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Topics - Kirb

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Support / Animation Collection in relation to Sprite Collections/Atlases
« on: January 07, 2019, 02:30:52 am »
Quick question; I couldn't find it anywhere else.

I have a large amount of Sprite Collections for enemy animations; and I separate all of the enemies by area into separate collections.

However; I've been using a single Animation Library for all enemy animations. My question is this:

Are all the atlases of the animations in the Animation Library being loaded, which would defeat the point of me separating the animations in the first place? Should I be separating all of the sprite animations as well? Or are only the atlases that are actually being used by the animation I'm using, being loaded?

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Support / Importing Small Assets?
« on: August 02, 2016, 04:18:32 am »
Strangely, upon finally updating to the latest version of 2DTK, and adding tilemaps with multiple materials (for animation), I'm coming across an issue where Unity is constantly 'Importing Small Assets' whenever I'm dealing with scenes that contain tilemaps. I'm not sure if it's just a coincidence or not; but I'm not quite sure what else could be causing it to reimport assets so often. Could tilemaps with multiple materials be causing this behavior?

3
Support / Animated Tilemap Script
« on: June 29, 2016, 03:56:13 am »
I was searching around for an easy method to allow for some very simple, 1-10 frame looping animations in a tileset in 2DTK.

I eventually came across this script, but despite me setting it up; it doesn't actually appear to work. https://gist.github.com/treefortress/2c9b034e696953bd83fc

It's a few years old; could it be using depreciated code or referring to 2DTK classes that no longer work? Has anyone else had luck using it?

Any help is appreciated.

4
Support / Garbled Tilemaps (SOLVED)
« on: January 18, 2016, 05:51:42 am »
I'm having an issue where I have a large tilemap image (set as a spritesheet). I'm continually revising and overwriting the image with new tiles, but not actually changing the image size at all.

Normally I don't have many issues, but for some reason when I need to delete a bunch of unused tiles from the image and replace it with other, different tiles; when I overwrite the image in the project, the tilemaps using said spritesheet in the project become impossibly garbled for some reason.

Is there any reason why this would be happening?

EDIT:  Disregard, stupid mistake on my part. Just a few layers on that weren't supposed to be on.

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Support / Using 2DTK Sprites in new Unity 4.6 GUI (SOLVED)
« on: September 09, 2014, 12:53:11 am »
Is it possible to place 2DTK Sprites/Animators within the canvas? I'm just messing around with the beta to see what can and can't be done; and I noticed
that 2DTK (perhaps obviously, in hindsight) doesn't render; is/will this be possible?

EDIT: Ah ha; nevermind! Using the 4.6 GUI in Screen Space Overlay won't render 2DTK Sprites... but using Screen Space- Camera will!

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Support / Calling SFX with Animation Triggers
« on: February 10, 2014, 05:46:29 pm »
Hello,

Might there be any example or reference scripts floating around regarding playing sound files on specific frames of an animation? (Using the animation triggers?)
I'm an absolutely abysmal scripter, so any sort of example would help; couldn't really find a similar thread on the forum.

7
Is it possible in any way to use Unity's default animation editor to change an object from one sprite to another sprite, or changing to different animations?
Currently you only have access to the color channels and 'Play Automatically.' I ask because some of the framework I'm using are limited to using Mecanim or Legacy animations
in the workflow; so code-based isn't too viable an option. Is there an editor extension or alternative method that would make this possible?

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