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Hey - yep, there is some documentation here :) http://jellymesh.blogspot.com/p/user-guide.html
It's 2D only, I'm afraid!
+1 for OP's fix working, thanks so much!
I think you just can't see the sprite quad on the left hand banana, its only showing the collider. But yeah, the tool only really needs the...
Hey - oof, its been ages since I wrote this! Just looking back over the code, I don't t think I really rely on the mesh vertices. Assuming a...
You won't be able to do that with Jelly Sprites I'm afraid, you'd need to use a full 2D soft body physics simulation if you wanted the object to...
That's nearly correct, you just need to ensure that you're setting the central point to be kinematic (you can also just do that in the inspector...
Hey - your best bet is probably to keep the two objects separate (ie. don't make the Jelly Sprite a child to the other one) but instead set the...
Ah, sorry - you need to pass through 'false' as a second argument, ie. if (col.ReferencePoint.transform.CompareTag("Player"))...
Hey - try this: if (col.ReferencePoint.transform.CompareTag("Player"))...
I don't really understand - a Jelly Sprite is a just a standard monobehavior component attached to a gameobject, which means that you can call...
Hey - yep, there is an AddForce() function in the code that you can use to add forces manually.
Hey - there shouldn't be any changes required to the actual sprite slicer code in order to support multi-touch. Each slice just requires a start...
Hey - have you tried using the 'Attach Neighbors' option in the inspector? That should add some additional springs to make the whole structure a...
Hey - you can't set an explicit time I'm afraid. Everything is spring driven (using native Unity physics springs) so you have to use the stiffness...
Hey - mm, I think that behaviour might be a bit complex for the asset, unfortunately. I think the bodies wouldn't remain stable if you tried to do...
Hey - I have the bodies in the demo set so that they can only rotate around the Z axis, but that is entirely optional so you can have them fall...
Hey - hm, not really I'm afraid. The simulation is all done within the Vector Grid code itself, so it isn't as simple as just parenting a...
Hey - not currently, but that should be relatively easy to do. If you had some may to tag the vertices then you could easily modify UpdateMesh()...
Because JellySprite doesn't have a variable called Velocity. Try: GetComponent<JellySprite>().CentralPoint.Body2D.velocity = Vector2.up *...