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Messages - beQr

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1
Support / Re: Sprite Collection commit error
« on: August 28, 2013, 06:05:03 pm »
Thanks for the reply ! this important detail will save a lot of time of work for me.

Got another question, out of topic since I m already advancing :p, I m working on moving sprites (mouvement logic implemented before swaping the project to 2D assets) where the mouvement is based on transform.forward "orientation", since this vector is the "Z" :p and the sprites are built over x & y axis, the forward turns out useless ! any chance to swap the way sprites are built up ? or do I have to change all the mouvement logic already existing ?

2
Support / Re: Sprite Collection commit error
« on: August 28, 2013, 04:14:06 pm »
This sounds like good news ! I hope  :P . Can I please have any kind of details about assets import config before building them up to atlases ? any best practice hints for use with 2DToolkit ? (plateform targeted are iOS and android) or any kind of restriction on the images to include in the atlases ?
Thanks for the previous reply and thanks for the next one in advance  :)

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Support / Sprite Collection commit error
« on: August 28, 2013, 03:39:35 pm »
Hi there,

I m "hourly" new to 2DToolkit, but I ve been working on unity now for more than 2 years (  >:( me hate 2D, me dont do 2D games I said ... ) and I figured out once that I really had to ! so here I am.
Lets do it short now after this meaningless introduction : I ve followed the starter guide, picked up my assets, went to the sprite collection, picked up my assets, press commit, few moments of computing and then this nice error :

Quote
ArgumentException: Getting control 8's position in a group with only 8 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:511)
UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:274)
UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:257)
UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/GUILayout.cs:109)
UnityEngine.GUILayout.Toggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/GUILayout.cs:105)
UnityEditor.EditorGUILayout.BeginToggleGroup (UnityEngine.GUIContent label, Boolean toggle) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/MonoGenerated/Editor/EditorGUI.cs:4781)
UnityEditor.TextureImporterInspector.BeginToggleGroup (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1425)
UnityEditor.TextureImporterInspector.AdvancedGUI () (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1507)
UnityEditor.TextureImporterInspector.OnInspectorGUI () (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1144)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/Inspector/InspectorWindow.cs:888)
UnityEditor.DockArea:OnGUI()

FYI : I can see the generated atlas, but I dont want to go further more before understanding this problem, avoiding it for the next time and work properly.

Thanks for your time.

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