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Support / Re: tk2dSpriteAnimator.PlayFrom and AnimationCompleted Event
« Last post by unikronsoftware on March 26, 2017, 11:11:13 PM »
Good catch. Thanks, will fix this.
Support / tk2dSpriteAnimator.PlayFrom and AnimationCompleted Event
« Last post by bmyu1 on March 23, 2017, 09:33:56 AM »
tk2dSpriteAnimator.PlayFrom(larger time than animation time) should fire AnimationCompleted Event immediately, but the event never happen.

               // clipStartTime is in seconds
               // clipTime is in clip local time (ignoring fps)
               float time = clipStartTime * clipFps;
               if (currentClip.wrapMode == tk2dSpriteAnimationClip.WrapMode.Once && time >= clipFps * currentClip.frames.Length)
                  // warp to last frame
                  WarpClipToLocalTime(currentClip, currentClip.frames.Length - 1);
                        OnAnimationCompleted(); <<<< This line should be added.
                        state &= ~State.Playing;
Support / Re: Latest build of 2dtoolkit (bugs)
« Last post by unikronsoftware on March 21, 2017, 10:08:24 PM »
1. You can set a breakpoint before that line to see which collection / sprite is causing the issue and quite quickly narrow it down.

2. I cant think of anything 2D Toolkit could do to affect the unity splash screen - when the unity splash screen is visible 2D Toolkit wouldn't even have loaded then...
Support / Re: Latest build of 2dtoolkit (bugs)
« Last post by Square on March 21, 2017, 08:38:13 PM »
These are unrelated bugs.

Thanks for your advice on the second compile error. Is there a way to debug so I know which asset is causing the problem?

The really worrying bug is the Unity splash screen error, because I will not know how to fix it. It's only on Android and has been persistent since 2dToolkit 2.5.7.x I believe.
Support / Re: Multiple material and shader for 1 sprite collection
« Last post by unikronsoftware on March 20, 2017, 05:10:30 PM »
It will only cause problems if you use multi atlas spanning in tk2d. If you don't use the feature then you're fine in doing this.
Support / Re: Latest build of 2dtoolkit (bugs)
« Last post by unikronsoftware on March 20, 2017, 05:09:01 PM »

This looks like something is null there - looks like its potentially failed to load a collection. How frequently does it happen, anddoes it happen on any other platforms?

Do all the items in resources exist correctly?
Support / Multiple material and shader for 1 sprite collection
« Last post by subzaku on March 16, 2017, 04:58:09 AM »
Hi, i have a sprite collection containing my inventory sprite and the sprite is colored, i want to make cooldown effect so when it is on cooldown i'm masking the desaturated sprite over the grayscale, and when it's off cooldown, i show the colored sprite

What i did is:
1. I make 3 material, 1 for colored, 1 for desaturated, 1 for grayscale
2. Change the respective sprite material shader and apply it to each object

so far it's ok, but when i run the game all the material reverted back to the 1st material which is the colored one.

is there any way i can change the sprite color to grayscale using only 1 sprite collection and just multiple material?

I tried commenting the update material function on tk2dsprite, it works, but i wonder is it gonna cause any problem?
Support / Latest build of 2dtoolkit (bugs)
« Last post by Square on March 13, 2017, 05:31:40 PM »
I've had a few issues ongoing for the last couple of builds of 2dToolkit (up to with Android deployment. Using Unity 5.5.0f3.

Firstly, the Unity splash screen doesn't initialise correctly! I'm wondering what happens when we get to use Unity Pro and putting our own splash screen. Apart from that the game project loads normally, though it's a relevant bug. Has anyone else had this issue?

I'm also getting a Windows runtime error like this (I suppose 2dtk is having trouble initialising an animation) and wondering what to do about it:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dBaseSprite.SetSprite (.tk2dSpriteCollectionData newCollection, Int32 newSpriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:276)
tk2dSpriteAnimator.SetSprite (.tk2dSpriteCollectionData spriteCollection, Int32 spriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:739)
tk2dSpriteAnimator.WarpClipToLocalTime (.tk2dSpriteAnimationClip clip, Single time) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:689)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip, Single clipStartTime, Single overrideFps) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:342)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:205)
tk2dSpriteAnimator.Start () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:124)
Support / Re: FloydSteinbergDithering bug
« Last post by dilshod on March 12, 2017, 03:47:23 AM »
I was trying different dithering algorithms. I found Sierra Lite gives better dithering compared to others. And making small manipulations on input and output color gives better result.
Support / Re: FloydSteinbergDithering bug
« Last post by unikronsoftware on March 11, 2017, 10:38:57 PM »

Yes you're right, that was left behind from when it multiplied up and scaled back down as opposed to what its doing now. I will fix that, thanks for the bug report.

ps. Also the RBG order, ugh. How on earth did you find this?
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