Quick Start tutorial for 2d
Posted: Sat Apr 27, 2019 3:28 pm
I've tried searching for an answer to this but have found no help so far.
I am trying to run through the "Quick Start" tutorial and it all works in 3d just fine. My game, however, is strictly a 2D game and I can't get past the part where the tutorial switches to "On Use" and "Mouse Position" (for select at) when I am using 2D sprites rather than 3D objects.
I've currently got all this working in my own horrible kludge of a dialog system but I wanted to migrate to this system since it is far more robust, flexible and hopefully easier to use.
What I'm seeing:
1. When I mouse over the NPC nothing happens.
What I've tried:
1. Making sure that both the NPC and the Player have 2D box colliders and rigidbody 2D's.
2. Changing the rigidbody 2D to kenematic.
3. Changing the box collider 2D to IsTrigger.
4. Changing the rigidbody 2D to gravity scale of 0.
5. Checking the collision matrix to see that everything is colliding with everything else.
6. Also selected "run raycasts in 2D".
As you can see I'm grasping at straws here.
I'm certain this is just a foolish oversight on my part but I'm stuck. It would be helpful if someone could give me a step by step guide to set up a couple of sprites with the correct colliders, rigid bodies and Dialog System components to get this working.
Please help. Thanks.
I am trying to run through the "Quick Start" tutorial and it all works in 3d just fine. My game, however, is strictly a 2D game and I can't get past the part where the tutorial switches to "On Use" and "Mouse Position" (for select at) when I am using 2D sprites rather than 3D objects.
I've currently got all this working in my own horrible kludge of a dialog system but I wanted to migrate to this system since it is far more robust, flexible and hopefully easier to use.
What I'm seeing:
1. When I mouse over the NPC nothing happens.
What I've tried:
1. Making sure that both the NPC and the Player have 2D box colliders and rigidbody 2D's.
2. Changing the rigidbody 2D to kenematic.
3. Changing the box collider 2D to IsTrigger.
4. Changing the rigidbody 2D to gravity scale of 0.
5. Checking the collision matrix to see that everything is colliding with everything else.
6. Also selected "run raycasts in 2D".
As you can see I'm grasping at straws here.
I'm certain this is just a foolish oversight on my part but I'm stuck. It would be helpful if someone could give me a step by step guide to set up a couple of sprites with the correct colliders, rigid bodies and Dialog System components to get this working.
Please help. Thanks.