Open GoogleCodeExporter opened 9 years ago
Ahhh that would indeed be a cool addition! Now I'm superbusy, but remember it
to me later (before you need it for your 2D game), and I'll implement it :)
Original comment by daniele....@gmail.com
on 18 Apr 2014 at 9:44
This would be massively useful. Or just a parameter for which axis to orient
to the path.
Original comment by walkeras...@gmail.com
on 26 Apr 2014 at 11:43
About the orientation axis, you can already use the additional Method
Paramenter LockAxis, and lock the Z axis to make paths work with Unity 2D :) By
the way, Florian, can you tell me if you tried that? It seems it already solves
everything.
Original comment by daniele....@gmail.com
on 27 Apr 2014 at 4:10
EDIT: sorry Florian, you already mentioned you tried. Will investigate it more
when it will be time.
Original comment by daniele....@gmail.com
on 27 Apr 2014 at 4:11
Hi, I'm using HOTween and Simple Waypoint System in my 2.5D project and I have
the same problem. A setting for the axis to rotate around would be perfect.
Locking the z axis doesn´t do the trick, because the 2D colliders NEED to
rotate around the z axis - locking it disables any rotation on that axis.
Anyway, thanks for your great plugin!
Original comment by Rene.Pl...@googlemail.com
on 13 May 2014 at 9:39
Hi again,
I now have a few users asking for this kind of 2D orienting thing too, it would
be great if you could have a look at it in the coming weeks :) I've built a
very simple scene (Unity 4.3.3) which demonstrates weird path rotations on
sprites:
https://dl.dropboxusercontent.com/u/61299629/sws/OrientToPath2DRepro.unitypackag
e
Original comment by baroniu...@gmail.com
on 1 Jun 2014 at 12:58
Hi,
i'm in trouble with 2D orient to path feature too.
I use the Simple Waypoint System and it's a great addition to work but the
flip at end of a path is a clearly unavoidable need to make game have a sense.
Please help.
Original comment by crysoft....@gmail.com
on 5 Jun 2014 at 3:51
I'm on it! Will start work on it tomorrow :)
Original comment by daniele....@gmail.com
on 5 Jun 2014 at 4:15
Great!! Thank you Daniele!
Original comment by crysoft....@gmail.com
on 5 Jun 2014 at 10:30
Voilà, this works with the test you sent me baronium. Please test it out and
let me know if everything's ok :)
HOW IT WORKS
There's a new method parameter for PlugVector3Path, Is2D(). Chain it to the a
PlugVector3Path in order to let HOTween know that the path must be calculated
using 2D coordinates and rotation, like this:
PlugVector3Path plugPath = new PlugVector3Path(positions, true,
Holoville.HOTween.PathType.Curved).Is2D();
Original comment by daniele....@gmail.com
on 10 Jun 2014 at 12:07
Attachments:
Tested with curved/linear, single/partial, closed paths and OrientToPath
setting. Works like a charm :) Thank you very much for this!
Original comment by baroniu...@gmail.com
on 10 Jun 2014 at 1:03
Great! :) Gonna wait a couple days to be sure you don't encounter any new
issues and then release. In the meantime you can pack that version in SWS,
since it will be the one I'll push, if nothing happens. In case you prefer me
to release sooner instead just let me know, I can do it quickly enough :)
Original comment by daniele....@gmail.com
on 10 Jun 2014 at 1:23
Original issue reported on code.google.com by
baroniu...@gmail.com
on 17 Apr 2014 at 11:34