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Messages - drswoboda

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1
Support / Invalid mesh collider on sprite
« on: April 12, 2014, 05:21:03 pm »
Hello,

I have a warning error that keeps popping up. I fix the error and then a few builds later it's back. I'm not sure what I am doing wrong here?

Any ideas on this?
-David

Code: [Select]
Invalid mesh collider on sprite 'Top', please remove and try again.
UnityEngine.Debug:LogError(Object)
tk2dBaseSprite:CreateCollider() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:751)
tk2dSprite:Build() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:101)
tk2dSprite:Awake() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:37)
UnityEngine.Object:Instantiate(Object)
GenericObjectPooler:GetPooledObject() (at Assets/!2DToolkit/_Scripts/ObjectPooling/GenericObjectPooler.cs:43)
GenericGenerateOBS_pool:Generate() (at Assets/!2DToolkit/_Scripts/ObjectPooling/GenericGenerateOBS_pool.cs:31)

2
Thanks for the help. Now I totally get why the docs talked about starting smaller. As long as I stay on powers of 2 when I scale I should be good.

I'm sure I'll have more questions as I move along. 2D Toolkit is a really excellent package.

Thanks,
-David

3
Support / Re: Unity Preferences - General > Compress Assets on Import
« on: April 10, 2014, 03:03:17 am »
Thank You.

4
In the Unity (v4.3.2) preferences, what is the recommended setting for

Preferences - General > Compress Assets on Import

Is there a recommended setting for use with 2D Toolkit?
-David

5
Hello,

I'm a new comer to 2D Toolkit and 2D in Unity in general. I'm starting a new project that ultimately I wish to publish to WP8, iOS, and Android. I know it will be messy with all the various resolutions.

I have spent a few hours here reading many posts on how to handle multiple resolutions. I have quite a collection of posts in OneNote for reference. As 2D Toolkit has matured, I see that the approach has also modified itself over the past two years of posts.

I would love to see a full fledged A-Z guide on how to start a multi-resolution project.

Being a newb, I have been considering where to start. I read in the documentation that I should start with the Low-Res assets first. That seems a bit backwards to my thinking from a creation viewpoint. But I am following that piece of advice from the developers.

My plan is to target WP8 Landscape as the native project size. It's screen layouts are 16:9 & 16:10 (800x480, 1280x720, 1280,768, and 1920x1080). The iOs sizes fit inside those sizes. Android, well that is all over the place, so I'll play that by ear.

So I have started to mock up my graphics in Photoshop. I have setup a template at HD1080. My thought is that I can scale down from there to other sprite sizes. My character is fairly large in size. I'm mocking it up as a 256x256 sprite. My geometric tiles will be 128x128 and 128x256. I believe that 2D Toolkit and Unity can use non-power of 2 sprites, and I'm sure I may have a few, but I'll try to stay with powers of 2.

So this would be my Large sprite set. Then I can half that for the 1x sprites. Does this make sense? Am I approaching this correctly?

Any help would be appreciated.
-David

6
Support / Re: Where is the tk2dUICamera component located? [Solved]
« on: April 09, 2014, 06:05:25 am »
Thanks,

My bad...

I didn't realize that the very top option in the picker ("Core") was another sub-level. I thought it was a label.
-David

7
Support / Where is the tk2dUICamera component located? [Solved]
« on: April 09, 2014, 05:32:05 am »
Hello,

New user here. I'm reading the manual here: http://2dtoolkit.com/docs/latest/ui/getting_started.html

In step 4. it says to add the tk2dUICamera component to the camera. When I click on the ADD COMPONENT button I don't see it listed under the 2D Toolkit options.

I've looked in all the menus and can't find this item. So where is it located?

Thanks,
-David

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