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Author Topic: Jelly Sprites  (Read 3744 times)

jgalvezpa

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Jelly Sprites
« on: January 11, 2014, 12:39:11 AM »
Hi im using this plugin to give me some jelly effect to my sprites
https://www.assetstore.unity3d.com/#/content/13327

Im using perlin action to give some random movement to my objects using add force 2D, but when i apply force 2D to the objects with jelly sprites script on it, the sprites dont move.
The autor created an action but it does not work very well

I also sent you PM with the scene

jeanfabre

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Re: Jelly Sprites
« Reply #1 on: February 07, 2014, 07:22:12 AM »
Hi,

 Is it working or not? I mean do you want me to double check?

bye,

 Jean

jgalvezpa

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Re: Jelly Sprites
« Reply #2 on: February 07, 2014, 10:16:13 AM »
i got it working but not as smooth like the normal addforce2D could you double check please

gheeDough

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Re: Jelly Sprites
« Reply #3 on: March 27, 2015, 08:06:54 AM »
It's not working for me at all.

Console throws up
Code: [Select]
Assets/JellySprites/Demo/Scripts/AddJellyforce2d.cs(9,40): error CS0246: The type or namespace name `JellySpriteActionBase' could not be found. Are you missing a using directive or an assembly reference?  :o

gheeDough

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Re: Jelly Sprites
« Reply #4 on: March 29, 2015, 03:10:30 AM »
The issue is that the physics components (2D colliders with 2D rigidbodies attached) are generated at runtime. They're attached to a game object called JellySprite Reference Points which contains JellySprite Central Ref Point and the other reference points (see screenshot)

When I apply addForce to JellySprite Central Ref Point at runtime, it all works as it should.

Any idea how I can apply force to an object that isn't in the scene until runtime?