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Question by mrbrable · Apr 08, 2019 at 06:22 PM · 2dspriterenderer2d sprites

Collider not resizing with Sprite Shape by Script

I built a Random Generated Mini Game with SpriteShape Prefabs. The Random Generator moves and changes the Spline of the SpriteShape. But the Edge Collider 2D refreses its size only when I click on the Instantiated Prefab on the Hirarchy.

What can I do to Refresh the Collider


This is the Scene when the World just generated. All Colliders are on the left side. alt text


This is the Scene after I clicked on the first 2 generated layers. The 2 Colliders Refreshed its size to the SpriteShape

alt text


This is our code:

         GameObject currentLayer;
         Spline spline;
         int lastXPos = Random.Range(1, maxXPos-2);
 
         currentLayer = Instantiate(layer);
         currentLayer.transform.parent = gameObject.transform;
         currentLayer.transform.localPosition = new Vector3(0,-(2+i*2));
 
         spline = currentLayer.GetComponent<SpriteShapeController>().spline;
         spline.SetPosition(0, new Vector3(0, 0));
         spline.SetPosition(1, new Vector3(lastXPos, 0));
screenshot-1.png (32.5 kB)
screenshot-2.png (33.8 kB)
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Answer by ParadoxedOne · Apr 08, 2019 at 06:28 PM

Where are your voids? This code isn't complete enough for me to figure out what's broken...

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avatar image mrbrable · Apr 08, 2019 at 07:16 PM 0
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Do you found an answer? Or have an Ideo of how we can do this better without tilemaps?

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Answer by mrbrable · Apr 08, 2019 at 06:33 PM

This is the complete Code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.U2D;
 
 public class MapGeneratorDropper : MonoBehaviour
 {
     [Space(5)]
     public GameObject layer;
     [Space(10)]
     public GameObject leftWall;
     public GameObject rightWall;
 
     int layerCount;
     int maxXPos = 8;
 
     void Awake(){
         layerCount = 5;//Random.Range(10, 20);
 
         maxXPos = (int) rightWall.GetComponent<SpriteShapeController>().spline.GetPosition(1).x;
 
         for(int i=0; i<layerCount; i++){
             SpawnLayer(i);
         }
     }
 
     void SpawnLayer(int i){
 
         GameObject currentLayer;
         Spline spline;
         int lastXPos = Random.Range(1, maxXPos-2);
 
         currentLayer = Instantiate(layer);
         currentLayer.transform.parent = gameObject.transform;
         currentLayer.transform.localPosition = new Vector3(0,-(2+i*2));
 
         spline = currentLayer.GetComponent<SpriteShapeController>().spline;
         spline.SetPosition(0, new Vector3(0, 0));
         spline.SetPosition(1, new Vector3(lastXPos, 0));
 
     }
 }
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