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light2d's Issues

Project fails to build when using Light2D

Starting a brand new unity project with Light2D imported fails to build with multiple compiler errors. This is on a Macbook Pro running Unity 5.6.1f1 Personal (64bit).

REPRO:

  1. Start a new unity project
  2. From the asset store, install Light2D (Free version)
  3. To confirm the install succeeded, open the Rocket scene and Play it
  4. Try to Build & Run the project

EXPECTED:

screen shot 2017-06-23 at 11 35 17 pm

ACTUAL:

screen shot 2017-06-23 at 11 30 44 pm

RESOLUTION:

I was able to get the build to succeed by deleting the using UnityEditor; line from LightingSystem.cs and deleting LightAuto.shader.

Window resizing breaks light overlay

If I run a scene with some Light2D lights, but then resize the game window, the lights become offset from the intended positions.
I think the lighting is still consistent with the obstacles (as the LightOverlay material's LightSources render target looks sensible though possibly stretched), but it doesn't overlay back correctly to the game.

I'm guessing it's some aspect ratio or scaling value for the overlay shader that isn't being updated.

Edit: I'm using a normals camera, and the normal map render target doesn't resize, so it might be related.
Edit2: Though if I turn NormalMapping off, the lights are in the right place, but then the obstacles are in the wrong place, casting incorrect shadows. Weird.

Tested on Unity 2017.1.0f3

Tilemap Renderer support

Is there any way of supporting the Unity built-in tilemap system ?
I tried to edit the Light Obstacle Generator without success, but my knowledge is pretty limited.

Default MultiplicateColour in LightObstacleGenerator.cs

Hello.

I'll try to make it short:
Basically: Since the MutliplicativeColour is full black the generated obstacle overlays the
actual object completely black.
Do you think there can be a way to set a default colour somewhere in a settings panel, for instance?

I don't know of the usage statistics and what is more common in general
but at least I find myself rarely wanting the obstacle to be pitch black
Of course it can always be changed but in all likelihood one might have a set up
where you want a certain colour in most cases and not having to adjust it seems like a nice addition.

I could make a pull-request for some such thing I'm just wondering if that'd be something you'd want to do in the first place.

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