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Messages - ccampama

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1
Support / Re: Disabling UIItem
« on: January 13, 2015, 10:44:32 pm »
Hi! I would like to know if there is something to make a UTItem look disabled/grayed out yet. I know that over a year has passed since the last post in this topic, but I really needed it by now. Thank you in advance!

2
Releases / Re: 2D Toolkit 2.4.0
« on: April 13, 2014, 10:39:11 am »
Well, the other advantages come from the fact that in a 64bit application you can use 64bits registers. For codecs and similar software it usually means an important improvement in performance. For a 3D editor... hmmm... I doubt it could be noticeable. And in x86-64 you also have more registers to use, but it is also not relevant for an editor. So, basically, the one and big improvement is RAM access.

3
Releases / Re: 2D Toolkit 2.4.0
« on: April 13, 2014, 10:02:42 am »
Among other things, it means that it can address all the RAM on your computer, so it can manage better all bigger scenes and projects. So if you have >4GB and work with complex projects, it is great news for you.

4
Releases / Re: 2D Toolkit 2.4.0
« on: March 19, 2014, 12:42:51 pm »
Also, having a decent GUI system will make things much easier for you with 2DT.
I think I read somewhere that this will come in 4.6 this spring.
BTW, in the video I saw "More Physics 2D API". I wonder what that means...

5
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 18, 2014, 08:55:32 pm »
Yeah, I also did never experience such a problem with PhysX, but that's my first experience with Box2D and I also guess it could be an issue related to scales. But I made some rough tests with no luck  ???

6
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 18, 2014, 04:18:37 pm »
Hi! Well, my rigidbody2d's collide fine as long as they have circle colliders. If they have box/polygon colliders, then they seem to be fine until in some tilemap sections they can suddenly go through the edge and pass to the other side of the edge. But it only happens in some (unknown to me) circumstances. It is not as common as it could seem reading the post.

It is true that if I disable tk2d edge optimizations, with more vertices over the edges, everything goes fine again. So it made me think of scales and so, but I had no luck tweaking things.
I have set "20 pixels per meter" in TK2D. The leading object in my game, a ball, has a collider radius of 1.46f. The objects that show the issue (the biggest ones: some brick-like boxes) are 3.2f x 6.0f. Do you mean they could be scaled too big for Box2D?

Thank you in advance!

7
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 18, 2014, 02:47:30 pm »
Ok, after some emails with Unikron, the solution I have come across is to only use circle colliders when colliding with the tilemap edges. Circle colliders seem to be the only reliable ones when colliding with edge2D. So I have disabled the polygon collider and "filled" the colliding object with circles until conforming the desired shape. It is not perfect, it is indeed annoying, but works fine. It makes me think of the Lumpy Space Princess in Adventure Time, but it kind of works... hehehe
It is faster than disabling TK2D tilemap edge optimizations, which I tried and worked ok, but it was not a great idea performance wise.
Just wanted to let this idea for the people that "hit the same wall"  ;)

8
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 13, 2014, 05:03:02 pm »
I have just sent an email to the support address with further information.

9
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: February 25, 2014, 04:57:49 pm »
I will try to prepare the simplest test case for you to try. It's not easy as I have already tried but the test scene from scratch works fine. I'll try to revert the original scene that had the problem (remove the polygon colliders and re-set them as trimmed boxes) and take it out of the entire game.

10
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: February 24, 2014, 11:45:39 am »
I'm experiencing something like that. I create a tilemap consisting of a hollow box drawn with a square tile of 64x64 (with a trimmed box collider). Then I put a ridigbody2d box inside it and make it move with gravity. The player can rotate the camera (and the gravity vector is rotated at the same time), so the rigidbody2d can be constantly rolling inside the box and hitting the tilemap walls randomly. Then I find that the rigidbody2d goes inside some of the tilemap walls and then gets stuck into them. It always happens with the same walls.
 To fix the problem, I have to change the trimmed box collider of the sprite of the tile that makes the wall for a polygon collider (essentially the same collider but drawn by me). Then all collisions work fine. Could there be a bug hidden in the construction of a tilemap collider?
 I'm using the latest Unity with the latest TK2D (even tried with the last beta).

11
Support / Re: Tilemap: collision tile id problem
« on: December 02, 2013, 08:33:17 pm »
...and this is the collision script that I had to write when switching to 2D physics (with the offset stated by unikron):
Code: [Select]
int tileId = TileMap.GetTileIdAtPosition(collision.transform.position, 0);
if (tileId < 0)
{
Vector2 collisionPoint;
collisionPoint = collision.contacts[0].point;
collisionPoint -= ((Vector2)this.transform.position - collision.contacts[0].point).normalized * 0.5f;
tileId = TileMap.GetTileIdAtPosition(collisionPoint, 0);
}
It works like a charm for me. Hope this helps  ;)

12
Support / Re: Tilemap: collider seems wrong if flip used on tile
« on: November 28, 2013, 09:52:31 pm »
I'm using 3D physics (well, the same before Unity 4.3). I have sent an email to support with a sample project and the instructions. Let me know if you need any further information. Thank you!

13
Support / Tilemap: collider seems wrong if flip used on tile
« on: November 27, 2013, 06:10:39 pm »
Hello again,

I'm using latest Unity with latest TK2D as of today. I have a tilemap consisting of 64x64 tiles. Then there is a ball colliding inside it. Everything has been fine until I found that if I have a slope of tiles (I rotate the gravity vector and the camera to "rotate the scenery" and make the ball roll) with some of them flipped and some of them not, the sphere collider of the ball seems to find hidden edges between the tiles, and it kind of jumps and collides strangely. The tiles all have a trimmed box as collider, and if the slope of tiles shares the same "rotation" (flip) among all the tiles composing it, then the collision is smooth and the ball rolls fine as it should. But if some of the tiles are flipped in one direction and others in a different one, then the ball collides wrong when passing over the union between two differently flipped tiles.

I'm not sure if I have been able to explain it in a clear way ?

Thank you very much in advance!

14
Support / Re: Unity 4.3 hanging upon close
« on: November 13, 2013, 03:21:23 pm »
In my case, it started happening at least in 4.2.2. Yesterday I upgraded Unity to 4.3 and could check that the issue persisted.

15
Support / Re: Unity 4.3 hanging upon close
« on: November 13, 2013, 12:49:46 pm »
I am experiencing exactly the same issue. The only thing I've noticed is that when I click on the X to close Unity, suddenly the * appears in the bar, next to the scene name (just as if something is modified, but it was not!). Then Unity hangs. I'm using "Unity Serializer" as the only other plugin, so I don't really know if this "*" detail has something to do with the hangups or if it's related to Serializer but Unity would hang just the same without it.
I also started noticing the hangups with 2.2.3.

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