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1
Support / Re: Inline Styling
« Last post by benj11 on June 25, 2017, 08:24:32 AM »
ha wow yep, had the same exact problem. Just created some new text and now it's working. It still doesn't work on the previously created text but at least I have a solution now.

Thanks :D
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Support / Re: Inline Styling
« Last post by unikronsoftware on June 23, 2017, 12:43:20 AM »
Having said that though - I've just found a bug in Unity 5.6 with this which I'll fix as soon as possible.
After further investigation this works fine, my repo was corrupt after switching unity versions repeatedly.

Step by step to get something working -
1. Create new scene
2. Create new text mesh (Hierarchy Window > Create > 2D Object > tk2d > Text Mesh. Set the text mesh to use Demo Font
3. Tick "Inline Styling" in the text mesh inspector
4. Paste this in the Text box
Hello ^cF00Fworld

You can set the same string in code, it works in exactly the same way.
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Support / Re: Inline Styling
« Last post by benj11 on June 22, 2017, 05:15:53 PM »
Is there anyway to do this in code for now since it doesn't work in the editor? I'm struggling with finding a solution. I tried to combine 2 text meshes but that didn't work.
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Support / Re: Blend2TexVertexColor on instances of objects
« Last post by coshea on June 22, 2017, 11:52:08 AM »


Will any of your shaders allow me to achieve this shown above? Or could you recommend how to edit Blend2TexVertexColor so that alpha of the base sprite isn't effected by the gradient?

Thanks!
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Support / Re: Use SPrite Renderer for 2DTK sprites
« Last post by unikronsoftware on June 21, 2017, 02:33:41 PM »
tk2d uses normal meshes (as in unity mesh renderers) so anything that works with them should in theory work.
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Support / Re: Customizing Tile Palette
« Last post by unikronsoftware on June 21, 2017, 02:33:11 PM »
Hmm, thank you for the suggestion, I'll do that.

By the way, I understand the need for sticking to a single atlas, to reduce draw calls. However, if I only target desktop or modern consoles, I suppose having two might be OK, right?

Two draw calls is almost negligible nowadays even on low end mobile (iphone 4s i guess?). You'll likely end up with 20 or so, which is perfectly fine. its not as bad as it was on 3gs, where 10 draw calls = doom!
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Support / Re: Customizing Tile Palette
« Last post by Michoko on June 21, 2017, 11:53:18 AM »
Hmm, thank you for the suggestion, I'll do that.

By the way, I understand the need for sticking to a single atlas, to reduce draw calls. However, if I only target desktop or modern consoles, I suppose having two might be OK, right?
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Support / Re: Use SPrite Renderer for 2DTK sprites
« Last post by Michoko on June 21, 2017, 11:50:30 AM »
OK, thank you for your reply. I'll then contact the asset author, and ask him if he'd be interested in supporting 2DTK mesh renderer, as it may be easier the other way around. :)
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Releases / Re: 2D Toolkit 2.5.8.1
« Last post by unikronsoftware on June 21, 2017, 10:59:33 AM »
@jason.appx - that is a bug. I'll issue an update soon.
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Support / Re: Inline Styling
« Last post by unikronsoftware on June 21, 2017, 10:55:47 AM »
Hi the syntax is shown when you press the little question mark icon in the text mesh inspector. Having said that though - I've just found a bug in Unity 5.6 with this which I'll fix as soon as possible.

In any case, to use this, you need the hex code for the colour
Eg. for red, 100% alpha

^c0F0FBen would switch colour to green
and ^C00FF00FFBen would do the same but with 8 digit hex code instead

You can copy the 8 digit hex code from the unity colour picker.
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