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Messages - FZGames

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Support / Re: Issues with Unity 2018
« on: November 21, 2019, 04:43:11 pm »
I have found a workaround for when it doesn't always save collections properly (when it updates the atlas but not the prefab, so you lose your sprites after a while and it loses all the references).

I've noticed that when you press 'commit', it updates the atlas only, but then if you press it AGAIN, the prefab gets updated and you're usually safe. So every time you update a sprite collection, hit the 'commit' button TWICE.

The way I make sure it worked every time is I have a git client running. Before I make any changes I commit everything, then when I save my updated sprite collection, I look in the git client in the list of changes, see if it shows the .prefab file as well as the atlas file. If not, click commit again until it shows up.

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Hey that worked great! Thanks very much!

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I updated 2D Toolkit to the latest version and now I get this error, repeatedly:

error CS1644: Feature `null propagating operator' cannot be used because it is not part of the C# 4.0 language specification

I have no idea what this is but I could do with this working...!

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Hello,

I'm supposed to have a game finished in a few days and since 2D Toolkit broke when I upgraded to Unity 2018.3, I downgraded back to 2018.2 again, but I'm having a strange problem, where if I try to edit my animations or collections, they show up as the normal blue prefab cube but with a white rectangular 'document' icon on top of them, and Unity won't let me click the 'Open Editor' button, saying "Components that are only on some of the selected objects cannot be multi-edited". I can confirm that there is only one object selected, the prefab 2D Toolkit created. With Sprite Collections, I can select something which uses a collection and press the 'e' button to edit it, but animation wise there's no option to edit it without selecting it in the editor. I'm really stuck. I rolled back the files in GitHub even with no difference. What has happened here? Has some kind of reference been broken? I've tried Rebuild Index and Rebuild All Sprites. Please help.

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Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: November 11, 2015, 08:12:25 pm »
I just wanted to come back and add a bit of an apology for my impatience here before. I didn't really fully understand how the physics engine worked, and having learned a lot more about it I now realise that edge colliders are probably the best solution here, and that I should have coded my enemy collisions differently to avoid being pushed through the edge colliders - as if the tilemap generated polygon colliders (or box colliders, or anything else), it'd actually have fared far worse, with the character probably being pushed right through the wall, potentially right out of the level.

The cause of my problems was my decision to ignore all collisions between the player and enemy layer when the player was damaged and flashing invincible, then re-enable them again, and sometimes the collisions were re-enabled whilst the player's collider was inside an enemy's collider, and the physics engine would decide that the best way to push the player out of that collider was through the edge colliders generated by the tilemap. So I basically re-programmed how the flashing invincibility (and enemy collisions in general) work, and now the edge colliders are perfectly sufficient.

As I mentioned before, I now realise that, in certain situations, this would have resulted in the player being pushed not just into a wall, but right through one, potentially all the way out of the level, if it had been done with polygon colliders or box colliders.

So apologies for my impatience, I thought it was the fault of the edge colliders.

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Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: August 27, 2015, 10:56:14 pm »
I don't want a refund, I'm just trying to make it clear that edge colliders really aren't an adequate solution, it's fundamentally broken if you aren't able to tell whether something is inside of an obstacle or not.

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Support / Re: TextMesh - Manipulate individual character?
« on: August 18, 2015, 03:45:08 pm »
Aha, thanks! I will try to learn more about manipulating a mesh!

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Support / TextMesh - Manipulate individual character?
« on: August 13, 2015, 12:30:01 pm »
Hey, I wondered if this was possible (and if not, I thought I might suggest it as a feature!) -

With a TextMesh, am I able to loop through the character objects it creates and affect individual ones? For example, in Shovel Knight, certain in the text might wobble, or undulate in a sine wave etc., in order to do that we'd need to be able to access and manipulate the individual characters from an array or something.

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Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: August 07, 2015, 05:34:46 pm »
I have to insist, edge colliders aren't good enough for how the tilemap in this product is advertised (the main reason I bought it was for this tilemap). There's no way to tell if an object is in the ground, for example. I could put some hacky solution in here, but surely this should be a feature, even if it just creates individual box colliders for every tile as an option (without having to create a new prefab for every tile). This edge collider method assumes that nothing will ever need to pass through an object or detect if it's overlapping one or not.

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Support / Re: 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: June 24, 2015, 01:34:38 pm »
I know this is an old topic, but I have to add my opinion in here. I'm encountering a tonne of bugs due to the generation of 2D edge colliders instead of 2D polygon colliders, and feel there should be an option to choose polygon instead. Several times some physics event has pushed my player through the edge, and he's ended up stuck inside of the tiles, unable to get back out, and this often happens with physics objects, too. I can't really think of any way around this other than hard coding 2d Toolkit to create a polygon collider instead, and I'm not sure how to do that.

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Support / Re: Tilemap, saving chunks for procedural generation.
« on: June 13, 2015, 03:52:08 pm »
Couldn't you just make a tilemap for each piece and save it as a prefab, then instantiate them together? I don't think there's any problem with lots of tilemaps together in one place. It'll use more colliders than it would with a single tilemap but I doubt it'd affect performance.

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