Closed solarsurfer closed 10 years ago
Sorry for lack of document, LWFPlayer is intended to use with a texture atlas. Thus it only loads one texture. It uses CombinedMeshRenderer and caches every mesh of the frames for rendering performance. No interaction, just playing.
What tools of unity and flash and how should I use to make it playing normally?
In this case, use LWFObject instead of LWFPlayer.
I do that, and object appears, but some strange lines on square borders of parts appears too, and in game view there is no eyes on my character. And I notice that different parts of character is in different 3D planes. Is it possible to fix?
I can't tell you possible or not because I don't see the problems. Could you share your project? or could you create and share a project for reproducing the problems?
Strange lines at borders:
Different 3D planes of 2d animeted object:
That file is swf that converted to lwf version I use in game, I change extension to .jpg for attaching that file here:
fla changed to jpg:
Conversion to lwf for unity happen after 2-3 refreshing of lwfs page. I think I should change something in fla or swf that make it normally readable by lwf plugin.
I fixed different 3D planes of parts of object, scale of Z need to be 0.
Here another bug, missed eyes:
can anyone please help me?
Strange lines at borders
It seems GL_LINEAR filter getting the color of the bottom line of the texture. I recommend you to add extra transparent edge pixels of your textures, or use TexturePacker or something to create texture atlas.
missed eyes
Your data is fine with Orthographic camera (aka 2D camera). Could you check the clipping of your camera?
Thanks a lot for your helping! Still have problem with missed parts - I turned on orthographic projection in camera but still eyes missed. And I use 3d camera - it is feature of game: combination of 3d world with 2d characters, like in Dont Starve.
I found why eyes dissapear - for placement all textures in 1 z-coordinate I turned Z-scale to 0. When I change z-scale to, for example, 0.048 eyes can be seen in all camera projection. But, when object moves in camera field with such Z-scale, my space cat gets heterotropia.
How about using "ZTest Always" in the LWF shaders?
What happen after adding 1 transparent pixel line on each side of width and height:
About shaders: I change the line which you showed to "ZWrite On", add additional line with Ztest Always, trying another things, but nothing happen.
I think I should prepare fla animation file to avoid that 2 bugs, but how? Previously I attached that file, can you please see it, make it normally readable by lwf and say how you do it?
Hmm, I have no idea. Could you share or create Unity project to represent the problem with fla data?
Could you try the latest version of LWF?
Cant figure out why lwf animation script load only "swf_name_0" texture and for other animating parts place the same texture.
Maybe for reflecting animating with more than 1 picture it should be modify?
script:
using UnityEngine; using System.Collections;
public class cote_general : LWFPlayer {
}
or maybe swf should me modify something? It hasn't any scripts inside.