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Topics - AbsurdInteractive

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We have our Camera set at z Position 0 and all of our sprites and meshes within our game set at z Position 0 as well. The camera is orthographic and has a Near Plane of 0, and a Far Plane of 10. So far we've had no issues displaying anything in our 2D game by using SortingLayers.

Just today we noticed when we created a tk2dTextMesh at z Position 0, that the tk2dTextMesh was not showing up in the Game View despite the SortingLayer being setup in front of all our sprites. It did show up in our Scene View correctly though. After tweaking many different things, the only way I could get the tk2dTextMesh to show in the Game View was to actually change my Game View camera's Near Plane to -1 to display the tk2dTextMesh. So I was wondering how is the tk2dTextMesh being rendered differently from the rest of the meshes because that is the only 2D Toolkit object that seems to have this issue.

Also, is there a file I should look in to possibly see if I can try to fix this issue?

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Support / Preventing the Camera From Moving Beyond Level Boundaries
« on: July 31, 2013, 04:26:02 am »
Currently, we have the 2D Toolkit camera centered on the player, but we would like to prevent the camera from moving past the level boundaries, and were wondering what ma be the best way to implement this with 2D toolkit's camera?

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