I have a problem when I add a 2D pixel-perfect camera component onto the camera and a Cinemachine 2D virtual camera in the scene, the camera jitters around.
This is my configuration for the virtual camera
This is my configuration for the pixel-perfect camera component
I used the experimental 2D renderer in the universal render pipeline.
I had the same problem. Recently figured out what was cousing it. So it's universal render pipeline with it's pixel perfect camera (experimental) component. I turned off urp and switched to pixel perfect camera (not experimental) and everything is smooth now, but sadly no more urp. So let's just hope they will fix it in the future and there will be oportunity to use urp with pixel perfect without jittering.
P.S. if you'll find another solution please let me know)
I just found this: Cinemachine Pixel Perfect extension.
Which doesn't fix it for me because I'm using a Target, but in case anyone has this problem and wants to try it.
The documentation even says:
The following are the current limitations of the extension:
When a virtual camera with the Pixel Perfect extension is set to follow a Target Group, there may be visible choppiness when the virtual camera is positioned with the Framing Transposer component.
Related
with Unity 5.6 the NavMesh / Navigation has changed in some parts. My Question is:
Is it now possible to create a NavMesh, that covers a whole sphere ?
Thank you for your Answers!
I think it would theorical work, but there is no feature (yet, maybe) that would do that for you. You'd have to make for every mesh a seperate navmash and then link them together accordingly to their position.
If you did make a spherical navmesh, you could make a video or gif about it.
Here is my spherical navmesh on complex topology: youtube
In short - I baked my planet 6 times, rotating different sides up. Then I manually added baked navmesh pieces, setting it`s rotation. And then connected it with off mesh links (sure, it must be more accurate for production).
I'm making a simple 2D game in Unity. The gameobject's position is different from Unity editor to my iPhone. For example, if I want to place a gameobject in the center, then I need to place it a little further up before it is in the center on my iPhone. And i'm using iPhone 5 resolution in unity. Hope you guys can help or explain why this happen.
Check the offsets of parents of the game object. It's possible that the outtermost object isn't set to be at 0,0.
Otherwise we're probably going to need to have more information to help you. Screenshots or code snippets or something.
I've made an unity game for iOS devices. It has a game object(sphere) which moves by the force applied to it. But I want to limit the sphere within the screen bounds.
I've seen the unity reference to Bounds, but i don't know how apply it according to the iOS device screens. Please Help.
ThankYou.
Use Mathf.clamp to keep your movement within the screen size. This will be more efficient than using colliders on the edges of your screen. Just play around with your object until you get the right numbers to keep it on your screen. Of course if you plan to use iOS tablets etc you will need to be able to account for the change in your clamping area.
Here is a link to the Unity Documentation which actually includes an example of what you are trying to do.
http://docs.unity3d.com/Documentation/ScriptReference/Mathf.Clamp.html
Im developing a game like "bubble-bobble". So far I have done physics and collision detection.
Now I want to make my Hero (Rectangle Sprite) animated. I would be glad if someone could explain simple scripting for simple animated characters or some nice links for animation.
The XNA Documentation includes an entire article on Animating a Sprite. The basic technique is to use an AnimatedTexture class, which is included within the Animated sprite sample code.
The high level idea is that you load a texture into memory using a graphics API. Since you're using C#, this is most likely done through XNA.
This texture you have loaded contains each frame of animation that is required, and may span across multiple textures. When you go and render your 'sprite' object, you pass the XNA API the texture you want to use, and a source rectangle coordinates that surround the specific frame of animation you want within that texture.
It's up to you to manage this process. I create tools that assemble these source rectangles and stores meta data about each specific animation each sprite has; like which rectangles, and the duration of each frame, etc.
Anyone know how to use Goblin XNA to implement ball control in the same way as one might find in the board game labyrinth?
There don't appear to be any tutorials or information at all regarding how to do this, despite there being a demo video displaying just such a thing.
I've setup the environment and gravity and added the ground and a sphere. I use WorldTransformation.Decompose to extract the current orientation of the board. I know the next step will be either ApplyLinearVelocity or AddForce to the sphere based on the current board orientation, but I don't know how to constantly apply these methods to the ball so that the ball is moving in response to the movement of the ball. Adding code to the Draw or Update methods only executes the code a single time. Anyone familiar with Goblin XNA at all and able to help?
As far as I can see in Goblin XNA the Update and Draw methods are called the same way as standard XNA games. Can you give more specific information? source code perhaps?