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Messages - unikronsoftware

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Support / Re: texture loses a line pixel
« on: July 09, 2018, 09:56:57 PM »
What is +200? An image? post the image here if you can.

Support / Re: Issues with Unity 2018
« on: July 09, 2018, 09:56:20 PM »
Hi there,

Apologies for the late reply, I have not seen this issue at all.
Can you try to create a repro case for this?

The originals should never be included in a build. Do you ever reference them anywhere in your scenes?

You shouldn't need to delete the sprites.

Support / Re: Animator.Play significant FPS drop on first call
« on: June 29, 2018, 11:13:54 AM »
Init is where it loads the data. It does it on first enable. Easiest workaround is to have a sprite in the scene somewhere that is visible (enabled) during load. That will get it to load as the level loads.

Support / Re: Multi-Touch doesn't work
« on: June 29, 2018, 11:12:42 AM »
Do you have more than one of the UI managers in your scene?

Support / Re: texture loses a line pixel
« on: June 29, 2018, 11:11:57 AM »
That is really odd. Can you draw it in wireframe?

Support / Re: Leaving 1x assets out of builds
« on: June 18, 2018, 10:10:14 PM »
Hi, it is possible to do this but needs a bit of procesing trickery.
Basically the assets that are included in the build are in Resources/TK2D/...

If you run through the assets, find the ones you dont want to include and mvoe them out of resources - do your build and then move them back you should be able to automate this.

Support / Re: Animator.Play significant FPS drop on first call
« on: June 18, 2018, 10:09:02 PM »
Is this the specific issue, or the fact that your sprite collection isn't loaded at that point and it pauses to load? I recommend looking in the profiler to see what the bottleneck is at that point.

Support / Re: Sharing assets among multiple sprite collections
« on: June 18, 2018, 10:06:58 PM »
It is not possible to share assets in this way sorry

Support / Re: Issues with Unity 2018
« on: June 18, 2018, 10:06:06 PM »
I will investigate this.

Support / Re: Tilemap data prefabs lose connection to tilemap
« on: April 04, 2018, 11:42:21 AM »
Can you try and create a repro case for this? I have not seen this issue before but I have not been able to reproduce it to be able to fix ti.

Support / Re: Documentation change log - 404 error not found
« on: April 04, 2018, 11:41:46 AM »

Sorry bout that - the correct link is -

That is just a link to the releases forum

Support / Re: NES Style Graphics Recommendation?
« on: March 05, 2018, 11:54:52 AM »
The main question is what do you want to happen when running at a high resolution? Eg. if your pixel art is designed for 320x480, what do you want to happen when running at 1080p - do you want to scale (i.e. each pixel gets doubled / tripled to closest resolution) or just show a ton more stuff on screen...


One option is to disable the sprite controls - (preferences, enable sprite controls). The handles are controlled by that.

If you want them enabled, but want it to be the tighter bounds, tk2dsprite.cs, line 249 or so
   void OnDrawGizmos() {
         Gizmos.DrawCube(Vector3.Scale(sprite.untrimmedBoundsData[0], _scale), Vector3.Scale(sprite.untrimmedBoundsData[1], _scale));

Rename untrimmedBoundsData to boundsData

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?

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