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Messages - unikronsoftware

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1
Support / Re: 2d animation in UI
« on: February 13, 2018, 11:38:34 AM »
Are the sprites visible on each camera independently? ie. are the layers set up correctly?

2
Releases / 2D Toolkit 2.5.8.9
« on: January 24, 2018, 10:59:58 PM »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html

Documentation available at:
http://2dtoolkit.com/docs/2.5


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Fixed compile issue in Unity 2017.2
  • Fixed sprite picker in Unity 2017
  • Added shader define to stop auto upgrade in > 5.6
  • More Unity 2017.1f3 compatibility fixes
  • Fixed up Unity 2017.1f3 warnings
  • Exported in Unity 5.6. Previous versions of Unity are no longer supported
  • Removed tk2dSkin.dll dependency. Dll has been emptied out for backwards compatibility
  • Lots of bug fixes and improvements
  • Added experimental support for polygon colliders in tilemap. In the tilemap edit page, Edit > Settings > Tile Properties > Use 2D Polygon Colliders to turn this mode on.

Bug fixes and improvements
  • Experimenting with extensions
  • Fixed tilemap editor and scratchpad on highdpi displays
  • Fixed half texel offset in tk2dCamera in new Unity
  • Fixed texture watcher bug on Windows
  • Fixed tilemap prefab instantiation bug
  • Fixed tk2dCamera rotation issue, added support for WSA
  • Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
  • Inertial scrolling fix for scrollable area
  • Removed platform specific functionality for WebPlayer, WP8 and Flash
  • Fixed negative box collider warning
  • Fixed input field string doubling up on Android
  • Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
  • Fixed deprecation warnings for Unity 5.4 and 5.5
  • Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
  • Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
  • Texture importer supports "Sprite" textures as input in Unity 5.5

3
Support / Re: 2D Toolkit and Git
« on: January 17, 2018, 10:38:59 PM »
Hi,

It should pick up and rebuild the index when it detects changes - but I have seen this fail occasionally due to dates not propagating thru, etc. In this case however, you could try making it Rebuild automatically. For example, just before a build is started...

Code: [Select]
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;

class tk2dRebuildIndexPreprocessor : IPreprocessBuild
{
    public int callbackOrder { get { return 0; } }
    public void OnPreprocessBuild(BuildTarget target, string path)
    {
          tk2dEditorUtility.RebuildIndex();
    }
}

4
Hi,

I did at the time, but now Unity 2018 is getting released so I'm going to look at it again!
Caveat - If any fix is required for 2018 it possibly won't be in the next tk2d update.

5
Support / Re: Collection issue with Git
« on: January 17, 2018, 10:32:13 PM »
Hi,

I've not seen that kind of issue before at all - are the file dates being set properly when cloning / updating a remote (not sure of git language for this, I use Hg).

ARound 2k by 2k chunks shouldn't really be an issue at all. If you "Rebuild Index" on the computer where it is broken after pulling, does that sort out the issue?

6
Support / Re: extractRegion in sprite definition - ok to use?
« on: January 17, 2018, 10:24:38 PM »
Hi,

Quick answer - Yes it is safe to use at runtime.

The comment is relating to the fact that it is only ever used in the editor to draw textures in the picker.

7
Hi,

Glad you figured it out! For benefit of anyone else that looks at this in the future -
tk2dSpriteCollection.textureParams.name is the name of the sprite
EditorUtility.SetDirty(spriteCollection)
tk2dSpriteCollectionBuilder.Rebuild(spriteCollection)

will then upodate everything correctly. The script that picks this up needs to be in the editor folder to see the editor functions.

8
Support / Re: 2D Toolkit and Git
« on: December 14, 2017, 09:52:37 PM »
Hi,

Yes thats correct. The manual was never updated from the looks of it, sorry its fixed now. Resources/tk2d/* can be reconstructed but it should be checked in.

