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Messages - shiraz

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Support / Re: Possible Bug: Sprites disappearing and mesh filter empty
« on: August 01, 2013, 03:55:15 pm »
Ah - well thank you for identifying the issue.

In order to rebuild the lost mesh data, I I wrote an editor script that would call tk2dBaseSprite->Build() on a tk2dSprite - would that restore it?  If so, would be a great editor helper function to "fixup" or check the integrity of all the sprites in a scene - especially to catch situations where the mesh data is lost due to this unity bug (sometimes these are nested down in the hierarchy and really hard to spot until you discover during QA or a play through of the in-game that something is not displaying).

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Just chiming in here - I run into this at times as well.  It seems to happen

1.  When I create a prefab (could be anything) - call it the "parent" - add to the hierarchy in the scene.
2.  Create a second prefab "child" and nest it under the "parent" in the hierarchy.  The child prefab would have a tk2Dsprite or text mess (happens to both)
3.  Then while nested, make a change to the "child" instance in the hierarch (like changing the position or sprite or color r something)
4.  hit apply on the nested child to write back the changes to the prefab asset

What happens - I have a hard time reproducing this like the original poster is that the mesh filter is set to none.  I then have to recreate the tk2d sprites over again - as the prefab in the above example "child" has the mesh filter corrupted.

anyways, I don't have any nicely reproducible situation  I just think it has something to do with these nested prefabs and making changes to a child prefab (which corrupts the mesh filter).

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