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Topics - hawken

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1
Support / Edge Collider > Polygon Collider SCRIPT
« on: November 03, 2015, 09:48:05 am »
I was giving 2DtoolKit a spin, long been a fan, but now Unity Tilemap is looming.

I was wondering if the solid collider issue has been addressed.

Seems not (as far as I can tell).

Drop this script on your tile layers, it'll do the job. It also has a "convert to trigger" setting if you want the polygon to be a trigger (ladders, water, doors etc.)

Almost certainly doesn't work with holes, I'll try and fix it up if you let me know any problems, or feel free to edit and PR!

https://github.com/HawkenKing/Edge-collider2D-to-Polygon-collider-2D

2
Support / 2d Camera doesn't support Diffuse sprites
« on: March 27, 2014, 05:13:29 am »
The 2d camera is amazingly useful, I use it in all my projects.

I thought I was going mad though, as my sprites weren't displaying any diffuse or bump. (unity sprites)

Particles too.

Then I switched to a normal defult unity camera and everything worked.

Will there be a fix for this? Would be a shame to lose this wonderful camera, tile system and so on, jest because the camera doesn't support lighting.

3
Support / Dropdown height
« on: March 25, 2014, 04:52:45 am »
Hi, not really grasping how this works, there not much in the docs or FAQ so I'll ask here:

I used a prefab to make some dropdowns, set the dropdownheight (left one is correct):



But when it runs in the player, the dropdown items are all layered on top of each other. Is there a way to set the dropdown button height & dropdown item height?


4
Support / Multi Touch & Camera hooked to tk2dUIManager possible bug?
« on: January 30, 2014, 11:59:53 am »
Quote
It is no longer necessary to hook up a camera to the tk2dUIManager. You can simply attach a tk2dUICamera script to the cameras that interact with UI.
UnityEngine.Debug:Log(Object)
tk2dUIManager:Start() (at Assets/Plugins/tk2dUI/Code/Core/tk2dUIManager.cs:289)

It appears, doing so, stops multitouch from working. So, living with these alerts for now. Either that or multitouch needs to be enabled in the first scene you load, which I was doubting. FYI cheers!

5
Support / How to set state of Toggle button in code? (AS)
« on: January 21, 2014, 08:32:29 am »
I'm making a setting that is persistent through scenes and need a toggle button to be on when the user loads that scene.

From the documentation it's not entirely clear how to do this without any examples.

I tried the follow code:

var myToggleButton : GameObject;

Code: [Select]
function Start() {
if (PlayerPrefs.GetInt("ButtonOn") == 1) {
tk2dUIBaseItemControl.ChangeGameObjectActiveState(myToggleButton, true);
}
}

But unsure if this is the way to do it. It's not really clear. I just want the Toggle Button to be on, using code. Thanks.

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