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Support / Re: Check texture alpha at RaycastHit...
« on: September 04, 2012, 11:02:37 am »
OK, I've figured it out in the meantime (and did it the way you suggest).
The problem that I am facing now is the following:
if I don't disable alpha trimming in atlas and the sprites get trimmed the following bug occurs:
1) sprite bounds are calculated for trimmed sprite - this is OK
2) but the gameobject.transform.InverseTransformPoint transforms according to the original, untrimmed size of the object.
This problem is shown here in detai:
The problem that I am facing now is the following:
if I don't disable alpha trimming in atlas and the sprites get trimmed the following bug occurs:
1) sprite bounds are calculated for trimmed sprite - this is OK
2) but the gameobject.transform.InverseTransformPoint transforms according to the original, untrimmed size of the object.
This problem is shown here in detai: