Ok there are 2 errors even though it shows dozens.
The first one shows that I cannot access Physics_default2DMode due to its protection level. (Even though it is kept in public)
The second one shows that there is a an ambiguity between the one found in the Components/Colliders/Colliders.cs and the one that is found in the ApplicationSettings.cs
Ok there are 2 errors even though it shows dozens.
The first one shows that I cannot access Physics_default2DMode due to its protection level. (Even though it is kept in public)
The second one shows that there is a an ambiguity between the one found in the Components/Colliders/Colliders.cs and the one that is found in the ApplicationSettings.cs
Bleh. Silly mistake. Fixed and pushed. Physics.To2dMode was internally
declared. I am not sure about the ambiguity error you get. I can't
repro that. But it might get solved now.
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
Bleh. Silly mistake. Fixed and pushed. Physics.To2dMode was internally
declared. I am not sure about the ambiguity error you get. I can't
repro that. But it might get solved now.
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
Can it be because of your build configuration? Sometimes errors from
the Windows or WP project can be hanging around if you have not built
for that specific configuration. It can usually be resolved by building
for the specific platform or switching to Mixed Platforms.
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
Can it be because of your build configuration? Sometimes errors from
the Windows or WP project can be hanging around if you have not built
for that specific configuration. It can usually be resolved by building
for the specific platform or switching to Mixed Platforms.
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
Mine is kept specific to one platform. As it takes time to build for all platforms.
Plus I noticed something disturbing. My scene has the rigidbody cube rotated to an angle that when played it will be landing on its edge on the floor. In XNA the cube is in its default angle that is xyz (0,0,0). But the collision takes place like the one found in Unity. What I meant was
It is mimicking the motion of a falling rotated cube but when we look at it we can say it is not responding to any kind of rotation which is done by the physics.
Stan
P.S. Saw your office on the net, green with envy.
Mine is kept specific to one platform. As it takes time to build for all platforms.
Plus I noticed something disturbing. My scene has the rigidbody cube rotated to an angle that when played it will be landing on its edge on the floor. In XNA the cube is in its default angle that is xyz (0,0,0). But the collision takes place like the one found in Unity. What I meant was
It is mimicking the motion of a falling rotated cube but when we look at it we can say it is not responding to any kind of rotation which is done by the physics.
Stan
P.S. Saw your office on the net, green with envy.
Is it the graphics that is out of sync with the physics or the rotation that is not getting propagated back into the gameobject? Can you try using the fallback rendering (another switch in ApplicationSettings)?
Reminds me that I really should make that physics test/demo scene in Unity... :P
Yeah. The office is pretty neat. Where did you see the pictures?
Is it the graphics that is out of sync with the physics or the rotation that is not getting propagated back into the gameobject? Can you try using the fallback rendering (another switch in ApplicationSettings)?
Reminds me that I really should make that physics test/demo scene in Unity... :P
Yeah. The office is pretty neat. Where did you see the pictures?
The cube does not respond to rotation which is brought in with Unity however it takes the position and movement in the game space quite correctly.
I will try the fallback rendering
You would be doing us another big favor if you make demo scene
Its not your office per se, its pressplay office that I saw in the carrier openings at pressplay.dk
The cube does not respond to rotation which is brought in with Unity however it takes the position and movement in the game space quite correctly.
I will try the fallback rendering
You would be doing us another big favor if you make demo scene
Its not your office per se, its pressplay office that I saw in the carrier openings at pressplay.dk
So it is the rotation set on startup that is wrong? That is pretty
odd... Might have something to do with the rotated Physics world.
I will be back on the internal project that uses FFWD starting this
week, so I will see if I can find time to set it up. At least I will be
pushing a lot of fixed/new code up in the coming weeks. I will see if I
can squash some of the bugs here on GitHub while I am at it.
Ah. Those pics. Now I know. They don't show much, but the office is ok.
:)
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
So it is the rotation set on startup that is wrong? That is pretty
odd... Might have something to do with the rotated Physics world.
I will be back on the internal project that uses FFWD starting this
week, so I will see if I can find time to set it up. At least I will be
pushing a lot of fixed/new code up in the coming weeks. I will see if I
can squash some of the bugs here on GitHub while I am at it.
