for taking damage, and I want to be able to know which is which.

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Support / Re: Enhancing collisions in 2D Toolkit
« on: January 28, 2014, 11:17:27 pm »
Hi there, am new to the forums, and just wanted to first say thanks for such a wonderful tool! I'm currently working on a top-down 2d action rpg, and 2D Toolkit has quickly become an essential part of the project's pipeline/workflow. Related to this post...one of the biggest areas of frustration with the project right now is collision detection. We're trying to figure out a system that can give us very precise collisions in an intuitive manner without the overhead of the Unity physics system (we don't use physics in our game). I stumbled across this forum thread while doing a Google search on 2D collision techniques in Unity. Has any progress had been made towards having multiple colliders on a 2D Toolkit sprite? Something like that would be incredibly beneficial to the type of game we're making. Also, I realize it's been a while since the last post in this thread, so if there are any other resources or posts I could take a look at to help with 2D collision detection, I would love a nudge in the right direction. Any news or help would be greatly appreciated. Thanks!

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