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Messages - Kronnect

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1
After some testing, it turned out inverse fog void doesn't make sense (or isn't optimal):

1) Only one inverted fog void makes sense (you could think of several inverted fog voids).
2) It's less performant than the sphere shape.
3) Could be confusing if mixed with other fog voids or fog of war feature.

So the current effect with sphere boundary would be the best choice right now. Is there anything that you would add or retouch to make it better?

2
Support / Re: Plugin bugs
« on: June 01, 2020, 12:17:03 PM »
Trying to reproduce the issue, I've created a "MainMenu" scene which basically is empty except for script with:

Code
    void Update() {
        if (Input.GetMouseButtonDown(0)) {
            Debug.Log("Loading game...");
            SceneManager.LoadSceneAsync("World_Scene", LoadSceneMode.Single);
        }
    }

So, when clicking on the script, the World_Scene demo scene of Voxel Play loads.

And in World_Scene demo scene, I have a similar script but does the opposite: it loads the MainMenu scene again.

So far, it works fine on my end. Can you try using the same methods for loading scenes in a repro and send me the project?

3
Support / Re: Greyscale + Cutout
« on: June 01, 2020, 11:32:28 AM »
Vegetation didn't receive tint color (initially this decision was made for performance reasons but it seems adding support for it doesn't have impact) - it's been fixed so next update dense tree leaves should receive tint color from the bits in the model definition as expected.

4
Support / Re: Multi-Grid Event
« on: June 01, 2020, 11:04:59 AM »
Please remove the asset and reimport it again. That file no longer exists in the new version but since you're not deleting the asset folder it's raising the errors.

5
Support / Re: Plugin bugs
« on: June 01, 2020, 10:57:15 AM »
Hi,

1) Are you using SceneManager.LoadScene() to load the game scene and also to get back to the main menu? That method works in our tests. If problem persists, please send a simple repro where scene is switched forth and back with your game and menu so we can investigate the issue.

2) Try the following change. Locate and edit VoxelPlayFirstPersonController.Crosshair.cs and in UpdateCrosshairScreenPosition add:

Code
        void UpdateCrosshairScreenPosition ()
        {
            if (freeMode) {
                Vector3 scrPos = input.screenPos;
                scrPos.x = Mathf.Clamp (scrPos.x, 0, Screen.width); // add this
                scrPos.y = Mathf.Clamp (scrPos.y, 0, Screen.height); // add this
                scrPos.z = 1f;
...

6
Support / Re: Multi-Grid Event
« on: June 01, 2020, 10:22:05 AM »
Make sure you're using latest version.

7
Support / Re: Unhovering when over UI
« on: June 01, 2020, 09:54:52 AM »
Try the following. In MarkerClickHandler.cs, add the line below to SpriteRectContainsPointer() method:

Code
 bool SpriteRectContainsPointer() {
            // Check if cursor location is inside marker rect
            if (map == null)
                return false;
            if (map.mouseIsOverUIElement) return false;
            Vector3 cursorLocation;
...

8
Feature Requests / Re: ParentAndAlignTile issue(s)
« on: June 01, 2020, 09:50:29 AM »
The first change is applied so next update will account for children renderer.
I'm not sure to understand what you mean by inverting the Z Axis. Perhaps you can post the code you'd change in that method?

9
Support / Re: Issue with unidentified camera movement
« on: June 01, 2020, 09:47:48 AM »
Do you have Scroll On Edges enabled?

10
Support / Re: Multi-Grid Event
« on: June 01, 2020, 09:45:11 AM »
Which error message do you get?

11
Support / Re: Multi-Grid Event
« on: June 01, 2020, 05:42:05 AM »
In next update you will be able to use a single event handler which receives the grid reference.

Example:
Code
...
        for (int k = 0; k < grids.Length; k++) {
            grids[k].OnCellClick += Clicker_OnCellClick;
        }
...   

    private void Clicker_OnCellClick(TerrainGridSystem sender, int cellIndex, int buttonIndex) {
        ...
    }

12
Support / Re: Issue with unidentified camera movement
« on: May 31, 2020, 09:17:00 AM »
The Drag Threshold value is useful for some touch devices where some touches are not "clean" and can cause some jittering (only some Android devices).
It's strange that the dragDirection is causing this issue if you're not issuing a move. You comment that this happens when one of your units is selected. Do you mean clicking on the unit? Also, does this happen inside Unity Editor?

13
Latest version includes a SetTargets() method which can received a list of renderers.

14
Support / Re: Unhovering when over UI
« on: May 31, 2020, 04:56:45 AM »
Try latest beta. The MarkerClickHandler component now exposes a Respect Other UI property which defaults to false so it should unhover as soon as pointer exit the marker, regardless of the map Respect Other UI setting.

15
Support / Re: Issue with unidentified camera movement
« on: May 31, 2020, 02:41:30 AM »
Thanks for the video.
In it, I can see there's 1) a camera drag to a certain position and then 2) an immediate translation to the start point.
Is the problem related to the snap back (2) or the whole camera move?

In WMSK, all camera position changes are channeled through through SetDestinationAndDistance method in WMSKPrivate.cs. Try setting a breakpoint in this method.

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