I've got a 2D character rendered using several mesh renderer planes.
The character uses mecanim to animate movements
The bird npc in the 2D Demo sorta matches my character just not using sprite renderer.
Ok just tried out sprites unity that stopped the whole angle situation,
walk animation isn't running and the pathfinding doesn't work like mecanim, character keeps getting closer to camera
walk animation working on Sprites Unity Complex,
but still have issue with pathfinding
think the pathfinding issue was to do with the camera
right now i've got the transform based animations working with "Sprites Unity Complex", (working with blend tree transitions)
but don't know how to take the direction information from ac and use it to flip the character
using frame flipping in "Sprites Unity" works but the animations don't transition or animate right
Is there more documentation on "Sprites Unity Complex"?
Comments
for some reason the character gets rotation values set from AC? when i set transform.localScale = new Vector3((float)neg,1,1); ?
(didn't know how to use the animation event thing)
setting the player scale z(???) to -1 works but it messes with the z order of the sprites
Player script- Animation engine: Sprites Unity Complex
Sprite child- uses plane meshes (not sprite renderers)
I feel very silly not being able to sort this out
created a flip parent game object for the sprite child
when setting the flip, the sprite child CAN(when you click around like crazy) pick up rotation values that offsets it usual facing the camera rotation
isPlayer2D ?
option to limit rotation values on the sprite child ?
As for your second post, what do you mean by picking up rotation values? Do you mean that the sprite child is (briefly) not facing the camera by accident?
2.5D everything works as long as I don't flip the character when I get a new direction value from ac
screenshot
scaling the navmesh to a very thin width helps,
also don't get any z fighting issues in 2D
but it was only happening in 2.5D when I flipped the character so...
the screenshot shows the code that is used to flip
edit---
i assumed it would,, rotating the parent to the sprite child doesn't work after I hit play
edit---
set line 1323 char.cs to 270f for rotation,, worked, but realizing that 3d planes and 2d will not go together... (no order in layer etc.., but I can't use a polygon collider in 2.5D so i don't know what I should do...)
edit---
line 1304 was what preventing me flipping the character
edit---
what should I set to have 2.5D treat navmesh as 2D polygon collider
in the next update
could you add a bool for usesFrameFlipping so
!flipFrames doesn't set -spriteChild.localScale.x
-(-1) back to 1
i'm not a code person so this small thing was a big deal for me
there is no UI option to flip him in Sprites Unity Complex, so I take the direction info from ac
and flip him by setting -1<->1 whenever direction changes left<->right
except the value I set is set back here lines 1304->1307 in Char.cs
if I had the option to disable uses frame flipping then !flipFrames<->flipFrames wouldn't effect my character
I don't know what else this is connected to through out your project
but my players navigation works