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SquigglyFrog

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Everything posted by SquigglyFrog

  1. And apparently in a windows build, setting the localtransform of a spriter object to a vector2, does exactly what you would think. but on an android build, killed the lighting. Changing the flip to use a vector3 fixed it. It's really oddball tho that it only affected the android platform though..
  2. Even more interesting, the pupils continue to receive light, the rest of the body does not. and aside from the order in layer, nothing is different between any of the sprites that make up the mouse...
  3. Hey all, So in this project I'm working on, I'm using spriterdotnet for unity, plus the new 2d lighting system. Which, works great, to a point. So for setup, we have a spriterObject (in this case a mouse) and on him is a PointLight2D, as in this screenshot: https://ibb.co/VLTyKpM That's how he should look, and as long as its a normal windows build, that's how it stays. I can run around the area, the light stays with him. But after switching to an android build, and running around, as soon as I move the character, the lighting on the spriter sprites vanishes. It still illuminates the tiles underneath, but the lighting on the sprite itself is gone. See this img: https://ibb.co/0JDR5Lr This only happens after switching to android build, and it does the same thing on the phone, and in the editor. Switch back to the windows build, the lighting stays on the sprites as expected. In the same GameObject, disabling the spriter object, and putting a standard sprite there, the sprite lights perfectly. Already checked sorting layers, etc. Which shouldnt be an issue anyways, since it works fine on a windows build. It even loses its lighting when not playing any animation at all, but just the generic unanimated drug and dropped prefab. And it's really odd that its lit at beginning, but as soon as its moved, it loses the lighting. Any thoughts? ideas? Help?
  4. Been ages, and dont remember what I paid. I'll look, if its right there easy to find I might take you up on the offer. If not, I'll live. lol It's just more of an annoyance with steam, especially since it updates so often. thanks for the info!
  5. So question, and I don't expect it will work the way I'd like. But i bought spriter pro on steam. Don't remember why i bought it there, but here's the catch. I HATE steam. It sucks. I don't use it, never log in, and of course you know, double click on a spriter project, it loads spriter, then quits to desktop immediately. Joy. steam needs to update YET AGAIN.. launch steam, auto update, close it. launch spriter, works fine. Annoying as all getout. Is there any way to 'switch' versions and get the standalone spriter pro without having to pay for it again? if not, i'll live, just wanted to find out.
  6. yes, definitely using spriterdotnet.unity with unity 2017, 2018, and now 2019.4.8f1. So mostly figured it out, I didnt change my code at all, but upgrading to a diff ver of unity did fix that issue. Now if only unity and spritedotnet would play nicely together - same issue as BlooberryPi3 above. Once imported, click any of the prefabs and its a constant jump back and forth between pointer and hourglass, like its constantly searching for any updates in the spriter file, which slows the editor down tremendously. Tested that on 3 different machines here and multiple unity versions, and they all do it.
  7. Not to necro, but still looking for a solution. I have tried setting the animator.speed to 0f, and it continues to animate. If i set it to 0.25f, it definitely slows down, but setting it to 0 seems to do nothing.
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