chromiumboy Posted February 27, 2015 Share Posted February 27, 2015 Is there are way to offset the animations of a prefab (outside of Spriter)? I've found AnimState:SetFinalOffset(n) where n is an integer, but this does not seem to have any effect. Link to comment Share on other sites More sharing options...
Mobbstar Posted February 27, 2015 Share Posted February 27, 2015 sounds off-putting If nothing else helps, I recommend dummies. A dummy prefab should work just fine, possibly, maybe. Link to comment Share on other sites More sharing options...
chromiumboy Posted February 27, 2015 Author Share Posted February 27, 2015 Thanks for the suggestion, but I don't think it would work for what I intend. I want to be able to shift the player and mob anims to appear to sink into the ground. Link to comment Share on other sites More sharing options...
Blueberrys Posted February 27, 2015 Share Posted February 27, 2015 @chromiumboy Have you tried changing the "y" position of the prefab's instance? I think the game does provide usable 3 dimensional coordinates, even though the player never moves up or down. (Birds do fly up/down though) Link to comment Share on other sites More sharing options...
Mobbstar Posted February 27, 2015 Share Posted February 27, 2015 @chromiumboy Have you tried changing the "y" position of the prefab's instance? I think the game does provide usable 3 dimensional coordinates, even though the player never moves up or down. (Birds do fly up/down though) Remember to suspense gravity if you try this, or your guys will literally sink into the floor! Link to comment Share on other sites More sharing options...
chromiumboy Posted February 28, 2015 Author Share Posted February 28, 2015 @chromiumboy Have you tried changing the "y" position of the prefab's instance? I think the game does provide usable 3 dimensional coordinates, even though the player never moves up or down. (Birds do fly up/down though) I did, but the game physics pushes you back up to ground level instantly. Turning off the collision with the ground could be possible, but as Mobbstar says, you'll fall straight through. I wonder if its possible to set up a secondary floor underneath the original? Link to comment Share on other sites More sharing options...
Blueberrys Posted February 28, 2015 Share Posted February 28, 2015 @chromiumboy I think it might be easier (and probably efficient) to disable the gravity and floor collision for the character instead, and control the y coordinate manually. I'm assuming the x and z won't be changed either because the character is stuck in the ground? Link to comment Share on other sites More sharing options...
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