edited December 2013 in General Discussion
Usually, ORK is flexible enough for me to wiggle through issues that may spring up as a result of my project being 2D-based. GiL has been super helpful in adding features that assist users who may be using 2D. (Such as the infinitely useful Call Function node, perfect for calling 2D animations in 2DTK, among lots of other things.)

One problem I've run into is complete lack of means to check for which way my player is facing. In 3D, this is typically dictated by the rotate values, and there is a node in ORK for that. 2D workflow typically uses scale (X and Y, 1 and -1) to reverse sprites. So I made a quick little mockup of a 'Check Transform' node that would fix the issue!

http://i.imgur.com/KG7TCKy.jpg

The mockup is a bit crude, but it would allow you to run a check on one or more Transform values of an actor. So, in my case, I would checkmark only 'Scale X' with a value of -1. If true, this would mean that my player's sprite is facing left.

This could have a few other neat uses as well, not necessarily just for 2D. If anybody else has any suggestions/requests for additions that make 2D more feasible in ORK, post away. With Unity now natively supporting 2D, I think there will be more people interested in 2D projects with ORK. :D
Post edited by Kirb on
Tactics RPG Grid Battle System for ORK
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
  • I'll look into this, probably adding a more generic check step to check any kind of value of a component :)
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  • edited December 2013
    Excellent! :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Ok, the Check Transform step will be coming in the official release :)

    You can check an object's position, rotation or scale (one per step) - each axis (X, Y, Z) can be checked individually.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Woo! :D Many thanks, sir.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Hey Kirb, do you have a Skype? We're both working on 2D Ork projects and could probably help each other out, if you don't mind discussing it. Not sure if this forum has PMs but pm me your username if so!
  • edited March 2014
    I'm finding the new 2D features in Unity 4.3 pretty nifty. Seeing as how 2D is becoming easier in Unity, I think ORK would benefit well by supporting some new features. Here are a few things that come to mind while messing around with the framework.

    1. A default 2D character control input and camera control.

    2. An interactive controller that uses a rigidbody 2D and a physics 2D collider. (You can't add a 2D physics collider to something that has a 3D rigidbody and vice versa) From what I gathered by experimenting yesterday, 2D physics colliders don't interact with 3D colliders. So the default interactive controller for ORK wont find game objects with 2d colliders attached. I could be wrong about this, but I couldn't get it to work. It is easy enough to just add 3d colliders and rigidbody to everything, it just doesn't seem optimal to me.

    Edit: Unity created an entire different class for 2D collision detection I guess. Probably just a matter of adding OnTriggerEnter2D.

    3. Some way to check a players direction...? Since the z axis isn't really used in movement, the Look At feature in ORK is pretty much useless for 2D. I'm not using scale to change direction or anything so maybe a way to check which sprite animation is active when talking to NPCs and change the NPCs accordingly. Sorry if there is a way to do this, was experimenting with no luck though.

    I realize I can fix some of these issues with custom scripts or tweaking source code, but I think having some 2D features ready for people to use would be awesome.

    Edit: Bah, guess I should have checked the feature request thread and posted there. Seems like 2D is a hot topic on there. Sorry if this stuff has been requested.
    Post edited by Sonduart on
  • Well, at least the whole interaction system already is capable of 2D - you'll just need to set up your interaction controller accordingly.
    The scene wizard currently only creates a 3D interaction controller, the next update will also allow creating 2D controllers :)
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    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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