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Messages - SalmonPunch

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Support / Re: Dynamically hide part of a sprite.
« on: December 01, 2014, 08:58:46 pm »
I would prefer the technologically advanced solution since it will save me a lot more work in the long run, but I will investigate layers if I can't get this method to work.

so back to the original question, could I use SetPixel to achieve this?

2
Support / Dynamically hide part of a sprite.
« on: December 01, 2014, 06:41:51 pm »
I want certain pixels of the player's sprite to be hidden if those pixels overlap with something that is supposed to be "Above" him (IE, if he is standing behind a building, and half his body is behind the building, then that half is not drawn. Is there any way to do this efficiently with 2DToolkit?

I know there is Texture2D.SetPixel, but I have no idea how to use it in this context.

Thanks in advance.

3
Support / Re: Using one prefab as the wall for an entire tilemap?
« on: November 19, 2014, 06:43:40 pm »
Thank you for the quick response.

So what should I do instead to ensure that the wall tiles on the tile map are solid?

Im using the PolyNav2D asset for unity, and I've been having issues with setting the automatic meshes the tilemapper makes as obstacles for PolyNav.

4
Support / Using one prefab as the wall for an entire tilemap?
« on: November 19, 2014, 03:57:28 am »
Is it possible to us a single prefab for an entire tilemap? IE the prefab would be set in the data section of every tile I want to be counted as a wall, and when created the prefab would inherit the sprite of the tile it was born from, meaning I could make anything a wall without having to create countless objects.

Is this possible?

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