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1
Support / Re: No tilemap editor GUI after updating to Unity 5.6
« Last post by jujule on April 27, 2017, 08:54:28 PM »
Hi,

This may be related. I've just upgraded to Unity3D 2017.1.0b2  (this is what the Unity About windows shows) and I have problems too. I can't paint in tile maps, the Scene window also freezes whenever I try to select an object with a TK2Sprite component, the Sprite Editor window is fully black when I try to open it. The console spits the same 2 error messages endlessly :

MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'.
tk2dExternal.Skin.GenerateGUIStyles ()
tk2dExternal.Skin..ctor ()
tk2dExternal.Skin.get_Inst ()
tk2dEditorSkin.GetStyle (System.String name) (at Assets/TK2DROOT/tk2d/Editor/tk2dEditorSkin.cs:24)
tk2dTileMapSceneGUI.OnSceneGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapSceneGUI.cs:505)
tk2dTileMapEditor.OnSceneGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapEditor.cs:1237)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.SceneView.CallOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2386)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1715)
UnityEditor.SceneView.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1585)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


Then :

Assertion failed: Assertion failed on expression: '!dest.m_MultiFrameGUIState.m_NamedKeyControlList'

My scripts compile properly.


2
Support / tk2dCamera ZoomFactor issue
« Last post by geovizz on April 24, 2017, 03:06:28 PM »
Goal: Make x1-xn camera zoom to reach pixel perfect camera scale.

What i do:

Code: [Select]

float zoomFactor = 3f;
Rect rect = new Rect(0.25f,0.25f, 0.75f,0.75f); // pseudo-values for example

_gameplayCamera.CameraSettings.rect = rect;
_gameplayCamera.ZoomFactor = zoomFactor ;

Result: Everything works as i expect in Unity Editor:



Issue: Hovewer, it doesn't work when i run game build. Any ZoomFactor looks same - upscaled to fit screen.



All overrides for camera switched off:



IMPORTANT NOTE:

The issue only appears when i change _gameplayCamera.CameraSettings.rect

Any thoughts what it is?

3
Releases / Re: 2D Toolkit 2.5.8
« Last post by Kirb on April 20, 2017, 09:55:09 AM »
Fantastic, thanks.
4
Releases / 2D Toolkit 2.5.8
« Last post by unikronsoftware on April 17, 2017, 10:16:58 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
  • Lots of bug fixes and improvements
  • Updated to work with Unity 5.6 and fixed some Unity 5.6 specific issues
  • Exported in Unity 5.3. Previous versions of Unity are no longer supported
  • 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 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
5
Support / Re: Stop tk2d auto refresh
« Last post by unikronsoftware on April 17, 2017, 08:52:55 PM »
You can comment out OnDrawGizmos in tk2dSprite, see if that speeds it up?
No idea what Flush dirty is - how complex is your scene?
6
Support / Re: Stop tk2d auto refresh
« Last post by subzaku on April 17, 2017, 08:14:55 PM »
i tried to build new project and remove the collection, the loading time without the huge collection is fast under 3 seconds.

from editor profiler the problem is on

Flush Dirty and
UpdateSceneIfNeeded -> tk2dsprite.OnDrawGizmos

is there anything i can do? Thanks
7
Support / Re: SetDirty cannot be used during play mode.
« Last post by unikronsoftware on April 17, 2017, 06:29:37 PM »
All of these should be fixed now, will be releasing an update.
8
Support / Re: Stop tk2d auto refresh
« Last post by unikronsoftware on April 17, 2017, 06:29:09 PM »
How did you narrow it down to that single asset? With autoRebuild turned off, the monitoring doesn't do anything (tk2dSpriteCollectionTextureWatcher is where this happens).

tk2dAutoRebuild only changes things after play state changes, so it can't be that either.

Its probably worth taking a profiler to see what is the largest thing that happens when one of your assets changes. That should narrow it down if it is a tk2d component that is causing the slowdown.
9
Support / Re: No tilemap editor GUI after updating to Unity 5.6
« Last post by unikronsoftware on April 17, 2017, 06:21:17 PM »
What do you see in the editor window? It looks like the demo is broken in this update (the tilemap object is missing), but it does work fine if you recreate it. I will be issuing a new update with this fixed in the demo.

If its broken in your project too let me know, and we'll investigate. Make sure there arent any compiler errors first though - as the editor won't work if your project fails to compile.
10
Support / No tilemap editor GUI after updating to Unity 5.6
« Last post by komizart on April 17, 2017, 10:07:47 AM »
Hi.  I updated Unity to 5.6  and now I can't draw tiles. No GUI in editor window.  I use 2dtk 2.5.6.
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