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Mar
14
comment How To calculate camera boundaries
@FahirM If you found my answer helpful please upvote and accept it.
Mar
13
comment One Android app, dynamic load several Unity games
I'm going to second @jzx's idea here. A native unity interface as your front end would be more user friendly than a web view. 9/10 a native interface is much nicer. If I were to download an app that started off with a web view, I would probably uninstall it pretty quickly (that's just me though). You could easily design an expandable base menu with Unity 4.6's uGUI that wouldn't take more than 30 minutes to add a game to the list. Just my 2c.
Mar
13
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Mar
13
comment How To calculate camera boundaries
@FahirM You can calculate the offset from the center of the player to the sides using collider2D.bounds.extents.x. The method I have suggested will work on every device as it is dependent on in game units and not screen resolution. Also, instead of screenToWorld, I suggest using viewportToWorld. The Unity documentation will be very useful to you in this.
Mar
12
comment How To calculate camera boundaries
@FahirM There's your problem. Either you need to center the transform at the bottom of the player, or offset the player's position accordingly.
Mar
12
comment How To calculate camera boundaries
@FahirM Is the player's transform centered at his feet? The transform might be at the right position, but the player's sprite and collider are offset somehow.
Mar
12
answered How To calculate camera boundaries
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accepted Which is better for a beginner, UDK or Unity?
Jun
21
accepted How to handle cutscenes in XNA?
Jun
21
comment How to handle cutscenes in XNA?
"do stuff" wow that really helps! What I really want is to know how to do timing and stuff like that. An simple example would be helpful.
Jun
21
asked How to handle cutscenes in XNA?
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