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Messages - unikronsoftware

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6691
Support / Re: Multiple Resolutions?
« on: February 11, 2012, 11:56:44 pm »
For pixel perfect rendering there are two parts to the equation, one is higher resolution texture packs and such, and the other is to get the sprites to draw pixel perfect. I believe I have a good solution for the latter, and you can check it out in this thread before it gets merged to the trunk version.
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,52.msg92.html

For higher resolution texture packs, the ideal solution is to use asset bundles, but that requires Unity Pro. I thought of a few workarounds for Unity Free / Basic, but I have yet to come across something good enough.

Cheers,
unikron

6692
Support / Re: Versions and How to upgrade.
« on: February 11, 2012, 11:50:48 pm »
I'm guessing you mean Unity 3.4.1? I am not testing with this version any more, though there weren't any relevant changes between 3.4.1 and 3.4.2, so my guess is you won't have to update to 3.4.2, but you could if you wanted. Once you download the unitypackage, simply go to Assets > Import Package > Custom Package... from within Unity and point it to the unitypackage to install it. Before you upgrade 2d toolkit or Unity, you could make a backup of your project folder just in case something goes wrong. It shouldn't, and I take a great deal of care in making sure things are backwards compatible, but its always better to be safe than sorry.

6693
Support / Re: Are source textures automatically excluded from a build?
« on: February 11, 2012, 11:46:39 pm »
Source textures aren't referred to or used by the runtime code and as such will not get included in the build.

6694
Support / Re: Not optimized atlas?
« on: February 10, 2012, 09:17:14 pm »
Hello,

I can certainly add this as an option, but just out of curiosity, is there any particular reason you would like this for?

In the mean time, look for
Code: [Select]
// Comment these lines to disable trimmingin tk2dSpriteCollectionBuilder.cs, and uncomment the next few lines to disable trimming - you will need to commit your sprite collection for the change to take effect.

unikron

6695
Support / Re: Problems with font/tk2dTextMesh
« on: February 10, 2012, 09:12:25 pm »
Thanks for sharing - I will look into this before the next release.

6696
Support / Re: Scripting Refnrence
« on: February 09, 2012, 10:21:57 pm »
That's the idea, nice html docs from xmldoc. Not too long now...

6697
Support / Re: Sprite Collection Leak?
« on: February 07, 2012, 11:30:27 pm »
A few questions -

What version of Unity are you running on?
Can you check if the memory usage goes down significantly when you clcik on file > new scene

I believe this isn't a memory leak, but rather how Unity does things handles loaded objects. Its fixable to some extent though.

Look forward to your response

6698
FAQs / How can I change tint of all sprites globally?
« on: February 06, 2012, 09:30:29 pm »
The built in shaders do not support a global tint value - they use vertex colors to tint individual sprites while still maintaining good draw call count. Use the attached shaders when you need a global tint value, for example, to fake a day-night cycle.

6699
Releases / 2D Toolkit 1.56 FINAL
« on: February 06, 2012, 07:32:07 pm »
Minor maintenance release.

  • FEATURE: Check for Update - will check for updates directly with our site. Get releases sooner, or get beta releases if you need them. Convenient links to changelog pages from within Unity.
  • FEATURE: Added link to forum
  • FEATURE: Added line spacing option to tk2dTextMesh
  • BUGFIX: flipped y axis in custom box colliders
  • BUGFIX: clamped max chars in text mesh
  • BUGFIX: spriteCollection field in tk2dSpriteCollection needs to be visible
  • BUGFIX: fixed sprite collection editor UI in Unity 3.5
  • BUGFIX: DestroyImmediate in tk2dSprite

6700
Support / Re: Error in Editor while reimporting a texture
« on: February 06, 2012, 07:06:32 pm »
Thanks for that - we are just preparing the next maintenance release, I'll add that in.

6701
Support / Re: Problems with font/tk2dTextMesh
« on: February 03, 2012, 11:25:30 pm »
2D Toolkit isn't able to add padding to your font textures currently - the reasoning to leave this out is that it was easy enough to re-export from BMFont / Hiero with different padding settings. We can implement this feature if more people would find it useful - any feedback here would be greatly appreciated.

6702
Support / Re: Layer / Z-Order?
« on: February 03, 2012, 01:11:56 am »
Same principle applies with a perspective camera, but it'll be slightly more complicated - you will need to use Camera.WorldToScreenPoint and Camera.ScreenToWorldPoint to move objects. The glitching is unavoidable - the only solution is to move closer in Z.

I am preparing a new parallax sample using ortho cameras - it is much much simpler to set up and there is no chance of glitching like this. No promises, but I will try and post it on the forums sometime this weekend. This script will be in the next beta.

Cheers,
unikron

6703
Support / Re: Problems with font/tk2dTextMesh
« on: February 03, 2012, 01:04:43 am »
Two things to check first

- How many pixels of padding did you add to the font in bmfont / hiero? Try increasing this to see if it goes away.
- If you aren't scaling the texture, set it to point filtered, less chance of bleeding that way.

Let me know how it goes...

6704
Releases / Re: 2D Toolkit 1.55 FINAL
« on: February 01, 2012, 01:20:24 am »
The bake scale option transfers transform.scale (using the unity transform widget) to sprite.scale, and sets transform.scale to this 1,1,1. This lets you conveniently use the built in scale widget, and click bake scale once at the end to get dynamic batching working again.

The Api stuff should be done this weekend. There isn't a list, we're simply documenting the relevant ones using XML comments, and creating doxygen docs.

The docs for the new features will probably take a while longer, screenshots always take ages to do.

6705
Support / Re: tk2dButton removes tk2dSprite
« on: February 01, 2012, 12:43:30 am »
To set them dynamically, simply create a setter like this:

Code: [Select]
void SetButtonDownSprite(string name)
{
buttonDownSpriteId = sprite.GetSpriteIdByName(name);
}

That should update the internal values and should work properly.


Hope that helps.

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