This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. _pass = this.node.getComponent(Sprite).material.passes[0]; x,waveFactor.y-uv0.y); x,waveFactor.y-uv0.y);
best way to debug this kind of bugs is to activate physic debugging, add this to your code. onLoad() { PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | EPhysics2DDrawFlags.Pair | EPhysics2DDrawFlags.CenterOfMass | EPhysics2DDrawFlags.Joint | EPhysics2DDrawFlags.Shape; }
Uncheck debug mode in build options. Manual - Auto Atlas (textures in sprite renderers do not work yet). Compress sounds to low quality (32k, mono, 22050Hz). Use Asset Bundles and choose the right compression mode. Use the auto atlas feature in Cocos Creator 3.8 But we don’t know how to configure the build settings correctly.
Also, take a look at the sprite data of the images that are showing up black… are any of them abnormally large? not file size large, but actual pixel size… if you have anything over 2k, I’d highly recommend making it smaller and testing. )
I’m specifically coping with the following difficulties: Frame rate decreases: I’m seeing noticeable frame rate drops when I add more sprites and animations, particularly on devices with lesser specs. What methods are there for maximising the performance of sprite animation and rendering?
You can use the library to easily create scenes, add layers, build sprites, handle actions and collisions, add key events, and so much more. While other game developers might be able to tackle detailed coding requirements or easily debug code issues using their knowledge, Kaboom.js Load your Sprites and Create a Player.
When playing the game on an Android device, button animations don’t function properly (at least both Sprite and Scale transition types are affected). Also any tips or advice on how I can research and debug this issue further would be really appreciated. After some testing, it seems like this problem has started with Cocos Creator v3.7.0
No need to define the vertex format, and even Cocos has support for sprite meshes. Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging. Similarly, soft bodies, jellies, bent ropes, hair, etc., can all be achieved this way!
This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?
Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. I’ve tried the different animation cache modes, and enable/disable batch. The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed.
The Player scene consists in a KinematicBody2D as the root node and a Sprite with the Godot logo as a child. Debugging extensions. Debugging extensions allow developers to debug their games from their editor. You can change the editor in Editor -> Editor Settings -> Mono -> External Editor. Setting up a scene.
The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. The technology is not complicated, but the number of points is more or less limited, and debugging is also troublesome. One day, after I created the 2D post-processing framework, I suddenly thought of this issue.
So the parts that make up a 2D game are sprites, which are the images that you actually see and interact with and move tile sets, which are traditionally the background and the level design that you use Sounds, which are music and sound effects. 04:21) I’m going to be using that key a lot.
As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. Because of the grid-based nature of my game, I position my sprites at whole number coordinate positions like "(2, 3)". Therefore I needed to create my own array that could be re-used.
As long as we access the stack via this decorator class, we consistently get debug log messages every time we pop something from or push something onto the stack. A new version of the sprite sheet for calculator buttons. When logging is no longer required, we can simply change StackConsoleLogged to a regular Stack at just one place.
Tip – If you feel there are too many messages sent to the console, you can always comment out all of the Debug Logs except for those you want to review. For the sake of clarity, you may wish to comment out one of the Debug Logs, so that you only see the Fire or Axis events one at a time. Event Systems.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Instead of MonoBehaviour, most of your scripts inherit from FlxSprite (or FlxNestedSprite if you need to parent sprites to each other) instead. and no WASM.)
Cover_ctx);} Logs received in Android Studio D 18:32:07 [DEBUG]: JS: Direct Cover_ctx: [object Object] D 18:32:07 [DEBUG]: JS: Direct Cover_ctx drawImage exists? object Object] D 18:32:07 [DEBUG]: JS: Cover_ctx is a CanvasRenderingContext2D! object Object] I am using Cocos Creator 3.8.4, Android Studio Koala 2024.1.1
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content