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SquigglyFrog

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Posts posted by SquigglyFrog

  1. 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 

    GEFyoys.png

    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

    qyImqG1.png

    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? 

  2. 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. 

     

  3. 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.

     

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