Jay

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Here, try the code block at the very bottom. Remember though, if 'trimmed' is not checked, remove these lines. ``` sourceX = {{spriteSourceSize.x}}, sourceY = {{spriteSourceSize.y}}, sourceWidth = {{spriteSourceSize.w}}, sourceHeight...

> > 7. Observe the error in logcat. > > I tried reproducing this issue using the instructions above but to no avail. Here's me being it: > > ```...

Thanks. I have taken care of it. I was using the wrong component for my task. ________________________________ From: Maksim Tuprikov ***@***.***> Sent: Sunday, March 5, 2023 9:53:39 AM To: Insality/druid...

> This is intended behavior. You have the `keep_world_transform` parameter of [`go.set_parent()`](https://defold.com/ref/stable/go/#go.set_parent:%5Bid%5D-%5Bparent_id%5D-%5Bkeep_world_transform%5D) set to `false`, so the object won't be at the same spot in world space. For example, if...

> > When I went to 1.9.0 (tilemap fixed version) it began to jump. > > What do you mean? I caused a lot of confusion with a tilemap bug,...

> Physics works in world coordinate space, so it’s impossible to use hierarchies of game objects with collision objects on them because the physics engine will set world coordinates, replacing...

> @jcbk101 this exact issue happens in all Defold versions, again that's how physics engine works. All your objects with collisionobject on it should be in the collection root >...

@AGulev: Okay, I just made it home to test, and I immediately noticed that you are running build 6-14-2024. I was running build 6-20-2024. I have even provided a 6-24-2024...

> Maybe it's related to the fix @britzl did [95af99c](https://github.com/defold/defold/commit/95af99c5d8777367b1be5884ff6be5e764d061e1) > > But anyway, it is not something will work. Even on your first video I see that if you...

> d.defold.com/archive/alpha/0bd2acac336f9061726ce4695e21d41d050a6814/alpha/editor2/Defold-x86_64-win32.zip That may very well be it. Before works properly, fix is broken.