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Core GameKit! Pooling / Spawning / Combat

Discussion in 'Assets and Asset Store' started by jerotas, Jan 27, 2013.

  1. jerotas

    jerotas

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    As a quick fix, you can add the script WaveMusicChanger to any prefab with an AudioSource. The error will go away and no audio will be played if you don't specify any in Level Settings.

    I am still looking into fixing it properly. This should unblock you though.
     
  2. dev_2051

    dev_2051

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    The issue is killer waves is now looking for a prefab having audio source and Wave music changer script applied.After applying those to the main camera the problem is solved.
    If possible remove this dependency check,as some people might want to handle audio through some other audio plugin.

    Cheers
     
  3. jerotas

    jerotas

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    Indeed, I usually use our other plugin Master Audio for audio :)
    I will add a checkbox to "not use audio" and all the music settings will disappear, therefore no error.
     
  4. jerotas

    jerotas

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    I have fixed the bug with a "use music settings" checkbox in Level Settings. You can turn that off and it won't show music settings or care if WaveMusicChanger exists.

    I will submit a new version tonight, but anyone who wants this version now, please email me with invoice# and I will email you the code.

    Thank you for reporting this!
     
  5. jerotas

    jerotas

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    V 2.7.2 has been submitted to the Asset Store. Changes are:

    - Added setting to "use music" or not. Switch this off if you don't want Killer Waves to require WaveMusicChanger script.
    - Changed warnings to appear underneath for W.V. Ranges so you can actually continue typing when they show up.
    - Added spawn limit and time limit to to repeat sections of both spawner types. This way you can increase the # of items and time but not pass the limits.

    As usual, this is mostly user requests. Keep 'em coming!
     
  6. rizawerx

    rizawerx

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    Hi,

    I'm interested to this plugin...however there's a thing I need to know before I made decision ( sorry if this has been asked, tried to search but can't find )
    I'm working on an endless runner type game, so I need to randomly spawn 'level' and 'bonuses' like coins etc.
    My current script are not efficient as I use Instantiate and Destroy, so I wonder if KW could be the answer?
    I need timed spawning and triggered despawn if player hit bonuses..does KW can do this alone or will I need other plugin like pool manager ?

    thanks in advance!
     
  7. jerotas

    jerotas

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    KW doesn't handle spawn / despawn like Pool Manager does, but it does have 1-minute integration with Pool Manager. The feature sets of both products are mutually exclusive. I recommend Pool Manager over its competitors in that respect and can help you if you purchase that one since I know it inside and out.

    KW will help with a lot of other things in your game however, from spawning to auto-destruction to variable modification when you pick up things and a lot more.
     
  8. LittleGeek

    LittleGeek

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    Hi. I am currently looking at a spawning solution and have a couple of questions regarding Killer Waves. My apologies if they have been answered elsewhere.

    Can you spawn waves manually as opposed to just timed, or elimination? For instance, if I wanted to start spawning "guards" from a room when the player triggers an alarm (or the user pushes a button) and then stop spawning them if the alarm is disabled, can this be done easily?

    When the waves are "complete" can I disable any automatic processing and get notification of such? For instance, I might not want to play the level over music, but I might want to make decisions and possible spawn more items, offer a bonus, or anything.

    Are the prefabs to spawn, taken from a pool in order to increase performance?

    I'm sure I will have more at a later time.

    Thanks
     
  9. jerotas

    jerotas

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    If you want to spawn waves manually, you will probably want to use the Triggered Spawners, which is covered in videos 3 4. They can start waves from various events like TriggerEnter (and a lot more). If none of the stock events are what you want, they also contain 2 "code-triggered events" that you can use to spawn.

    When the waves are complete, you can be notified by events in the Listener classes. Just hook up one to the spawner and put code in the appropriate method, like waveComplete. Video #4 shows how to hook up a Listener near the end.

    There is no pooling such as Pool Manager offers. I recommend Pool Manager for that. The Prefab Pools in KW are only for weighting / probability purposes, not avoiding Instantiate and Destroy calls.

    Let me know if you have any more questions!
     
  10. jerotas

    jerotas

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    V 2.7.2 is live!
     
  11. jerotas

    jerotas

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    Bump to show off some iOS games made with Killer Waves by one of our advanced users.

    Alien Invasion RX
    $screen568x568.jpeg

    Halloween Town
    $screen568x568.jpeg

    I love the look of Alien Invasion, I'm downloading that one for sure :). Anyone else have some games to show off?
     
  12. jerotas

    jerotas

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    Here's something coming to Killable!

