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Messages - tomplayniac

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Support / Re: Correct texture import settings
« on: December 10, 2014, 12:23:39 pm »
Thanks, thats what we've now done. Its a shame there aren't any more options when it comes to compression and resizing, its the Unity way to import raw files, and compress them in-engine!

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Support / Correct texture import settings
« on: December 08, 2014, 12:06:43 pm »
Hey! We're nearing the end of our project that uses tk2d heavily (thanks!), and we're seeing some massive memory footprints, almost certainly due to the large atlases we have. In the majority of cases, the atlases contain textures that are much larger than are ever needed (things like loading screens, large character sprites for cut scenes, etc), and so the obvious solution was to head over to the Unity Texture Import window and set the compressing and max texture size a bit lower - but it seems that tk2d changes the sizes back to 4096*4096 automatically (I can understand that compression wouldn't affect the atlas). Is there any way to manually lower the resolution of our images before they get atlased in Unity, or do we need to edit the textures outside the program? Alternatively, is it recommended that for larger textures, we eschew tk2d entirely and do things the Unity way? It'd be a shame to lose the tk2d features, and have to recode a few things, but we were cutting file sizes by up to 10x when we started testing this method.
Cheers!

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Alright, apparently all fixed. I deleted the data for the sprite collection, rebuilt it, then reset every instance of the sprite collection in the game. The play mode bug persisted on a few levels, but deleting and rebuilding the render data seemed to help.

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Hey! We've been using the tilemap fairly happily for a game we're working on, but we've noticed that getting our artist to add things to the sprite collection tends to do weird things when we push it through git. Either way, this time it seems to have totally bricked the levels we have that use that spritecollection.

We've got four different issues that seem to occur (they all seem to be linked by the sprite collection/collection data prefab) -

Firstly, the updated sprite collection creates a new atlas, which totally ruins the levels - this can mostly be avoided if the programmer (me!) adds things to the sprite collection (for reasons unknown - likely a source control thing, although I can't imagine how).

Second, we've noticed that our source control seems to create duplicates of the data prefab for our sprite collection, and there doesn't seem to be any way to find out which one of these the sprite collection is actually linked to.

Third, we've had some tilemaps which, upon clicking the "edit" button, bring up the "Scanning project folder..." loader. On completing, it just resets, sticking it in a very annoying loop that we've not yet found a way out of, save for force-quitting Unity. A message displaying "Unable to find sprite collection. This is a serious problem." shows in red in the console.

Lastly, on removing and rebuilding those levels, we've noticed they change their appearance after hitting play, adding the new tile in weird places, which we figure is an atlas issue. Especially weird, seeing as that asset no longer exists in the atlas.

I've been wrestling with this over out 40 odd levels for about 2 hours now - I'm going to keep tinkering, hopefully it'll sort itself. I'll post updates as I go along.

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