Bugfixes...
BUGFIX: Animation editor now has an "Add frame" button. Necessary when frames are grouped
ANIMATION: "Autofill" looks for 10 subsequent frames so it will fill even when frames are missing
SPRITE: Sprite positions are no longer "tweaked" for the calcinertia bug when running in Unity 3.5
SPRITECOLLECTIONEDITOR: Handle UI cases for disallowed combinations (eg. fonts in sprite collections with spanning enabled)
SPRITECOLLECTIONEDITOR: Dice and Custom geometry merged into a "Render Mesh" dropdown.
Sorry first, I am not good at english.
My problem is , when I make a sprite(Named it "Box") by tk, and add a collider like boxcollider, same the way I make an other sprite(Named it "Floor"), what I wanna do is the Box will fall down on the Floor, so I add a rigibody to the Box, now run it, and the Box fall down, right that seens good.
go on, I wanna scale the Box more bigger in code when I click the Box, so I write like flowe:
if (Input.GetMouseButtonDown(0)) {
RaycastHit tHit;
if (collider.Raycast(Camera.mainCamera.ScreenPointToRay(Input.mousePosition),out tHit,100f)) {
_OriginalScale += factor; //add size above original scale
_Box.scale = new Vector3(_OriginalScale , _OriginalScale , _OriginalScale ); // bigger more
}
}
I run it in unity, it runs well,we see the the Box grow bigger on the Floor,cool thing~
but when I build the project to ".exe", some times the Box grow and Penetrate in the Floor when I click, I don't know My wold
accurate, You can try it, the same things happen when I build to my android phont, every android phone.
than, I add a rigibody to the floor too,and set it static, but noting change,I don't know why it runs well in unity, but no when I build out.
Maybe it is the unity bugs,I had send a e-mail to unity too.
the end thx.....