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Support / Re: Our per-object Motion Blur solution: use it if you want!
« on: September 01, 2013, 07:38:21 pm »
Yea, that is what I am doing as well:
1. I have one gameobject that I want to blur. It has a rigidbody, collider, sprite, and sprite animator attached to it. I attach the BlurMotionHandler to the object to it and leave settings as default.
2. I have a prefab of a similar sprite has the following components attached: http://i536.photobucket.com/albums/ff328/reeda1283/ScreenShot2013-09-01at110917AM.png. This is the prefab that s assigned to to the TrailMotionSPriteObject property of the gameobject mentioned in #1
I have even created a brand new simple scene to test this and it doesnt seem to work. The scene contains only a camera, a cube with a collider (which functions as the ground), and a gameobject with a sprite, rigidbody, collider and BlurHandler component attached. The gameobject bounces up and down repeatedly, and although I can see (in the heirarchy) the clones being created as children of the main gameobject, they are not visible at all.
ps Why does the script include this line: tmpVelocity.y = 0.0f; ? Doesn't that mean we will only ever blur along the x-axis?
1. I have one gameobject that I want to blur. It has a rigidbody, collider, sprite, and sprite animator attached to it. I attach the BlurMotionHandler to the object to it and leave settings as default.
2. I have a prefab of a similar sprite has the following components attached: http://i536.photobucket.com/albums/ff328/reeda1283/ScreenShot2013-09-01at110917AM.png. This is the prefab that s assigned to to the TrailMotionSPriteObject property of the gameobject mentioned in #1
I have even created a brand new simple scene to test this and it doesnt seem to work. The scene contains only a camera, a cube with a collider (which functions as the ground), and a gameobject with a sprite, rigidbody, collider and BlurHandler component attached. The gameobject bounces up and down repeatedly, and although I can see (in the heirarchy) the clones being created as children of the main gameobject, they are not visible at all.
ps Why does the script include this line: tmpVelocity.y = 0.0f; ? Doesn't that mean we will only ever blur along the x-axis?