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Author Topic: 2D Toolkit 2.2.3  (Read 20815 times)

unikronsoftware

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2D Toolkit 2.2.3
« on: October 17, 2013, 05:29:53 pm »

Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.2/migration_guide.html

Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.2


What's new
  • Dicing quality massively improved - also added ability to filter solid and transparent dices. Documentation here
  • SortingOrder - you can now specify sorting orderon sprites and text meshes, allowing you to explicitly order sprites which are at the same z value.This used to be called RenderLayer in beta1
  • tk2dUI - you can now use multiple cameras! Add a tk2dUICamera behaviour to any cameras that require UI processing
  • tk2dUILayout and tk2dUILayoutSizer - lets you set up much more complex UIs than previously possible. Also enables for scalable UIs that resize properly for different resolutions. Docs:
  • tk2dUI - brand new default skin and prefabs, all set up using the Layout system for even quicker workflow
  • tk2dUI - new demos, webplayers below!
  • tk2dUI - added a lot more method bindings using the "Drop target" event - all currently exposed c# events can now also be accessed by selecting a function name in the inspector.
  • tk2dTextMesh no longer requires a commit after changing properties. The changed properties are queued up and flushed before the frame is rendered. You can still call Commit, and this flushes the queue straight away.
  • tilemap tiles can now be rotated. This is just a flag for now, but you can get all possible 90 degree rotations by stacking rotations and flips
  • Diced rendering mode, filtering option - you can only draw solid dices, or transparent dices - allows more advanced optimizations
  • tk2dCamera - removed a bunch of stuff from the internal camera settings. It now simply mirrors the hidden camera component.

Bug fixes and improvements
  • Critical bugfix in tk2dUIManager - fixed typo that broke multiple camera support.
  • tk2dTiledSprite epsilon on build, was failing to build the required tiles on rare combinations of values.
  • Destroy render data when tilemap is destroyed, also fixes tilemap invalid layer bug
  • tk2dCamera - transparency sort mode saved properly
  • Setting value on tk2dUIScrollable Area resets inertial scrolling
  • Removed allocation from tk2dUIManager
  • Font editor - detect RGBA4444 in addition to ARGB4444 in Unity 4.2
  • BMFont in sprite collection serialized properly - the intermittent issue where the font was getting garbled should be fixed
  • Sprite dicing filtering massively improved
  • Fixed Tilemap "prefab losing data" bug when tilemap is in a committed state and sprite collection is changed.
  • Sliced/Tiled/Sliced sprites will not reset colliders when Create Box Collider is unticked. You can now define your own colliders this way.
  • Warning when incompatible mesh type is used with sliced / tiled / clipped sprite.
  • Layer active state remembered when rebuilding.
  • Mesh normals/tangents on tiled, sliced and clipped sprites
  • Tilemap prefab will now automatically build when Instantiated or dragged into the scene.
  • TileMap TMX import now works with staggered tilemaps
  • tk2dUIManager warns when there are children - the children will not be deleted when switching scenes.
  • tk2dUIManager works better with legacy config and scene switching
  • When a tk2dUIManager already exists, a duplicate will be deleted - the gameobject remains, in case the user has other components on it.
  • Separated tilemap code from core tk2dUI codebase - you can now once more remove UI and Tilemap directories and simply use core tk2d.
  • tk2dUITouch - fingerId was assigning to self
  • Reuploaded the build - there was a tiny typo in 1 - UI demo. No need to update unless absolutely necessary.
  • When a duplicate sprite is dropped in the sprite collection editor, ask what to do. Allows you to drop a folder and just add the new sprites.
  • Scrollbar distance bugfix
  • Playmaker PlayAnimation action fixed
  • Windows phone 8 rotation matrix
  • Default sprite collection size is now 2048. 1024 is no longer a sensible minimum. No one targets iPhone3G anymore, right?
  • tk2dTextMesh - GetEstimatedBounds will return a Bounds that should match the mesh bounds.
  • Fixed a few missing SetDirtys that were causing issues in Unity 4.x
  • Screen extents change every frame
  • Warn when text.Length > maxChars
  • UILayout happens in world space rather than local - works with localScale
  • Scrollable area demo now has a sample using layout
  • Clicking the middle of the anchor box will anchor to all sides
  • tk2dCamera fov fixed
  • Custom sprite geometry trimming bugfix
  • Platform specific attach points fixed

Kirb

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Re: 2D Toolkit 2.2.3
« Reply #1 on: October 17, 2013, 09:07:18 pm »
Awesome; thanks for the quick fix.

x8105

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Re: 2D Toolkit 2.2.3
« Reply #2 on: October 18, 2013, 08:05:17 am »
agreed thank you!

TekuStudios

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Re: 2D Toolkit 2.2.3
« Reply #3 on: October 18, 2013, 10:44:03 am »
Thanks a lot :)

Oh, and btw just a quick question: do you plan to support blend shapes for sprites in future updates? We would love to see a feature like that on 2DT.
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

unikronsoftware

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Re: 2D Toolkit 2.2.3
« Reply #4 on: October 20, 2013, 10:53:45 pm »
Blend shapes aren't in the list of features in the immediate future.

MaaS

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Re: 2D Toolkit 2.2.3
« Reply #5 on: October 24, 2013, 09:11:50 pm »
Just a few questions about the future multiple colliders implementation

 - Will it be possible to know which one has collide?
 - Is it possible to turn on and off one collider?
 - Will they be different gameobjects with each, one mesh collider? could I attach some script to them?

:) Thanks!!
« Last Edit: October 24, 2013, 11:04:05 pm by MaaS »

x8105

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Re: 2D Toolkit 2.2.3
« Reply #6 on: October 25, 2013, 01:30:52 am »
ray cast collision does not work on a perspective camera with a near value set to a negative value.
« Last Edit: October 25, 2013, 02:05:19 am by x8105 »

unikronsoftware

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Re: 2D Toolkit 2.2.3
« Reply #7 on: November 01, 2013, 12:13:36 pm »
When using a perspective camera, it should be set up exactly as a Unity camera. Does it work with a normal Unity camera?

x8105

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Re: 2D Toolkit 2.2.3
« Reply #8 on: November 03, 2013, 09:29:49 pm »
I am sorry, that's Orthographic Camera, I knew what I was thinking when typing it but my fingers betray me.