    $Capture.PNG

    Multiple scenarios of world variable modifiers! You will need to write code to execute the ones after the first, conditionally, but I'll provide a sample subclass. The logic is up to you and the code will be very simple. This will make the tower defense dilemna possible and still able to use Killable.
     
    Last edited: Nov 8, 2013
  13. jerotas

    jerotas

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    I've decided I will at least add a basic pooling system (a la Pool Manager) to Killer Waves. A lot of people have asked me about it, and I think it's not too difficult. It will raise the price a little bit. This shouldn't take too long and I expect to have that done this year. Great time to get in on it if you don't already own the plugin :)
     
  14. jerotas

    jerotas

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    V 2.7.3 submitted to Asset Store. Changes are:

    - Added multiple "scenarios" (sets) of World Variable Modifiers to Killable - showed this in a screen shot above a couple posts. The "Destroyed" scenario is the default. If you want to use other scenarios, you can specify the scenario name in the Playmaker Killable Destroy Custom Action, call the DestroyKillable method yourself from code (specifying the Scenario name), make a subclass of the Killable class and override the DestroyKillable method to change the scenario name parameter based on your own logic, or use a Killable Listener to modify the Scenario just before the Killable is destroyed. Yeah, you have some choices!

    - Added Killable Despawn and Killable Destroy, Playmaker Custom Actions.

    - Added DestroyingKillable event to Killable Listener. You can take action before the Killable is destroyed.

    - Added DeterminingScenario event to Killable Listener, so you can add logic to use a different Scenario (set of World Variable modifiers).

    - Made Inspector classes work for subclasses of Killable, Triggered Spawner, Syncro Spawner, Triggered Despawner (only works in Unity 4 unfortunately).
     
  15. jerotas

    jerotas

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    The code to do #1 (pick a scenaio) might look like this if done in a KillableListener:

    Code (csharp):
    1.     public virtual string DeterminingScenario(Killable deadKillable, string scenario) {
    2.         // if you wish to use logic to change the Scenario, do it here. Example below.
    3.        
    4.         if (yourLogicHere == true) {
    5.            scenario = "ReachedTower";
    6.         }
    7.        
    8.         return scenario;
    9.     }
    Piece of cake :). Well, depending on what your logic is.
     
  16. jerotas

    jerotas

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    Hi dev_2051. Please take a stab at using the new Killable Scenarios I just submitted. I think it will work for your purposes now and you will be able to use Killable with multiple lists of World Variable Modifiers. If you have any questions, ping me! You can email me for the latest before it gets approved by the Asset Store.
     
  17. dev_2051

    dev_2051

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    Wow...that's really a cool implementation Brian.This has made killer waves one of the best product available on store all due to your continuous enhancements and support for killer waves.
    Just send ya mail for this new version of Killer waves.Would really like to test these new features in my game :)
     
  18. jerotas

    jerotas

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    Just sent you the build. Let me know how it goes, I'm eager for feedback. I think it will work as is, but if there's anything further needed for your setup, post back in the forum and I'll figure out the best way to accomodate.
     
  19. jerotas

    jerotas

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    We are aware that in Unity 4.3 Undo no longer works in Killer Waves. So far the plugin appears to still function properly aside from the console statements. We will add undo support ASAP. Thank you for your understanding and let us know if you see anything else weird!
     
    Last edited: Nov 13, 2013
  20. gv

    gv

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    What am I doing wrong in that when I run my game the first wave (which is set to repeat wave) is jumping from 2 repetitions (which i set) to 15 (which i did not set) ??

    It's ignoring my value for some reason.. I was expecting I could repeat the 1st wave twice and then start the 2nd wave (different spawer) after that..
     
  21. jerotas

    jerotas

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    That sounds weird. I haven't seen any behavior like that. Are you using a timed or elimination wave? Do you have a small project you can send me that reproduces the problem (at jerotas2005@yahoo.com)? What version of Unity are you on?
     
  22. gv

    gv

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    It's an elimination wave.. its really weird as I have two spawners.. the second spawner is acting ok but the first one keeps setting its repetition to 15 whenever I run the game....

    I am using Unity 4.3.0 ....

    Just thought that maybe you knew off the top of your head whats going on.. I can have a look through the spawn code tonight and see if I can see why its happening... and if i cannot will send you the project..
     
  23. gv

    gv

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    From what I can tell if you want to repeat a wave then you tick the box in inspector which sets waveSetting.repeatWaveUntilNew to true....

    but i dont understand why in WaveSynchroPrefabSpawner.cs it sets the currentWave.repetitions to int.MaxValue ?? so its setting it to 32000 or whatever max int for the system is.... why is that ? Wouldnt you just set it to the waveSetting.repetitions value ??
     
