2D Sprite Scaling in Unreal Engine 4.13.2 - sprite

I'm working on a Sprite Scaling pickup for a 2D Platformer assignment, and have most of it worked out.
I am running into a few issues however.
When scaling the Capsule Component (It being the Parent object), when walking up to a sprite on the TileMap, the map disappears until you move away again.
I am not sure entirely why. The player is not falling off the map, and it will reappear again if you move to the side a little, but when the player is small and is colliding with the TileMap, it disappears.
Player Resize Code:
GIF of the described Issue:
https://gyazo.com/e23d24cfc9af406c2808bcf73ea5dad4
Any help is appreciated guys!

This question has been resolved.
Turns out that this is an engine issue with Unreal Engine using the TileMap. The TileMap is currently experimental and does not correctly handle rendering tiles when the Capsule Component is Scaled.
This bug has been reported to Epic Games and is awaiting a hotfix in the upcoming patches.

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Stutter with a moving platform using Tween movement

I'm having stuttering issues with a specific type of platform in my game, a vertical moving platform. Right now I'm moving it with a tween with the interpolate_property function, where the platform will tween itself from the position its currently at, and the next position is knows to go to. However I'm not quite sure if this is causing the issue, of if there is some deeper engine issue I'm not aware of.
Here is the line of code used for moving the platform:
the way it loops through all its checkpoints is by a signal of tween_completed
tween.interpolate_property(self, "position", self.position, nextCheckpoint,
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video showing the bug
https://i.gyazo.com/f6b73ea763077e91917264d1188eaccf.mp4

Camera starts at floor level 2019.2 + MRTK v2.0.0

For some reason everytime I load the scene on my Hololens 1 the camera starts at floor level and the scene content doesn't appear to anchor to the floor in the real world..
Using the MRTK demo project files I've created a scene and added in the MRTK packages, configured spatial perception in the player settings, turned on the spatial awareness settings, set to room scale, added observers (checked they're working), added the spatial collider and renderer to an empty game object, and scratched my head many times..
Anyone know what I'm missing/doing wrong?
Unity editor screenshot:
On HoloLens (1st gen and 2) the origin of the world is at the head. From the image you posted, it appears you are designing a VR style scene. In VR, the origin is generally the floor.
As #Perazim mentions, for VR style scenes on HoloLens, you will want to adjust the content placement to account for the origin being at the head. In the Mixed Reality Toolkit example scenes (ex: Demos\HandTracking\Scenes\HandInteractionExamples) the content is contained within a SceneContent object to facilitate easy adjustment.
The older, HoloToolkit contained a script that may come in handy in your scenario. While we have not yet ported it to MRTK v2.x, it should be reasonably straight forward to update.
Hope this helps!

zooming out on terrain mesh colour distortion: Unity

I'm creating a procedural terrain in unity with hexagons. When the camera is fairly close the textures and colours work perfectly fine but... as soon as I zoom out I get this.
Map view from an angle:
As you can see I get these weird dots that become more exagerated the further I zoom...
When I'm up close I don't get this and the hexes blend very well toghether.
The textures blend very nicely when it's close and you can't see any boundaries. But as you go further out, some dots start appearing and even further so the colours get completly distorted.
Does anyone know what's causing it and how it could be fixed? I'm sorry, I'm really new to unity and this is my first unity project
Also, I presume this wouldn't be due to the texture bleding at boundaries because when I set the colour of the hexagons to be the same, I still get that effect.
(for example the sea in the pic below)
Same Colour hexes still show the problem
And when it gets further out, the problem pops up
Any help would be greatly appreciated! :)
Hmm, these might be artifacts caused by mipmapping (lower texture resolution as you zoom out). Try disabling mipmaps in your textures. It will negatively affect your game's performance but it might fix the problem.

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Ive been researching omnidirectional shadow mapping and have been stuck on this problem for a while. Basically the shadows seem to wobble as the camera is moved or rotated. I made a video here:
http://youtu.be/w8IAdNPglAc
The problem is most visible about half way through on the gravestones at the bottom of the screen.
The project is implemented in a deferred renderer and at first i thought the problem was to do with aligning texels to pixels but i read that since directx 10 (which i'm using) this is no longer a problem. Someone also suggested that i was updating the camera after the render call so it was a frame behind but this is not the problem.
Any help would be greatly appreciated.
I didn't want to start by posting massive amounts of code. If there is anything needed i can post it.

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I am animating a small space ship (derived from UIView) and periodically (whilst in animation) send it a PointF to check if this is near the space ship's current position.
However, when reading out the Frame position of the View it keeps returning the starting position before the animation started.
I think this is by design but it is causing me big problems since the space ship(s) should move independently along Paths and it is very tricky for me to do this by hand.
Is there another way - and/or has anyone some sample code?
Not sure of a workaround for your issue, but I have some suggestions on game development for iOS.
Your problem is one of the reasons why using GUI frameworks like UIKit/CoreGraphics for games isn't a good idea. For both performance reasons, as well as the fact as they aren't designed for it.
If you are looking for a simple framework for making games on iOS, have you looked at MonoGame? If you are doing lots of animations, we also use XNA Tweener along with MonoGame to get some lifelike animations.
PS - check out our game here.

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