Kieron

Cowes, United Kingdom

kieronlanning.co.uk

Age: 36

Kieron works as a developer in the south of England, UK, he loves coding, gaming and new gadgets.

Jan
29
awarded Nice Question
Jan
1
awarded Good Answer
Dec
20
awarded Supporter
Dec
16
awarded Notable Question
Dec
4
awarded Autobiographer
Oct
15
accepted 2D Camera sizing and movement
Oct
15
accepted Unity3D: Storyboard-esq animation - a beginners question
Oct
15
answered Unity3D: Storyboard-esq animation - a beginners question
Oct
14
asked Unity based washing/ cleaning game advice
Sep
11
awarded Yearling
Sep
1
awarded Popular Question
Jul
20
awarded Famous Question
Jun
19
comment 2D Camera sizing and movement
That looks great, thank-you! I'll try it out, hopefully over the weekend. Cheers!
Jun
15
comment 2D Camera sizing and movement
I haven't, that's what I'm trying to understand. Let's say the background position is (10,20) and it's bounds, according to the SpriteRenderer is (500, 1500) along the main part, and (1000, 500) on the end. How to I make that fit into an orthographic camera view?
Jun
15
comment 2D Camera sizing and movement
Yeah, exactly. The the background sprite needs to fill the camera's viewport - match the height - and then travel (Lerp?) across the y position until it get's to the maximum bounds of the sprite's y position, and then move up.
Jun
15
comment 2D Camera sizing and movement
Sure, in this instance it's part of an animation, designed as an introduction. I'm assuming that this is going to be entirely script based, simply because the position and bounds of the background sprite could change.
Jun
15
comment 2D Camera sizing and movement
This is part of an introduction, so there is no player at the moment. It's purely moving the camera according to the background sprites position and bounds...which may change as the game develops.
Jun
15
asked 2D Camera sizing and movement
Jun
12
awarded Autobiographer
May
20
comment Unity3D: Storyboard-esq animation - a beginners question
That's a good solution. I suppose you can set all of the timing offsets as properties. So start animation X via a matching 'delay' property?
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