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.


Messages - rxmarcus

Pages: [1] 2
1
Support / Re: Asset Bundle Support
« on: October 21, 2015, 11:34:17 pm »
I'm in the same boat, wondering if I need to ditch 2DTK for simplicity sake to get my asset bundles working. I like the idea of using 2DTK for saving on file size by using the atlas, but not sure how to make things work out with Asset Bundles. I'm following the Asset Bundle tutorial that was released this past month : http://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager?playlist=17117

The main issue I'm seeing is that I'm getting a "hash collision" I think from the same naming of sprite collection materials when I try to Build my Asset Bundles.

"Building AssetBundle failed because hash collision was detected in the deterministic id generation.
Conflict happened between Asset "Assets/$root/AssetContent/Volume2/SpriteCollections/BuildAScene/V2BS_Collection@2x_3 Data/atlas0 material.mat" and "Assets/$root/AssetContent/Volume2/SpriteCollections/Props/V2Props_Collection@2x_1 Data/atlas0 material.mat"."

Any guidance / steps to take would be a huge help to all of us wanting to figure this out.

2
Support / Re: SpriteCollectionData has incorrect value for "Count"
« on: June 08, 2015, 04:28:28 pm »
Thanks for explaining it, though that sucks pretty bad that you have to cycle through all the sprites checking for .Valid to find the count of a collection.

At least I understand what is happening now. Thanks

3
Support / SpriteCollectionData has incorrect value for "Count"
« on: June 07, 2015, 06:04:32 am »
I'm trying to use the .Count property of several SpriteCollectionData assets, and I've found that some of the counts do not reflect the true number of sprites inside. (So I'm getting out of index errors) I have a few sprite collections where I removed a few sprites, and so I'm guessing that the SpriteCollectionData is not updating that count property when you remove sprites?

You can see here, that during debug the sprite collection is saying it has 5 sprites, in reality you can see it only holds 4. I have other sprite collections that appear to show the correct sprite count as well.
Any idea why this is happening? I'm running Unity 5.0.2f1.



4
Support / Re: Dealing with large sprites and Animation
« on: December 20, 2014, 03:01:11 pm »
Ok, so how do I create an animation without using sprite collections? I know Unity allows for animation using sprite sheets but these are seperate images for the animation. I've only ever known how to do animation using sprite collections and the sprite animator in 2DTK.

5
Support / Dealing with large sprites and Animation
« on: December 19, 2014, 10:24:38 pm »
I am working on a project that involves animations that are made up of large sized images. For example I have 1 animation that is 20 images that are each 2048 x 1371.
I just have no idea how to approach getting something like this to animate because the images are of course much too large for a single or even several sprite collections. I attempted using dicing but it doesn't seem to have much of an affect. Any tips on what approach to take in this situation?

Thanks in advance.

6
Support / SetFrame not working while animation is stopped
« on: August 08, 2014, 08:34:58 am »
I found a post a few years old taht talked about not being able to set a frame on an animation unless the animation is stopped.  Supposedly that was fixed way back then, but I've just encountered the problem and was able to set my frame by calling Play on the animation, setting the frame, then calling Stop immediately.  Just wanted to bring this up in case it has some how become broken again?  Would be nice to be able to set frame while an animation is stopped.

thanks

7
Support / Re: Never ending "Rebuilding Index"
« on: July 16, 2014, 10:47:39 pm »
Turns out there was 1 remaining collection that had a crazy set of characters and numbers, similar to a GUI for its name.  I found and deleted this object, rebuilt the index and now its working!!!

thank you for your support on this, hopefully this will help others as well.

8
Support / Re: Never ending "Rebuilding Index"
« on: July 16, 2014, 05:48:48 pm »
Its pretty darn large at this point unfortunately.  I don't see any more of those "Element" ones in my ~2dtk file, and i also did a fresh reinstall of 2dtoolkit and rebuilt the index.  Really strange because the issue only appears when I attempt to create a "Clip" inside a sprite animation object.

9
Support / Re: Never ending "Rebuilding Index"
« on: July 16, 2014, 03:36:38 am »
Ugh..... cleaned up all of those sprite collections, still having the same problem.  Time to just use Unity's new 2D stuff in 4.3 I suppose.

10
Support / Re: Never ending "Rebuilding Index"
« on: July 15, 2014, 05:03:13 pm »
hmm, im not very familiar with editor scripts, would I be doing what is found here? :  http://docs.unity3d.com/Manual/editor-EditorWindows.html

Or maybe a simple explination of what I need to do. Create a new script, and put that code in it?

11
Support / Re: Never ending "Rebuilding Index"
« on: July 15, 2014, 04:28:02 pm »
None of those ideas helped unfortunately.  However I opened up the ~2dtk collection as you mentioned, and there are lots of items in the list just called "Element 46", "Element 52" etc. Which do not have a name when you click on them, and appear empty.

Perhaps these are corrupt as you mentioned.  If thats the case, do you know how I can clean those up?

I just deleted the ~2dtk collection file, and then did a "Rebuild Index". It came back but has all those strange elements again....

Here is an image of what I'm seeing in regards to those elements that seems corrupted:


thanks

12
Support / Re: Never ending "Rebuilding Index"
« on: July 14, 2014, 11:25:58 pm »
To be honest this is the first Sprite animation I've attempted to create in my project, so I haven't seen the issue until just now.  Doing normal static sprites with sprite collections is working fine.  I ran the integrity checker and it says its fine.

13
Support / Never ending "Rebuilding Index"
« on: July 14, 2014, 04:30:36 pm »
I've searched the forums and seen many people in the past have the issue of "Rebuilding Index" appear and cycle for infinity, but haven't found a solution for myself. 
For the first time in my project I'm trying to create an sprite animation using a sprite sheet. 

When I create a new SpriteAnimation, Open Editor, and choose "Create -> New clip", the Rebuilding Index message appears and continues forever.  Unity displays the error "Unable to find sprite collection. This is a serious problem."  I just updated 2DToolkit to the latest version today, but it did not help.  Also I do use SVN, if that makes a difference. 

Any help would be appreciated.

14
Support / Re: Keeping sprites looking great at various Camera Zooms
« on: March 25, 2014, 05:27:43 pm »
Does 2dtk support swapping out images on the fly during runtime?  If you could do this, could you have multiple resolutions of an image and swap out the image during runtime depending on the zoomFactor of the camera?  I wonder if this would even make a difference?

15
Support / Keeping sprites looking great at various Camera Zooms
« on: March 24, 2014, 10:29:30 pm »
Our game is 4 player on the same screen.  Because of this our 2dtk camera is frequently zooming in close on the action when players are close together and zooming out pretty far when players are spread far apart.  We have created our player sprites at a large enough resolution that they look good when the camera is zoomed in close, but when the camera is zoomed out far (0.25 zoom factor), the players look very blurry/blocky.  I'm not super experienced with 2dtk yet so I'm wondering if it has any features that would allow our player sprites to look clean and crisp at any zoom factor that the camera is currently set to.

Thanks for your time.

Pages: [1] 2