I'd propose that when I click inside a collider in the Scene View GUI, this should automatically show and select its associated Island # in the list. It's impossible to tell which island is which in a long list, given they are just generically named numerically. Then, one can set a good average that works for most, and tweak individuals islands as needed.ģ. I'd propose that your master Outline Vertex Count slider at the top control *all* islands, not just the first one. By the same token, it's crazy tedious to change each island's Outline Vertex Count in this way. It's crazy tedious to go through and select them all.Ģ. A single collider file, for us, can be dozens or even hundreds of individual islands. Please provide a way to turn on and off all islands and holes simultaneously. I have a few feature requests that would shave hours of menial work off getting useable colliders for each level:ġ. I'm finding it extremely useful in developing our 2D top-down game in which the level is a random smattering of "walls" (blocks) strewn about. It is referenced from 2DColliderGen_Runtime.dll at System.Void PolygonOutlineFromImage::?(System.String)."Īlso as an aside its terrifying that 'exceptions' like this cause silent fails, but almost certainly that is down to the shoddiness of Unity and its error reporting/handling rather than anything that can be fixed on the plugin side, short of not failing with unexpected exceptions. It is referenced from 2DColliderGen_Runtime.dll at System.Boolean IslandDetector::WriteClassificationImageToPNG(System.Int32,System.String).Įrror: method `System.Void System.IO.File::AppendAllText(System.String,System.String)` doesn't exist in target framework. "Error building Player: Exception: Error: method `System.Void System.IO.File::WriteAllBytes(System.String,System.Byte)` doesn't exist in target framework. They were generated by pushing buttons at editor time, so I expect zero further overhead at that point - perhaps this is unreasonable. I'm unsure what it actually needs to do for the build process here that couldn't be cached somewhere ready - from what I can tell my sprite collections already contain all of the necessary collision volumes. I get a nasty error from an unhandled exception when doing a build for Windows Phone 8 using 2D collider gen with 2d toolkit. PolygonOutlineFromImageFrontend.BinaryAlphaThresholdImageFromTexture (System.Boolean binaryImage, UnityEngine.Texture2D texture, Single normalizedAlphaThreshold, Boolean useRegion, Int32 regionX, Int32 regionYFromTop, Int32 regionWidth, Int32 regionHeight) (at Assets/2DColliderGen/Scripts/PolygonOutlineFromImageFrontend.cs:161)ĪlphaMeshCollider.GenerateUnreducedColliderMesh () (at Assets/2DColliderGen/Scripts/AlphaMeshCollider.cs:2398)ĪlphaMeshCollider.GenerateAndStoreColliderMesh () (at Assets/2DColliderGen/Scripts/AlphaMeshCollider.cs:2312)ĪlphaMeshCollider.RecalculateCollider () (at Assets/2DColliderGen/Scripts/AlphaMeshCollider.cs:829)ĪlphaMeshColliderRegistry.ReloadOrRecalculateSingleCollider (.AlphaMeshCollider target) (at Assets/2DColliderGen/Scripts/AlphaMeshColliderRegistry.cs:175)ĪlphaMeshCollider.UpdateAlphaMeshCollider () (at Assets/2DColliderGen/Scripts/AlphaMeshCollider.cs:705)ĪlphaMeshCollider.Update () (at Assets/2DColliderGen/Scripts/AlphaMeshCollider.cs:624) PolygonOutlineFromImageFrontend.ReadAndCacheSubImage (UnityEngine.Texture2D texture, Boolean useRegion, Int32 regionX, Int32 regionYFromTop, Int32 regionWidth, Int32 regionHeight) (at Assets/2DColliderGen/Scripts/PolygonOutlineFromImageFrontend.cs:246) IndexOutOfRangeException: Array index is out of range.
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