Is it possible in sprite-kit game that if one moveable texture comes and strikes with other texture, it should come over of it instead of colliding with it.
Related
I am making a 2d customizable character. I want to go with sprite based animations. So I have created different parts that can be customized. For example eyes can be swapped by different types of eyes by just changing the sprites of sprite renderer. This works fine with still images but does not with animations. I want to merge the sprite of base player with the sprite of an eye to make a single sprite. So I have two sprites and I want to make one sprite out of that and then let the sprite renderer render that sprite. Is it even possible? If so, how?
I am creating a 2d game in unity and I am using hundreds of sprite game objects to represent my terrain.
However, the thing is, I only ever see 1 side of a texture during gameplay, but I am rendering both sides when using sprites.
Side that player sees:
Another side that renders, but player won't ever see it:
So my question is: Should I use quads and texture only 1 side instead?
Hey guys so my first solution to centering the sprite with the background moving with it was a combination of using the physic's world engine in SpriteKit and using the update function.
The problem with that is I'm pretty sure the update function does not sync with the physics world because my main sprite keeps flickering between frames and then centers itself.
Is there a way to center the movement of a sprite and a moving background with just the physics world engine? I need the engine because I need the gravity and the impulses for my game.
Im making simple 2D game, I designed the "way" the player going through in the game.
If the player touches the wall the game is over, so I must detect collisions.
At first I created the walls from sprites, but then I realized there is no 2D collider that suit himself to the shape of the sprit(it was to difficult to create the collider manually from a lot of smaller polygon and circle colliders), so I made all the walls that builds the "way" 3D objects(.dae files with z=0.001), and added them the mash collider which suits himself to the 3D object. I changed my player to be 3D as well so the collisions types will match.
It worked, but I'm sure the same game can work by much better performance with the same resources if all the game objects were 2D.
How can it be that there if a collider that suits himself to a 3D object but there is none for 2D?
Maybe I miss something?
At my first attempt I didn't export the sprite correctly so the polygon collider didn't recognized the shape of my sprite.
I export the sprite as JPEG, when I export it as .png it worked like a charm, just added the Polygon Collider and it match to my sprite shape perfectly, thanks!
I'm trying to add an animation with a cube (3D object) in a SpriteKit Swift (game) application.
I havent find anything concrete regarding how to generate 3D objects using SK.
I need some examples as a start point.
SKNode has a subclass SK3DNode, which renders the 3D content of a Scene Kit scene as a 2D texture, i.e you need to use Scene Kit for the 3D animation. Other than that, Sprite Kit framework reference doesn't cover subjects relating to 3D rendering.