Var color32 : Color32 = tex.GetPixel(xPixel, yPixel) ĭebug. After that we can manipulate the whole group easily, as for example, changing position of all element by simply changing position of parent element. To do that, we simply create Sprite object and add other objects as its child. Var yPixel : int = $$anonymous$$athf.RoundToInt(pos.y * unitsToPixels) We can use Sprite objects to group other objects (or separate them in different layers) as images, texts and shapes. Var xPixel : int = $$anonymous$$athf.RoundToInt(pos.x * unitsToPixels) Pos = transform.InverseTransformPoint(pos) In other words, you can draw something directly at this position, it will always follow the position / rotation / scale of the sprite. Private var pixelWidth : int private var pixelHeight : int private var unitsToPixels : float private var tex : Texture2D įunction Start() pixelWidth = sr. What it does is the following: pointToTransform is relative to the (origin of the) sprite, and the resulting newPoint is the same but transformed to global coordinates. Other pivots could be supported but would require code changes. How to write shader, blurring texture relative some world coordinate. 90 Step by step tutorials 626 Bugs and issues. The pivot of the sprite needs to be the bottom left. 349 Announce your apps made with Gideros. ![]() Single texture sprite (won't work for an atlas or if the sprite is otherwise mapped into a texture. No rotation of the sprite at the start of the game Here is the above code taken a bit further. $$anonymous$$aking the conversion from world to pixels for a sprite is not an easy thing to do. This code, properly setup would give you (24,24) if you click on the sprite. (If i click the pixel in the middle it would be 24x,24y) And this wont work.
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