Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - jmenossi

Pages: [1]
Support / Sprite going through tilemap colliders
« on: August 18, 2014, 11:24:48 am »
Hi, I'm having a problem with my 2D character (sprite): In some cases, it goes through Tilemap colliders.

I have attached a sample project, and I am using Unity 4.5.2 with tk2d 2.4.0

In the scene ('TestRoom') you have several points (marked with red arrows) where the character goes into tilemap colliders.
It doesn't happen everywhere, only at specific tile heights AND when colliding from left side.
I copied the same tile structure into different places, and the character can't break into all of them (only at red arrows, not the green ones).

I sent email to support, but wanted to post on the forum too, just in case other users have run into the same issue.

Any idea about this? Is it a bug with tilemap colliders? How could I fix this?


Support / Animation with Random Loop
« on: April 24, 2014, 12:06:28 pm »
I have an animation with 4 frames and would like it to play random frames.
If I set the "random frame" wrap mode, it only plays one frame and then stops. And with "random loop" mode, the animation always plays the frames in order from 1 to 4.
Is the random loop mode intended to work this way? Maybe I am using random loop the wrong way?


Support / Tilemap: Problem to detect tiles colliders
« on: December 01, 2013, 11:34:57 am »
I'm having some trouble to detect tile colliders in a tilemap (using Unity 4.3.1 and tk2d 2.3.0)

The scenario:
-I created a new Unity project with 2D settings.
-Created a simple sprite collection with 50x50 pixel sprites and set colliders on the sprites. Using Physics2D engine.
-Created a tilemap and painted some tiles on Layer 0.
-Also, for testing, I created a tk2dSprite using the same sprite from the collection as I used to paint on the tilemap.

* Both tilemap and sprite are on the Default Unity layer.

I need to detect whether a world point is over a tile collider. I tried using Physics2D.OverlapPoint() and Physics2D.GetRayIntersection().
Both functions return correct results when used over the tk2dSprite, but they return nothing (or null) when used over the tilemap.

* If I set the Sprite collection to use Physics3D engine, I can detect colliders on the tiles with function Physics.Raycast() (it works fine)
but I need to use the 2D physics...

Any idea why the Physics2D functions are not working on a tilemap? Maybe I missed something when creating/setting the tilemap?
Or is it just a bug?


Pages: [1]