Forum rules - please read before posting.

Tiny UI Elements in Scene View

Heya!

I've just started out with AC and I'm following the 2d tutorial. I'm using 2d Toolkit for my sprites and animations, and the game is pixel art based. So I'm using a tk2dCamera, with pixels per meter set to 1 and a native resolution of 640x360. This is all fine!

However looking at the PlayerStart2D generated in the scene, the graphic for it is really, really tiny. I'm used to having colliders and things start out extremely small when I create them, but zooming right in to angle things like the player start might be a bit annoying/hard to manage.

Is there a way these UI elements can be scaled to the zoom level?

Thanks!

Comments

  • Hey again, so I'd just put in the NavMesh2D and an obstacle, and I'm noticing there's a bit of a pause when clicking a path that involves my obstacle. (Four vertex Polygon Collider 2D) And the player can get stuck on the obstacle, or does these tiny jittery movements when near the edges of the NavMesh and sometimes the obstacle.

    Could this be a product of my scale? Or have I set something up incorrectly? My movement settings are:

    Walk speed scale: 80
    Acceleration: 60
    Deceleration: 60
  • It sounds like your game's scale is vastly different from what AC works best with.  While there are settings to cope with scale (see the Destination accuracy slider in the Settings Manager, and Section 3.11 of the Manual), I would recommend you re-scale your game's sprites so that they are similar in size to those of the 2D Demo's assets.  You should have much less hassle this way.
  • Alright, makes sense! I'll rescale the game.

    Also one other question: Is it possible to handle saving myself? I believe AC is using PlayerPrefs, right? But I'd like the option to store saves in the cloud, so I'd like to save a file in Application.persistentDataPath. Is this something I can take over, perhaps getting fed everything AC needs to save?

    Thanks!
  • AC only saves Options data (e.g. music volume) to the PlayerPrefs.  Actual save game files are stored in Application.persistentDataPath.  If you want to perform custom operations before loading or after saving, look into custom events - there are events for both of these cases: OnFinishSaving and OnBeforeLoading.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.