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Question by rseye · Jul 24, 2013 at 08:22 PM · c#spritemanager

Removing "old" sprites in spritemanager?

I'm currently working on a 2d sprite based game where I use a sprite sheet for my animations, for instance walking left and right. For this I use SpriteManager and it works pretty well, except for one thing:

When I'm walking, say, right, it doesn't clear my old sprites from where I have been, creating a snake/tail behind my character, like the picture below. I've looked a lot through the forum and I haven't found anyone talking about this exact thing, the videos I have looked through does not cover this and I can't seem to find it on the wiki for SpriteManager either.

alt text

I'm probably overlooking something pretty basic and obvious, but could someone direct me in the right direction as to how to solve this problem? As I said, it is probably something as basic as to clear it somehow, but I haven't been able to find the way.

Hope you guys can help. Thanks!

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Answer by ScottYann · Aug 04, 2013 at 12:43 AM

Might have to do with your current camera's clear flag?

http://docs.unity3d.com/Documentation/ScriptReference/Camera-clearFlags.html

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avatar image rseye · Aug 06, 2013 at 09:58 AM 0
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Unfortunately that is not the case, although I can produce the same result by changing the clear flag. I think it has to do with whether I'm using the LinkedSprite$$anonymous$$anager or Sprite$$anonymous$$anager class. The above result is Sprite$$anonymous$$anager, where it creates a snake/tail. If I change it to LinkedSprite$$anonymous$$anager it doesn't create the tail but ins$$anonymous$$d repeats itself on top of itself. So somewhat of the same error, but displayed differently :(

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