Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - xikky

Pages: [1]
1
Support / Check mouse click if on UI or not
« on: September 03, 2014, 07:49:21 pm »
I know this can be worked out using Physics.Raycast, but is there any other way? and is Physics.Raycast expensive in performance?

Thank you!

2
Support / override is not centered
« on: September 19, 2013, 05:20:34 pm »
I have a scene with a tk2dCamera and an override wildcard, fit visible, center. the game is designed for 1280X720 screens and looks perfect on my Note2. But when testing it on an iphone 4, fit visible works fine, but the screen is aligned to the top (as the height does not fit the whole screen). Is it possible to fix the screen to display in the center and thus showing black spaces at the top and bottom? I thought the 'center' fit mode would fix this.

Thank you!

3
Support / Creating images at 300dpi
« on: August 04, 2013, 12:29:48 pm »
My designer told me that texture assets should be created at 300dpi in order to have sharp graphics in higher resolution screens such as Retina. My target resolution is 1280x720 and I don't know the process of converting an image from the target res into a 300dpi image, but I'm facing problems when importing 300dpi images such as background images which are provided to me at a res of 5333X3250 (instead of 1280X720), since unity only accepts textures of maximum size of 4096x4096.

Moreover, I'm not liking the resolutions of the assets provided. They are weird and too large. Should we still keep on creating images at 300dpi or should we design images at the target res?

4
Support / How to build for multiple display sizes?
« on: July 26, 2013, 08:54:24 am »
I'm working in a mature project and I'm getting concerned about different screen resolutions and wish to clear this out. I'm working on a scene containing a tk2dCam having a native size of 1280x720.

First off.. what would be the best native res to start off a project?

What would be the best resolution of each texture that I import? Should it be 1:1 with native size? (meaning that if on screen I want a box of 100x100, should I import a 100x100 texture? I'm thinking of importing 200x200 instead and scale it to 0.5, in case if the resolution is larger, the sprite does not get stretched.

And how can I cater for all/most types of resolutions. What would happen to my sprites if the game is played from a 2560x1440 display (X2 native res - just for example) or simply from an HD display, or even at a lower res such as 800X480.

If I create a background of 1280X720 how will it be displayed on larger and smaller resolutions?

Thank you for reading, I'm pretty confused when it comes to build a game to multiple screen sizes and have no more than 1 device to test this on my own.

5
Support / 3D object for tk2dCamera
« on: February 26, 2013, 04:15:05 pm »
Am I wrong if I still use 3D objects such as cubes, spheres, cloths, etc. in front of tk2dCameras? Should I be better of if I use Unity's camera?

I'm trying to use tk2dCameras to gain from their advantage of resolution overrides and GUI, but I wish to know which is better video and performance wise.

6
Support / using tk2dCamera help
« on: January 31, 2013, 09:57:59 am »
I am having problems when using the tk2dCamera object and would really appreciate some help.

So what I am doing? I created a background image for testing purposes with a resolution of 1280x720 which I have put in a sprite collection (with use tk2dCamera ticked) and produced a sprite object with this background image texture. I have then added a tk2dCamera and I am now trying to fix the whole image on the screen.

I have set camera size to 100
I have set the native resolution to 1280x720
I also set the camera resolution to 640x360 and also fixed the game window to match the same resolution

Went back to the background sprite inspector, and clicked 1:1 button for pixel perfect texture. The texture was scaled from 1 to 360 in all axis and this resulted in the camera displaying a zoomed area of the image.

I went back to the camera object and added an override resolution of 640x360 and a scale of 0.0014. And as a result, the whole image was now displayed on the camera.

If I delete the tk2dCamera and create a normal unity camera object with size 100, and then I go in the sprite collection and untick the use with tk2dCamera and set the height to 720, and click on the 1:1 button on the sprite object, the whole image is displayed in the camera.

I would like to ask you if in both cases the background image is at pixel perfect? and what is the difference between the two as in features, advantages and disadvantages?

Pages: [1]