  24. jerotas

    jerotas

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    That's because you're using a repeat wave in a timed wave. We don't need to calculate (or ask) how many repetitions because we're basically going to repeat until the time runs out, so we'll set it to "infinite". Which no, doesn't equal 15 of course. I think the int max is 2.1 million. So I don't think that's the problem. Only in normal elimination waves do you specify the number of repetitions and then we use that value instead of int max.

    If you do have an example project, I'll figure it out. Or we can try to Skype. I'm briandhunsaker on Skype.
     
    Last edited: Nov 15, 2013
  25. jerotas

    jerotas

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    Killer Waves V2.7.3 is live now! Grab your updates.
     
  26. jerotas

    jerotas

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    Actually I'm seeing the same behavior you noted, on my Unity 4.3. I'll investigate and have a fix out soon. Will report back when done.

    Thank you for letting me know about this!
     
  27. jerotas

    jerotas

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    It's fixed. Anyone can send me invoice# for the latest!
     
  28. gv

    gv

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    awesome! thanks.. :)
     
  29. radimoto

    radimoto

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    Can you please resolve the Web Player error:

    Assets/KillerWaves/Scripts/Utility/PlayerPrefs.cs(224,51): error CS0117: `System.IO.File' does not contain a definition for `CreateText'

    Maybe you could use Platform Dependant Compilation to exclude the code from the Web Player build so we can at least switch builds without this error.... :)
     
    Last edited: Nov 16, 2013
  30. jerotas

    jerotas

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    Unfortunately this is something you must do as Platform Dependant Compilation would likely not work. I already have a section in the ReadMe about WebPlayer changes. You can go make those changes, but if you go back to non-WebPlayer, you will need to undo what you do there. Let me know if you have any problems, it's a 2-step process and is straightforward.

    However if you can point me to how to detect WebPlayer mode from code, I will take a stab at it.
     
  31. crafTDev

    crafTDev

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    Looking for this? http://docs.unity3d.com/Documentation/Manual/PlatformDependentCompilation.html
     
  32. jerotas

    jerotas

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  33. jerotas

    jerotas

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    Managed to get the WebPlayer code changes to work at compile time. So I removed the WebPlayer section from the ReadMe and am resubmitting KW now.
     
  34. jerotas

    jerotas

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    V2.7.4 is live. No more manual steps for webplayer!
     
  35. boriel

    boriel

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    Hi,

    If I have an object composed of several children, each with their own colliders. How could I do so in case of a collision with any of their children the Killable (attached to the parent) gets the event? I see there is a helper script for invisible events in children, but not for collision?

    I've implemented my own "collision detector" script (it's plain simple), just wondering if Killer Waves already comes with one or not (I was in fact reinventing the wheel with many scripts only to find out most of the features I required were already implemented in this great asset! ;) )

    EDIT: Just in case, this is the script (Clone of KillableChildVisibility) I created:
    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. [AddComponentMenu("Dark Tonic/Killer Waves/Utility/Killable Child Visibility")]
    6. public class KillableChildCollision : MonoBehaviour {
    7.     public Killable killableWithCollider = null;
    8.    
    9.     private bool isValid = true;
    10.    
    11.     void Awake() {
    12.         if (killableWithCollider != null) {
    13.             return;
    14.         }
    15.        
    16.         if (this.transform.parent != null) {
    17.             var parentKill = this.transform.parent.GetComponent<Killable>();
    18.            
    19.             if (parentKill != null) {
    20.                 killableWithCollider = parentKill;
    21.             }
    22.         }
    23.        
    24.         if (killableWithCollider == null) {
    25.             Debug.Log("Could not locate Killable to alert from KillableChildCollision script on GameObject '" + this.name + "'.");
    26.             isValid = false;
    27.         }
    28.     }
    29.    
    30.     void OnTriggerEnter(Collider other) {
    31.         if (!isValid) {
    32.             return;
    33.         }
    34.  
    35.         //killableWithCollider.OnTriggerEnter(other); // OnTriggerEnter not public, use messages instead
    36.         killableWithCollider.SendMessage("OnTriggerEnter", other, SendMessageOptions.DontRequireReceiver);
    37.  
    38.     }
    39.    
    40.     void OnTriggerExit(Collider other) {
    41.         if (!isValid) {
    42.             return;
    43.         }
    44.  
    45.         killableWithCollider.SendMessage("OnTriggerExit", other, SendMessageOptions.DontRequireReceiver);
    46.         //killableWithRCollider.OnTriggerExit(other);
    47.     }
    48. }
    49.  
    Note the problem is that, when colliding, if the other object is a Child, the message must be sent this way (or something):
    Code (csharp):
    1.  
    2. killableWithCollider.SendMessage("OnTriggerExit", other.killableWithCollider, //in case we collide with another child and the parent is the Killable
    3. SendMessageOptions.DontRequireReceiver);
    4.  
     
