the actual render resolution, so I assume your project is set to fullscreen quality high (which means it's not actually 640x360) not low.
I think I know why it didn't prompt to auto update, I changed the version numbering from 2.2 to 2.3.0.0 (which is the common version numbers used in c3).
I will refrain from doing that for the other ports
I'm glad it's useful, let me know if I introduced any bugs while porting.
That's weird, I would have expected it would prompt users to update automatically. Not sure if that is a bug or not, it may be worth it to investigate further and report it to Scirra.
I am planning to port all of the DATA+ addons, but it is not a priority for me rn, so it may take a bit.
Really late reply, originally this was just a port of a c2 shader from user Somebody. But now I have rewritten the shader with a fixes for both of these issues.
Great update, digging the scripting and sdk additions!
After reading poeditor update I got excited about an improved script editor (monaco)... but I guess it didn't make it into the update yet?!
Hey, I have ported the behavior to sdk2 now!
If the sprite has not been rendered it cannot be reflected, c3 renderes back to front. So what you are suggesting is sadly not possible with this approach.
This shows the depth textures value in greyscale (requires layer to be rendered in 3d) but if zNear and zFar is really far apart it may seem to just show one colour as the depth difference between the objects in the scene may be really small, but that is correct.
It is not really intended to be used in a game, but for debugging depth related issues.
I am not a fan, this doesn't solve the problem to me then.
The issue is that the root node may not be known and will change all the time because I am using hierarchies often as modular pieces that can then be attached to other hierarchies. I for example have the same hierarchy once used on its own but in another case I add it as a child to an anchor object, so the on hierarchy ready is not useful again. Cases like these are everywhere as a hierarchy might be a module that is used inside other more complex hierarchy and I want the same init logic to work.
If it was called in reverse tree order (from leaf to root) the rule all children of the node the trigger ran on had their init already will be true.
I like the new on hierarchy ready trigger. But I would have personally prefered if it triggers for any instance even if it's not in a hierarchy or is a leaf node (just triggers instantly). Because now we potentially need more complex initialization triggers assuming the object may be created with or without a hierarchy in some cases.
If it would triggers for all cases we could just replace the on created with on hierarchy ready and we would be good.
Damn, Scirra went ham on this one.
The scripting perf improvement sounds amazing!
Many great things in this update.
This is really great for web games! One thing I wondered about is how to set lossy format used on preview, it seems like it can only be defined at export.
I love the new text fixed resolution mode. I would really appreciate if scaling text in a hierarchy (like for buttons) would also only scale the texture if in fixed mode.
I almost missed the improvement to tween conditions! I love it.
Member since 6 Jul, 2017