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Messages - sleekdigital

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Support / Re: Prefab/Material problem
« on: January 08, 2013, 01:18:17 pm »
I was concerned that this would double the size of my atlas if I have to create 2 sprites with each texture, but it seems that adding the same texture tot he collections just creates a new sprite and reuses the same one in the atlas, so... cool, thanks!

2
Support / Prefab/Material problem
« on: January 07, 2013, 07:13:28 pm »
I'm trying to make 2 prefabs for each of my sprites, one that is affected by fog and one that isn't.  So I duplicated the material of my sprite collection and assigned a shader that has fog enabled (set to mode global)  Then I duplicated a prefab (made from a 2dtk sprite) in my scene, renamed it, and chose Game Object > break prefab instance. then I replaced the material with the fog enabled material on that game object.  And then I dragged that into my project tab to make it a new prefab.  So all looks well in my project tab, I have a prefab with the original material and a prefab with my fog enabled material.  But, when I drag the fog enabled prefab into the scene, it reverts back to having the original material!!  I tried this same procedure with a cube and this issue did not occur, so I am guessing it is related to 2dtk.  Any thoughts?  Also it seems I can work around the problem by reverting to prefab value, but it is still a bit annoying.  Hoping I am just doing something wrong here.

Update:  Actually the workaround doesn't help, when i start the game it changes back to the original material.  :(

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Support / Getting an error on sprite collection commit
« on: November 18, 2012, 07:08:46 pm »
Hello,

I get this error when I try to commit my sprite collection....

Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
UnityEngine.GameObject:AddComponent()
tk2dBaseSprite:CreateCollider() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:438)
tk2dBaseSprite:EditMode__CreateCollider() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:498)
tk2dBaseSprite:ForceBuild() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:530)
tk2dSprite:ForceBuild() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:221)
tk2dSpriteCollectionBuilder:RefreshExistingAssets(tk2dSpriteCollectionData) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1144)
tk2dSpriteCollectionBuilder:Rebuild(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1095)
tk2dSpriteCollectionEditorPopup:Commit() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:430)
tk2dSpriteCollectionEditorPopup:DrawToolbar() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:421)
tk2dSpriteCollectionEditorPopup:OnGUI() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:721)
UnityEditor.DockArea:OnGUI()

It's just one sprite with a polygon collider.  If I set to box collider, all is well.

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