    Last edited: Nov 23, 2013
  36. jerotas

    jerotas

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    Your script looks good boriel. I would only change the attribute up top so you can add it from the Component menu to:

    [AddComponentMenu("Dark Tonic/Killer Waves/Utility/Killable Child Trigger")]

    I am putting down a task for me to create this and other scripts for children that makes sense in the next couple versions.

    Regarding the 2nd code snippet for 2nd level children and up, that is not necessary. The killableWithCollider variable is public, so you can go ahead and drag in the parent's parent into that field in the Inspector to hook up that communication so it will directly call the parent's parent.

    If that doesn't always work, we can set up a loop that keeps looking in the parent recursively up the chain until it finds a Killable and uses that one. Let me know if that might be neccesary. I think in most cases it will not be.

    Good question!
     
  37. boriel

    boriel

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    Yes, :) I forgot to update this in the copied file (I used KillableChildVisibility as a template).
    Hmm . I didn't understood this one. :confused: And I, again, typed it wrong: the right code was:
    Code (csharp):
    1.  
    2.     killableWithCollider.SendMessage("OnTriggerEnter", other.killableWithCollider.Collider, //in case we collide with another child and the parent is the Killable
    3.                          SendMessageOptions.DontRequireReceiver);
    4.  
    Notice that to avoid error in SendMessage, the invoked OnTriggerEnter message must send also a collider, so I had to attach a dummy (disabled) collider in the Killable parent object.

    The OnTriggerEnter and OnCollisionEnter methods in the Killable are private (and I don't want to edit Killable.cs so in case of an asset update changes are not overwritten), that's why I used SendMessage instead (I don't expect many collisions to be registered so this doesn't have a significant performance impact in my case).

    The other idea I had was to change Killable.cs script to
    Code (csharp):
    1.  
    2.     // Common script to both Collision events.
    3.     public void DispatchCollisionEnter(GameObject other) {
    4.         if (!IsValidHit(other.layer, other.tag)) {
    5.             return;
    6.         }
    7.  
    8.         var tmp = other.GetComponent<KillableChildCollision> ();
    9.         if (tmp != null)
    10.             CheckForAttackPoints (tmp.killableWithCollider);
    11.         else {
    12.             var enemy = other.GetComponent<Killable>();
    13.             CheckForAttackPoints(enemy);
    14.         }
    15.     }
    16.  
    17.  
    18.     void OnCollisionEnter(Collision collision) {
    19.         DispatchCollisionEnter(collision.gameObject);
    20.     }
    21.    
    22. ... // more code here
    23.  
    24.     void OnTriggerEnter(Collider other) {
    25.         DispatchCollisionEnter(other.gameObject);
    26.     }
    27.  
    Now, since Killable has a public method, I can simply do in my script this way (Removed the OnTriggerExit event for not being used, as you said?)
    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. [AddComponentMenu("Dark Tonic/Killer Waves/Utility/Killable Child Trigger")]
    6. public class KillableChildCollision : MonoBehaviour {
    7.     public Killable killableWithCollider = null;
    8.    
    9.     private bool isValid = true;
    10.    
    11.     void Awake() {
    12.         if (killableWithCollider != null) {
    13.             return;
    14.         }
    15.        
    16.         if (this.transform.parent != null) {
    17.             var parentKill = this.transform.parent.GetComponent<Killable>();
    18.            
    19.             if (parentKill != null) {
    20.                 killableWithCollider = parentKill;
    21.             }
    22.         }
    23.        
    24.         if (killableWithCollider == null) {
    25.             Debug.Log("Could not locate Killable to alert from KillableChildCollision script on GameObject '" + this.name + "'.");
    26.             isValid = false;
    27.         }
    28.     }
    29.    
    30.     void OnTriggerEnter(Collider other) {
    31.         DispatchCollisionEnter(other.gameObject);
    32.     }
    33.    
    34.     void OnCollisionEnter(Collision other) {   
    35.         DispatchCollisionEnter(other.gameObject);
    36.     }
    37.  
    38.     // Forward the event to the Killable
    39.     void DispatchCollisionEnter(GameObject other) {
    40.         if (!isValid) {
    41.             return;
    42.         }
    43.  
    44.         // If the other object is also a KillableChildCollision obj, send its Killable to my one,
    45.         // otherwise send it as is.
    46.         KillableChildCollision tmp = other.GetComponent<KillableChildCollision>();
    47.         if (tmp != null)
    48.             killableWithCollider.DispatchCollisionEnter(tmp.killableWithCollider.gameObject);
    49.         else
    50.             killableWithCollider.DispatchCollisionEnter(other);
    51.     }
    52.  
    53. }
    54.  
    Apparently this is working ok...