Ah. Those pics. Now I know. They don't show much, but the office is ok.
:)
##
Thomas Gravgaard
Senior Software Developer
Press Play ApS
thomas@pressplay.dk
+45 26 74 26 74
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Show comment Hide commentstan911nfsMay 21, 2012
Ok there are 2 errors even though it shows dozens.
stan911nfs repliedMay 21, 2012
Ok there are 2 errors even though it shows dozens.
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Show comment Hide commentfehaarMay 21, 2012
Ownerfehaar repliedMay 21, 2012
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Show comment Hide commentstan911nfsMay 21, 2012
Its kinda of working only thing is that its floating up rather than falling down.
stan911nfs repliedMay 21, 2012
Its kinda of working only thing is that its floating up rather than falling down.
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Show comment Hide commentfehaarMay 21, 2012
Ownerfehaar repliedMay 21, 2012
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Show comment Hide commentstan911nfsMay 21, 2012
I get the protection error everytime. However when I build the solution it clears off.
Its kinda annoying.
Stan
stan911nfs repliedMay 21, 2012
I get the protection error everytime. However when I build the solution it clears off.
Its kinda annoying.
Stan
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Show comment Hide commentfehaarMay 21, 2012
Ownerfehaar repliedMay 21, 2012
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Show comment Hide commentstan911nfsMay 21, 2012
Mine is kept specific to one platform. As it takes time to build for all platforms.
Plus I noticed something disturbing. My scene has the rigidbody cube rotated to an angle that when played it will be landing on its edge on the floor. In XNA the cube is in its default angle that is xyz (0,0,0). But the collision takes place like the one found in Unity. What I meant was
It is mimicking the motion of a falling rotated cube but when we look at it we can say it is not responding to any kind of rotation which is done by the physics.
Stan
P.S. Saw your office on the net, green with envy.
stan911nfs repliedMay 21, 2012
Mine is kept specific to one platform. As it takes time to build for all platforms.
Plus I noticed something disturbing. My scene has the rigidbody cube rotated to an angle that when played it will be landing on its edge on the floor. In XNA the cube is in its default angle that is xyz (0,0,0). But the collision takes place like the one found in Unity. What I meant was
It is mimicking the motion of a falling rotated cube but when we look at it we can say it is not responding to any kind of rotation which is done by the physics.
Stan
P.S. Saw your office on the net, green with envy.
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Show comment Hide commentfehaarMay 21, 2012
OwnerIs it the graphics that is out of sync with the physics or the rotation that is not getting propagated back into the gameobject? Can you try using the fallback rendering (another switch in ApplicationSettings)?
Reminds me that I really should make that physics test/demo scene in Unity... :P
Yeah. The office is pretty neat. Where did you see the pictures?
fehaar repliedMay 21, 2012
Is it the graphics that is out of sync with the physics or the rotation that is not getting propagated back into the gameobject? Can you try using the fallback rendering (another switch in ApplicationSettings)?
Reminds me that I really should make that physics test/demo scene in Unity... :P
Yeah. The office is pretty neat. Where did you see the pictures?
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Show comment Hide commentstan911nfsMay 21, 2012
The cube does not respond to rotation which is brought in with Unity however it takes the position and movement in the game space quite correctly.
I will try the fallback rendering
You would be doing us another big favor if you make demo scene
Its not your office per se, its pressplay office that I saw in the carrier openings at pressplay.dk
stan911nfs repliedMay 21, 2012
The cube does not respond to rotation which is brought in with Unity however it takes the position and movement in the game space quite correctly.
I will try the fallback rendering
You would be doing us another big favor if you make demo scene
Its not your office per se, its pressplay office that I saw in the carrier openings at pressplay.dk
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Show comment Hide commentfehaarMay 21, 2012
Ownerfehaar repliedMay 21, 2012
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Show comment Hide commentstan911nfsMay 21, 2012
I set the fallbackrendering to true in Game1.initialize. Still not working
I will see if I can find some for you.
I am pretty good at finding problems, in fact I get problems that are unique in nature.
Stan
stan911nfs repliedMay 21, 2012
I set the fallbackrendering to true in Game1.initialize. Still not working
I will see if I can find some for you.
I am pretty good at finding problems, in fact I get problems that are unique in nature.
Stan