I'm not sure whether you can tell the physics engine to allow "overlaps". Your best bet might be to make your colliders just a little bit smaller than your sprites?
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Unity's 2D physics engine has a gravity setting. The default value is set to `(0, -9.8)`. You'll want to change it to `(0,0)`.
More about that here: https://docs.unity3d.com/ScriptReference/Physics2D-gravity.html
I'm not sure if this is _exactly_ right, but you can probably put something like this in one of your `start` functions :
Physics2D.gravity = Vector2.zero;
I used Unity's physics engine for collision detection. Each of the tans/pieces has a polygon collider attached to it. When all of the vertices for the colliders of the pieces are inside the collider for the puzzle, I know that the pieces are all inside the puzzle, and the puzzle has been solved.
The pieces were drawn in a program for MacOS called AffinityDesigner. I use it to make vector graphics for most of my games.
The puzzle is drawn by the PolygonRenderer class. If you attach a PolygonRenderer to a gameobject that also has a PolygonCollider, the renderer will find the collider, and loop through the vertices on the collider to draw the shape. It uses the scripting interface for the Unity LineRenderer component to create the lines.
> Is there a video that you posted that I can check out on the process?
There are lots of pretty good tutorials available directly from Unity. I'd start with videos from their 2D Game Creation series.
> My other issue is that i have looked into the project but i dont really understand where the levels are being loaded.
The levels are saved as Unity "prefabs", in the Puzzles folder. The puzzles are all referenced by the TangramsSupervisor, and then added and removed from the game scene based on user actions.
Hi Rey! I'm Chris. I'm a serious programmer with seriously limited art skills. I mainly make free games for fun. I'm doing the #1GAM thing for 2016.
My most recent games are here on Itch, but for my next game I was hoping to make a multiplayer platformer. I have the engine built, and I'm using Kenney.nl placeholder art to get things moving, but if you want to chat about working together on a small platformer, let me know! I'd love to have some original artwork for the project.
EDIT: I forgot to mention that I use Unity, but I know what I'm doing with the 2D stuff. My games are tight, my code is crisp and neat, and I know how to leverage the editor so designers/artists can tweak without changing code. :)
>Open gameplay, forever, until you die in real life.
LOL. This looks great.
Does the game have gamepad support? Specifically, do you know if it'd work with an Xbox One controller on OSX? I have the right drivers and stuff all set up for other games.