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Messages - luispedrofonseca

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ProCamera2D is a tool for Unity that allows you to quickly set-up a camera for any kind of 2D game. It supports all 3 axis (XY, XZ and YZ) and also orthographic or perspective cameras so it works great for all types of 2D & 2.5D games. It’s been built from the ground-up with a strong focus on performance and extensibility, meaning you can use it on all platforms (including older mobile phones) and if for some reason the included behaviours don’t entirely fit your game you can easily extend it to fit your needs.

Features:
- Perspective and orthographic modes
- All axes support (XY, XZ, YZ)
- Follow smoothness
- Multi-target follow with influence weight
- Limit camera distance
- Limit camera speed
- Camera window
- Geometry boundaries
- Numeric boundaries
- Forward focus
- Zoom-to-fit
- Parallax
- Shake
- Pointer influence
- Boundaries trigger
- Influence trigger
- Zoom trigger
- Cinematic focus

And also:
- Unity 4.6.2+ and Unity 5.x support!
- Mobile optimized
- No coding required
- Extensible
- Free updates
- PlayMaker Custom Actions
- 2D Toolkit full compatibility

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Support / Re: tk2dUITextInput OnChangeText on iOS not called
« on: September 03, 2014, 03:12:20 pm »
I'm having the exact same problem. The issue is that the "OnTextChange" event is never triggered on iOS. Any solution for this?

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Support / Re: Tilemap for platformer - Questions
« on: August 09, 2013, 02:52:25 pm »
Hi,

Is it possible to know the width and height of a tilemap? I don't mean the total width and height, but the "used" area.

I need it to limit the camera movement only to the viewable area.

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Support / Re: Tilemap for platformer - Questions
« on: July 29, 2013, 04:35:53 pm »
Thanks for the prompt response!! Sorry but I'm not entirely sure I understood your layer suggestion.

You mean having a different tilemap layer for each platform type? What if I want to have walls with different slide speeds? I might end up with dozens of different layers... Is that a problem?
Can you elaborate on how would I query the tile the player is on? I'm using raycasts to detect collisions.


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Support / Tilemap for platformer - Questions
« on: July 29, 2013, 04:05:37 pm »
Hi,

I'm currently trying to use the new tilemap (2.1 final) with a platformer I'm building, but before moving much more forward I have some doubts.

1) What would be the ideal way to implement platforms with different properties? With the current setup (without tilemap) I have a script attached to every platform that assigns it some properties (one sided, friction, slidable, etc), but since with the tilemap I think it's not possible, how would you do it?
What I'm trying to accomplish is to have for example a wall that the player can slide or a platform that is made of ice, etc.

2) Is it possible to implement parallax effect with tilemaps? Is it "allowed" to move the tilemaps during runtime or would you just use a perspective camera?


Thanks in advance for your time!

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You are right! Sorry about that!

I'll upgrade to the beta version to get rid of the warnings. ;)

Thanks!

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Very weird indeed!

Unfortunately it's not a camera problem (as you can see in the screenshot attached).



I've stripped all my project content and created a test scene for you to inspect if you want. You can find it here:
Edit: removed link.

Please notice that I'm using the latest Unity Pro (4.2) on OSX.

Thanks for your help!

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Support / Automatically generated collider is smaller than it should!
« on: July 26, 2013, 12:50:10 am »
Hi guys,

I'm currently building a platformer game using 2d Toolkit and for some reason the automatic box colliders that you can create on sliced, tiled and clipped sprites are a bit smaller than they should. See the screenshot attached.


Please notice that if I create a new project and try to do the same, everything works as expected. But unfortunately I can't figure out what could be different from my project to a new one that could influence the box collider creation. Any ideas?

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