Hello Guest

Author Topic: tk2d not showing up  (Read 4533 times)

peterbrinson

  • Newbie
  • *
  • Posts: 9
    • View Profile
tk2d not showing up
« on: June 11, 2013, 01:03:33 am »
I'm using tk2dtextMesh in a number of places.  It works great.  But when I build my project (OSX) a couple are blank.  Any obvious pitfalls that come to mind before I test further?  I don't know anything about Unity builds vs. running in the editor for starters. 

Thanks.

peterbrinson

  • Newbie
  • *
  • Posts: 9
    • View Profile
Re: tk2d not showing up
« Reply #1 on: June 11, 2013, 01:06:22 am »
Ok, didn't take long.  If I make these objects Prefabs, it works fine.  I don't mind this solution, but I wonder if I am still doing something wrong.

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: tk2d not showing up
« Reply #2 on: June 11, 2013, 03:57:24 pm »
That should work fine. Do you instantiate these from something, or is it just created in the scene?
I've had scenes with hundreds of textmeshes, not all visible simultaneously, but working fine nonetheless.

Also, what version of 2D Toolkit & Unity are you running?

Pigomigo

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: tk2d not showing up
« Reply #3 on: July 31, 2013, 05:56:28 pm »
I am having this problem as well. Some textmeshes work, others don't show up in a built exe. All of them work when running in the editor. All my textmeshes (working and not) are using the same font collection.

Whether or not they are prefabs doesn't seem to make any difference for me.

I am running Unity version 4.1.5f1 and 2DToolkit version 2 final.

Edit: The text meshes that are not showing up are saved in the scene.

Edit 2: Upgraded to 2DToolkit version 2.1 final. Still have issue.
« Last Edit: July 31, 2013, 06:10:44 pm by Pigomigo »

Pigomigo

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: tk2d not showing up
« Reply #4 on: July 31, 2013, 06:21:27 pm »
Okay, I've solved my problem. For anyone else running into this: The text meshes were at the same z depth as other sprites in my scene. Playing in the editor just happened to sort them correctly, where as built exes seemed to sort them such that the other sprites were over the top of the text.