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Messages - csumsky3

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1
Support / Re: tk2d Sprites and Unity Post-Processing Depth of Field
« on: April 17, 2019, 05:01:16 pm »
FWIW I found this old thread https://www.2dtoolkit.com/forum/index.php/topic,4811.msg22259.html#msg22259 but since it was pretty outdated I figured I'd just start a new one :)

2
Support / tk2d Sprites and Unity Post-Processing Depth of Field
« on: April 17, 2019, 05:00:20 pm »
Hello!

Is there any way to get tk2d sprites to work with the latest Depth of Field effect that is part of Unity's Post-Processing stack? I'm done a bunch of digging and am pretty sure the problem is that none of the tk2d shaders have depth info, but I'm not very shader-savvy and have no idea where to go from here really. Any help would be greatly appreciated! I can get DoF to work with normal Unity sprite renderers, but just not with tk2d sprites.

Chris

3
Support / Re: Issues with Unity 2018
« on: February 24, 2019, 06:36:59 pm »
@unikronsoftware any word? it's been awhile since the last update. our team is starting to really worry at this point... if it isn't resolved soon we might have to bail on our tk2d pipeline altogether :/

4
Support / Re: Issues with Unity 2018
« on: February 18, 2019, 03:45:39 pm »
Any luck here? We're starting to be up against the wall with this :/

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Support / Re: Issues with Unity 2018
« on: January 21, 2019, 11:37:58 pm »
Well we're sorta stuck with 2018.3 at this point, kinda dove headfirst into their new nested prefabs and prefab variant features haha (among a few other cool things). Ironic that it's those very features that are causing your pain! We are currently laying down a lot of foundation work for the game, so bringing in new assets and anims has actually slowed down a lot, so we can stand to wait a bit for you to get through it. If we really hit a wall.... well then we'll just figure something out at that time :P

Thanks for all the hard work on this so far!

6
Support / Re: Issues with Unity 2018
« on: January 21, 2019, 11:04:48 pm »
Hmm ok, I'll give it a little more time in that case. We're still pretty early in the project, so if it isn't a very safe upgrade, it's probably best if we hold off for now. But if you do hit a point where you're happy with something and need a tester, I'll be waiting on standby to help!

7
Support / Re: Issues with Unity 2018
« on: January 21, 2019, 10:58:14 pm »
Quote
It doesn't refresh in the scene automatically but if you reload the scene it fixes itself up.

So this is the only thing not working in the fix you have? I think we can probably deal with that... I'd be game to be a guinea pig for you if you're ready for one.

8
Support / Re: Issues with Unity 2018
« on: January 11, 2019, 12:06:13 am »
Oh perfect, that sounds great. Consider me a volunteer!

9
Support / Re: Issues with Unity 2018
« on: January 10, 2019, 11:11:16 pm »
By "manual project upgrade" do you mean manually importing some new version of tk2d that you'd pass along?

But yea in general this solution sounds reasonable to me. We're pretty desperate for a solution and can't go backwards in unity versions so I'm pretty open to any ideas that work! Haha. Thanks for the work on this so far.

10
Support / Re: Issues with Unity 2018
« on: December 17, 2018, 10:04:09 pm »
Hello,

Getting issues with 2018.3 also. We just updated, and the main issue is that you can no longer commit new sprites to Sprite Collections. You just get the following error:

Code: [Select]
ArgumentException: Invalid path
System.IO.Path.GetDirectoryName (System.String path) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
tk2dEditor.SpriteCollectionBuilder.LinkBuilder.Build (tk2dSpriteCollection data) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionLinkBuilder.cs:39)

I'll post the full console to the end of this message. Any solutions here? Pretty major since we effectively can't add new sprites to our project as of 2018.3.

As a smaller issue, there are also a ton of new warnings that print to console every time the project compiles. Not breaking anything (maybe...), but makes it hard to use the console very effectively.

Thanks for any help! Hoping we don't have to revert Unity versions :/

Here's the full console log for the main sprite collection error:

Code: [Select]
ArgumentException: Invalid path
System.IO.Path.GetDirectoryName (System.String path) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
tk2dEditor.SpriteCollectionBuilder.LinkBuilder.Build (tk2dSpriteCollection data) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionLinkBuilder.cs:39)
tk2dSpriteCollectionBuilder.Rebuild (tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1454)
tk2dSpriteCollectionEditorPopup.Commit () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:446)
tk2dSpriteCollectionEditorPopup.DrawToolbar () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:436)
tk2dSpriteCollectionEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:907)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:363)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:322)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:401)
UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:511)
UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr

11
Support / Re: tk2d animated sprites occasionally invisible on WebGL build
« on: January 26, 2017, 11:33:26 pm »
Quote
Unity WebGL is really hard to debug :(
So very true!

Quote
It also could just be a bug in Unity WebGL...
Yep definitely something I haven't ruled out... I just had my fingers crossed that you'd seen it before ;)

We'll keep looking. The idea to rebuild all sprites from code is interesting... how would I go about doing that? Perhaps if I rebuild on every level load it might prevent this... a total shot in the dark though, haha.

12
Support / tk2d animated sprites occasionally invisible on WebGL build
« on: January 19, 2017, 06:36:13 pm »
Hello!

So this issue is really hard to track down, so mostly I'm just wondering if anyone's seen it before.

First, some background. I have a 20-Level game, each level a separate scene, each utilizing tk2d's TileMap to build out the levels. Player Character, Enemies, and everything else gameplay-related is atlased, animated and rendered via tk2d (UI is handled through Unity's UI system, and the sprites are thus not going through tk2d, but UI really has nothing to do with this issue, so I don't think that info is that relevant).

Ok so the issue. When I'm playing the WebGL build that's staged on a server, running in a browser (I mainly test on Chrome, so that's all I've confirmed it happening in so far), after I've been playing the game for a long time, some animated enemy sprites will suddenly be invisible when the scene loads. They're still be there, attacking me and colliding with me, but the sprites just don't show. I don't think it's a layering or sorting issue, as the issue is random and the same enemies that were showing fine a playthrough before will now be invisible. Also, once I start seeing invisible enemies, if I die and respawn (which reloads the scene), the player character will now be invisible as well. Once the issue starts showing, the only way I can fix it is by refreshing the page from the browser - switching / reloading scenes doesn't fix it. One thing to note is that it only seems to happen with animated sprites.

If I inspect the browser once the issue starts, the console isn't that helpful. But I'll be sure to follow up if I see anything that might be useful (I'm about to start another playthrough to test for the issue). Anyhow, quite a weird one! Any insight or help would be greatly appreciated!

Cheers

13
Support / Re: Landscape mode failed
« on: January 04, 2017, 11:08:46 pm »
Oh ok awesome, I'll do that now. Thanks!

14
Support / Re: Landscape mode failed
« on: January 04, 2017, 10:43:44 pm »
Hello! I'm also encountering this, and it's a bit urgent as I need to deliver a build to a client next week. Just wanted to check in and see how the fix is coming along? I saw you mentioned "Here's a fix", but I don't see anything else. I realize this thread's not very old, so I'm sure you're still working on it :P Thanks for any update you can provide!

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