Sprites disappear after game is built (unity engine C#) Not an issue of layer they are on - c#

I am currently writing a 2D game in unity and whenever I build the actual game, the sprites all disappear, the player is the only thing that remains.
However, the sprites are still there, just invisible. It's not an issue of order of layer and am having trouble fixing it.
I am using SpriteShapeController.

SpriteShapeController auto shows as it having a sprite so it made me think I had a sprite already
I just made Custom Square Sprites and added them in.

Related

Run two animations on object in Unity simultaneously

I'm still pretty fresh to the Unity 3D world. I'm trying to get an animation on two children of an object (a door that has the exterior facing outward and a door facing inward). Maybe I'm approaching this the wrong way? See below:
Is there a way in which by pressing one key,i can get both "open" animations for both the inward and outward facing doors to play at the same time? Note: I originally created this FBX in Blender.

TILED 2D Tilemap is jumpy/jerky in Unity

Using the application Tiled I made a 2D tilemap for a 2D Unity game I am making. The game is very simple, and the map consisted of only some regular tiles, and some with collision detectors. When I import the map into Unity to use for my game with Tiled2Unity, the game loads fine and everything works well, except every now and then the map skips like there is a rendering lag. The jump seems to be independent of the size of the tilemap, does anyone have any idea what the problem could be? I'm happy to answer any questions about the situation.
Here is a picture, you cannot see the problem because it's not a video but here is the situation at least:

My player disappears when launching my 2D Unity game

I am trying to create a 2d platformer game in Unity 5 following these tutorials: https://www.3dbuzz.com/training/view/creating-2d-games-in-unity-45
I am however running into a problem where when I hit the play button in Unity my character simply does not appear inside the game. I made sure he is on the right layer and has all of the required scrips associated to him and still no dice...
Here is a copy of my source code: https://mega.co.nz/#!4YFAVLxA!8UZieNrqI3F1--4HsaLPPfw_ICbCkG7uGZVuWAfmSyY
In the end the issue was that my main camera was not far enough on the Z axis and unity was rendering my player behind the camera!
I fixed it by setting the camera's Z coordinate to -100 instead on -10.

C# XNA Enter Houses

I'm making a role playing game in C# using XNA. I already have a map and some stuff, but that's not interesting at the moment. My question is: How can I give the player the possibility to enter houses or rooms?
To create the worlds, I've used standard int-arrays where each number represents a different type of tile. That works all fine, but the house isn't enterable but a solid textured block of something.
BTW I've used a Vector3 to determine in which world the player's currently located and which one the program must load next.
Any suggestions how I can make the houses enterable?
One easy way to make houses enterable is to create a trigger object at the door of the house.
This object can be a simple Rect along with an id.
While the player moves around your map check for a collision between the player and the trigger.
When the player enters this trigger you can change the displayed map with a new one (the interior of the house) and move the player where the door should lead.
If you're using C# to make a game, you might want to consider switching to MonoGame (which is practically XNA's successor since XNA is dead) or Unity.
As mentioned previously, your best option in XNA is to create a Rectangle which will trigger on collision and change the game world.

Goblin XNA -- Creating a labyrinth style game

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?

Categories