    UPDATE: I've just updated the DispatchCollisionEnter() to fix it. :p
     
    Last edited: Nov 24, 2013
  38. jerotas

    jerotas

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    It's true that making a DispatchCollision (and others) public event methods in Killable will make this easier, I will do that in the next few updates as well. What I was saying that you didn't understand is: we don't need to send 2nd level child events to the 1st level child events and then finally to the top-level parent Killable. We can use the Inspector to assign the top-level parent to the 2nd level child (or 3rd or 4th) by dragging in the parent into that field.
     
  39. jerotas

    jerotas

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    Some updates for you guys. V 2.7.5 is submitted. Changes are:

    • Moved PlayerSpawner code into Start instead of Awake so it would work with Pool Manager.
    • Added KillableChildCollision class (similar to KillableChildVisibility) to trigger the parent's collision events from child prefabs.
    • Added arrows to syncro spawners to re-order waves visually.

    I haven't done full undo support for Unity 4.3 but it is on the list, it's going to take a little while longer though, hang in there!
     
  40. jerotas

    jerotas

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    I also may have some very exciting new regarding adding pooling (similar to Pool Manager) and which is completely unprecedented if everything comes together. Stay tuned!
     
  41. jerotas

    jerotas

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    As always, if you don't want to wait for the Asset Store approval to get the new version, email me at jerotas2005@yahoo.com with your invoice#.

    Thanks!
     
  42. jerotas

    jerotas

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    V 2.7.5 is live, grab your updates!
     
  43. jerotas

    jerotas

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    We have discontinued the free version of Killer Waves. We have enough 5-star reviews and credibility at this point that it's no longer necessary to offer two versions. I still have the free version and anyone can request a copy via email if they would like to try before buying.
     
  44. Chibwemwn

    Chibwemwn

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    Hi, I really want to use this awesome tool for more of my projects, but I seem to have bumped into a wall much sooner than I'd expected. The killables script doesn't seem to work. I'm using the free version and I know it has a timer that disables that script, but it seems to not register any collisions. The only time it did was when I handled collisions through PlayMaker's trigger enter 2D event. I've got 2D colliders and rigid bodies for all the objects I want to have interact. I've set up the layer and tag filters accordingly. I've combed through your tutorial video that goes through Killables several times, and yet I feel I've missed something. Is there anything I could do to correct my issue? This seems like such a noobish thing to have hold a project.

    I've attached a couple screenshots of my inspector, I hope that helps.

    The only difference I can think of is that I'm only spawning one object with Killer Waves, the rest (like player weapons, are done through other FSMs in PlayMaker).
     

    Attached Files:

    Last edited: Dec 2, 2013
  45. jerotas

    jerotas

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    I believe 2d colliders call a different method than the old ones and I never added code for those. I haven't learned the 2d Unity stuff yet. It would help greatly if you could send me an example project that reproduces the problem since I don't have time right now to learn the 2d new stuff for awhile.

    I could also go ahead and add the 2d collision methods and assume that it just works and send you a copy? Which probably will work. Let me know which way we should go.
     
  46. jerotas

    jerotas

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    The insanity sale has begun! $10 gets you Killer Waves for a limited time! That's almost 80% off!
     
    Last edited: Dec 2, 2013
  47. Chibwemwn

    Chibwemwn

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    Hmm, add the 2D collision methods, and let me try them out. I'll let you know how that goes. Also, I just bought Killer Waves off the Asset store, despite my current issues, I can't resist that sale price! XD. Hopefully the 2D collision methods will help things move along!
     
    Last edited: Dec 2, 2013
  48. jerotas

    jerotas

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    Sounds great, please send me an email with your invoice# and I'll send you something to try out for 2D colliders maybe tonight. I believe you're going to have to re-setup everything with the non-free version because the class files no longer come from a DLL but actual source code. Sorry about that trouble.
     
  49. im

    im

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  50. jerotas

    jerotas

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