{"id":2518,"date":"2013-11-13T00:21:54","date_gmt":"2013-11-12T21:21:54","guid":{"rendered":"http:\/\/unitycoder.com\/blog\/?p=2518"},"modified":"2013-11-13T12:08:38","modified_gmt":"2013-11-13T09:08:38","slug":"convert-old-project-to-new-2d-physics-and-sprites","status":"publish","type":"post","link":"https:\/\/unitycoder.com\/blog\/2013\/11\/13\/convert-old-project-to-new-2d-physics-and-sprites\/","title":{"rendered":"Convert old project to 2D physics &#038; Sprites"},"content":{"rendered":"<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"2519\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2013\/11\/13\/convert-old-project-to-new-2d-physics-and-sprites\/sprite_renderer_unity\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?fit=360%2C291&amp;ssl=1\" data-orig-size=\"360,291\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"sprite_renderer_unity\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?fit=360%2C291&amp;ssl=1\" class=\"alignnone size-full wp-image-2519\" alt=\"sprite_renderer_unity\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?resize=360%2C291\" width=\"360\" height=\"291\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?w=360&amp;ssl=1 360w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?resize=300%2C242&amp;ssl=1 300w\" sizes=\"auto, (max-width: 360px) 100vw, 360px\" \/><\/p>\n<p>Started converting this shootemup test into Unity 4.3 2D physics ( old: <a title=\"http:\/\/unitycoder.com\/blog\/2013\/09\/27\/shoot-em-up-proto-unity\/\" href=\"http:\/\/unitycoder.com\/blog\/2013\/09\/27\/shoot-em-up-proto-unity\/\" target=\"_blank\">http:\/\/unitycoder.com\/blog\/2013\/09\/27\/shoot-em-up-proto-unity\/<\/a> )<\/p>\n<p><strong>Webplayer:<\/strong> (using new 2D physics &amp; sprites, no collider on player yet)<br \/>\n<a title=\"http:\/\/unitycoder.com\/upload\/demos\/Shmup3_2D\/\" href=\"http:\/\/unitycoder.com\/upload\/demos\/Shmup3_2D\/\" target=\"_blank\">http:\/\/unitycoder.com\/upload\/demos\/Shmup3_2D\/<\/a><\/p>\n<p>Some conversion notes so far:<\/p>\n<p><strong>SHMUP TO 2D SYSTEM<\/strong><\/p>\n<p>Lets test..<\/p>\n<p>2D viewport Enabled!<\/p>\n<p><strong>Camera:<\/strong><\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Setup Camera for Pixel Perfect graphics: <a href=\"http:\/\/forum.unity3d.com\/threads\/210329-Unity-4-3-Tips-amp-Workarounds?p=1415249&amp;viewfull=1#post1415249\">http:\/\/forum.unity3d.com\/threads\/210329-Unity-4-3-Tips-amp-Workarounds?p=1415249&amp;viewfull=1#post1415249<\/a><\/p>\n<p><strong>Player:<\/strong><\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Rename old \u201cPlayerShip1\u201d to \u201cPlayerShip1Old\u201d, disable it<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Take player ship image, set its type to Sprite<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 GameObject \/ Create other \/ Sprite<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Rename this gameobject as \u201cPlayerShip1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Copy my playercontroller script component to this \u201cPlayerShip1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Adjust speed (it was 255, now 3 is enough, since sprite is 1&#215;1, instead of 64&#215;64)<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Add 2 empty gameobjects as child, \u00a0for GunPivot and LaserPivot, and position them<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Assign those pivots to playercontroller script variables<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Set gameobject Tag &amp; Layer<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Create new prefab from \u201cPlayerShip1\u201d (drag it to project folder)<\/p>\n<p><strong>Player Bullets:<\/strong><\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Take our bullet image, set its type to Sprite (default settings as above)<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 GameObject \/ Create other \/ Sprite<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Rename this gameobject as \u201cSpriteBullet1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Copy my bulletcontroller script component to this \u201cSpriteBullet1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Create prefab from this \u201cSpriteBullet1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Assign that prefab to playercontroller as a bullet prefab<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ** something happened, sprite (image) is missing from the prefab **<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Lets assign the bullet image(sprite) to it again from assets<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Old bullet had box collider &amp; rigidbody..<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 So lets add BoxCollider2D and RigidBody2D<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Adjust BoxCollider2D size<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Set Rigidbody2D gravityscale to 0 (it was 1, and bullet was falling down..)<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Old bulled was moved with transform.Translate() inside Update(), remove that.<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 So lets try just RigidBody2D.Velocity after instantiate, just add 1 line (and 1 speed variable)<\/p>\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\"> clone.rigidbody2D.velocity = Vector2.right*bulletSpeed;<\/pre>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Set bullet gameobject Tag &amp; Layer<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Bullets are colliding to eachother..<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Need to set Project Settings \/ Physics2D \/ Layer Collision Matrix (I had set these for Physics also, for not allowing player bullet to player bullet collisions)<\/p>\n<p><strong>Enemy:<\/strong><\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Take our bullet image, set its type to Sprite (default settings as before)<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 GameObject \/ Create other \/ Sprite<\/p>\n<ul>\n<li>Note: If you have that sprite already selected, it will be assigned to this sprite gameobject<\/li>\n<\/ul>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Rename this gameobject (sprite) as \u201cEnemy1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Copy my enemycontroller script component to this \u201cEnemy1\u201d<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Old enemy had box collider and transform.Translate() movement<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Lets add BoxCollider2D<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Adjust BoxCollider2D size<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Set \u201cEnemy1\u201d gameobject Tag &amp; Layer<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ** hmm bullets collide to enemy, but wont do any damage.. **<\/p>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Ok, had to replace this line in bulletcontroller:<\/p>\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">void OnCollisionEnter(Collision collision)<\/pre>\n<p>with:<\/p>\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">void OnCollisionEnter2D(Collision2D collision)<\/pre>\n<p>&#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Adjust explosion particle system size to smaller<\/p>\n<p>\u2026<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Started converting this shootemup test into Unity 4.3 2D physics ( old: http:\/\/unitycoder.com\/blog\/2013\/09\/27\/shoot-em-up-proto-unity\/ ) Webplayer: (using new 2D physics &amp; sprites, no collider on player yet) http:\/\/unitycoder.com\/upload\/demos\/Shmup3_2D\/ Some conversion notes so far: SHMUP TO 2D SYSTEM Lets test.. 2D viewport Enabled! Camera: &#8211;\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Setup Camera [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2519,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[148,3],"tags":[65,566,565,228,141,558,357],"class_list":["post-2518","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-help","category-unity3d","tag-2d","tag-4-3","tag-box2d","tag-physics","tag-proto","tag-shmup","tag-sprite"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2013\/11\/sprite_renderer_unity.jpg?fit=360%2C291&ssl=1","jetpack_shortlink":"https:\/\/wp.me\/p1KTaT-EC","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2518","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/comments?post=2518"}],"version-history":[{"count":4,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2518\/revisions"}],"predecessor-version":[{"id":2523,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2518\/revisions\/2523"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media\/2519"}],"wp:attachment":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media?parent=2518"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/categories?post=2518"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/tags?post=2518"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}