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Author Topic: Sprites not aligning with the tk2dcamera?  (Read 4442 times)

BraveSirRobin

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Sprites not aligning with the tk2dcamera?
« on: December 03, 2012, 09:03:15 pm »
Hey everyone.

I am new to 2DTK, and have some experience with Unity.

So I've just created a tk2dcamera, and configured the resolution override to 1024x768 and a wildcard override.

http://imgur.com/CgRMg

Next I've created an anchor in the Upper Center with no Offset

http://imgur.com/6DRKr

And inside the anchor I've created a sprite.

http://imgur.com/SFp4N

In the Game window the screen is doing exactly what is supposed to, regardless of the aspect ratio, which is what I've wanted and why I've set up the overrides

http://imgur.com/bQzqj

However, when I look at the Scene window, the sprite is completely off of the camera, and because of that I am unable to get a tap in the sprites using raycast.

http://imgur.com/lzRvg

So my question is twofold:

1) What am I doing wrong? Why my sprites are appearing off from the camera in the Scene Window? Is this why I am unable to get the raycasts
2) Getting raycasts is the correct way of detecting taps in 2D Toolkit sprites?

Thanks in advance.

unikronsoftware

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Re: Sprites not aligning with the tk2dcamera?
« Reply #1 on: December 03, 2012, 10:03:22 pm »
The output is correct.

1. In the scene window, the output in the camera preview window is incorrect due to a bug in a Unity camera function, that's why there is a tk2dCamera preview window there which shows you correct output. Its been reported but still no date for a fix.

2. Raycasts are fine. The tk2dButton uses raycasts to detect clicks and that works fine with the camera.

You don't seem to have a collider on your sprite or perhaps its off screen in the screenshot - raycasts only work when you have colliders.

Edit: Also another common cause of this not working - if the collider is too big (i.e. too thick on the z axis) and it intersects the camera, raycasts will fail.
« Last Edit: December 03, 2012, 10:08:09 pm by unikron »