Hey, thanks! I ended up solving the problem (Just installed 5 alongside 4 and used the store in it to download lol, not sure why I didn't think of that earlier lol)



As for the source, I certainly understand, for now I can work with the precompiled lib, I'm nowhere near release anyway, but my ultimate goal is to release for mobile platforms, so I'll likely need the source for that. Eventually I'll want to refactor my project around your source release, so once it's ready let me know! In the meantime I'm happy to work with what you've released.



One question I have encountered though, I'm instantiating stars/planets from source at runtime instead of as prefabs... And I'm trying to add circle colliders to my stellar objects (stars,planets,moons,asteroids and so on)... At first I assumed it would be pretty straightforward, the problem I'm having is determining the actual (ingame) diameter of the object in order to accurately add a circle collider...



I've tried basing off the resolution, and scale... which seemed to be the way you were doing it at first... Then I tried using the SpriteRenderer itself and determining it's bounds, then basing off that...



None of the methods result in a realistic representation of the circle of the stellar object... And without seeing the code it's quite difficult for me to determine the real math...



Because my starsystems are generated procedurally as well, I have stars/planets in all different sizes, so I really need to know the math so I can procedurally assign a collider...



Any suggestions?

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