> Also, in the "After updating..." section of the Manual, is that referring to after updating the version of the 2D Toolkit asset, or after pulling any changes related to sprite collections, animations, etc.?
After updating refers to pull / merge (in git parlance) or or otherwise changing any sprite collection assets externally from unity.

9
Releases / 2D Toolkit 2.5.8.8
« on: December 05, 2017, 11:24:49 PM »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html

Documentation available at:
http://2dtoolkit.com/docs/2.5


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Fixed compile issue in Unity 2017.2
  • Fixed sprite picker in Unity 2017
  • Added shader define to stop auto upgrade in > 5.6
  • More Unity 2017.1f3 compatibility fixes
  • Fixed up Unity 2017.1f3 warnings
  • Exported in Unity 5.6. Previous versions of Unity are no longer supported
  • Removed tk2dSkin.dll dependency. Dll has been emptied out for backwards compatibility
  • Lots of bug fixes and improvements
  • Added experimental support for polygon colliders in tilemap. In the tilemap edit page, Edit > Settings > Tile Properties > Use 2D Polygon Colliders to turn this mode on.

Bug fixes and improvements
  • Fixed tilemap editor and scratchpad on highdpi displays
  • Fixed half texel offset in tk2dCamera in new Unity
  • Fixed texture watcher bug on Windows
  • Fixed tilemap prefab instantiation bug
  • Fixed tk2dCamera rotation issue, added support for WSA
  • Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
  • Inertial scrolling fix for scrollable area
  • Removed platform specific functionality for WebPlayer, WP8 and Flash
  • Fixed negative box collider warning
  • Fixed input field string doubling up on Android
  • Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
  • Fixed deprecation warnings for Unity 5.4 and 5.5
  • Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
  • Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
  • Texture importer supports "Sprite" textures as input in Unity 5.5

10
Support / Re: Bug fix for tk2dUIScrollableArea
« on: December 05, 2017, 06:13:35 PM »
Cheers for that, I shall test and merge in the next update.

Update: It seems to work well, included in tk2d 2.5.8.8. Thanks.

11
Hi,

This won't be an issue in iOS as far as I am aware. Its a d3d9 issue to be specific.
Its weird that you can still see issues with the version submitted here, it was 100% reproducible on mine and behaved as I expected it (I had / still have a test case that demonstrates this).

I will look in 2017.2 and see what it does in there...

12
Support / Re: Window Script
« on: November 11, 2017, 10:09:50 PM »
Hi,
Did you try that thing I suggested in the email?

13
Releases / Re: 2D Toolkit 2.5.8.7
« on: October 17, 2017, 05:09:53 PM »
Hello! Why there's no new version on Asset Store?

Hi, turns out I forgot to press submit! Doh! Done now.

14
Support / Re: Advanced Collider Shapes Workflow
« on: October 10, 2017, 09:33:01 AM »
The name dropdown was built so you could have shared names whilst avoiding typos in the different colliders that were added. This is so if you were moving a hand collider you could move it rather than destroy (disable) and re-create it. The tickbox selects the collider currently being edited.

In terms of performance, I would just write a simple script to pool initally (create if not exists, or disable when not needed). Depending on your use case, editor scripts might not be necessary.

15
Support / Re: Advanced Collider Shapes Workflow
« on: October 09, 2017, 02:21:35 PM »
Hi,

The advanced collider system was created for a particular customer who was using it for a fighting game - basically they wanted to use it to mark hit boxes on the character. What it does is it lets you create the shapes in the editor but doesn't do anything further than that with the data.

You will have to write code to create the colliders at runtime. "The data isn't used by the actual runtime, but you can hook into the system to tell you when the sprite (and as a result the attached colliders) have changed. Please note that the system will not create the colliders for you - you will be responsible in doing that should you wish to create colliders."

To get you started, here's a script that will create and destroy colliders at the correct positions. Its not complete, so doesn't respect rotations. And you should really pool these.

Pages: [1] 2 3 ... 447