Objects tab

From this tab you can manage all your objects.

Objects can be 3D or 2D sprites. All sprites must be set as below: select them one by one in the Project folders and in the Inspector change Texture Type field from Default to Sprite (2D and UI). Set Pivot on Bottom. Check Read/Write enabled (see the settings of the sprites provided in the demos). Apply change. 

All objects in the scene, 2D and 3D, are set when they are first initialized.

To initialize the objects they must be dragged into their fields from the Project folders. This is because they will be adapted to the needs of 2.5dTK.

For the sprites, a parent empty gameobject will be created with a Sphere Collider and the ObjectControl script, needed to manage it with the 25dTK tools.

(Two scripts, ObjControl and CharCtrl, will instead be added to the character).

Once created and set up, to manage them they will have to be dragged from the Hierarchy into their fields. By dragging the same object from the Project folders we will obtain copies that are all independent of each other.

Set object collider allows you to set the size of the sphere collider. This setting is made automatically but it is always possible to change its value.

Activate object handles : when you have many objects in the scene to select one of them you should drag it from the hierarchy into its field. It might be inconvenient. By activating this function, handles will be displayed on all objects and you just need to move the cursor over an object and click to select it.

Hide object: useful when you need to place small sprites. Once you have placed the sprite with mouse you can hide it to check if it is perfectly superimposed on the background image. Using the buttons together with Set accuracy you will be able to place it very precisely.

Autoposition: to use if you are handling large sprites. As mentioned in another section of this manual they allow you to work much easier and faster.

Assign cam rotation: it will activate automatically if the object is a sprite. Its rotation should always be equal to that of the camera.

Ignore proportion: in perspective projection, as you move the sprite with the mouse it will be automatically resized to maintain the right proportions. By activating this function this behavior will be deactivated.

The rotation field is enabled only if Assign cam rotation is disabled.

Scale: even if you resize the object it will keep the new proportions (if Ignore proportion is not enabled).

Author: vbgamestudio