1. That is a remnant from an old tutorial. That step is no longer required. I've updated that now.
Noted, thanks!
2. All interactive elements in tk2d UI have a tk2dUIItem component attached to them. The example shows shows how you'd subscribe to and unsubscribe form the event - there are many ways to get the reference to the object in Unity. The most common is to create a public variable and dragging a reference to it. Thats how all the demos work. You would probably put it into your ui controller script to handle all the rest of the UI.
I'm sorry but I still do not understand how to do set up for a simple button and attach those delegates I posted before.
What is "uiItem" ? Is it "tk2dUIItem" component attached to the current button? So I have to create a C# script, attach it to the button and use GetComponent<tk2dUIItem>() on it and assing it uiItem in it's like Awake call?
Should add a tk2dUIManager as well to each scene?
Out of curiosity what would you expect in the tutorial? The tutorials right now target those that know how things work in Unity and only show things that are specific to tk2d. We could go much more in depth of course, but that would reduce the amount of time we'd have to work on updates / provide support / etc. The reason I ask is so I can further optimise the balance, depending on our users needs.
I'm well familiar with Unity. But as someone new to tk2d, I have some recommendations:
1- Make quick video tutorials rather than text based ones.
Honestly, I learned a lot by user created tutorials of tk2d rather than your whack-a-mole tutorial. I suggest you just do quick (mostly 15min) tutorials for basic stuff to get people, like me, started and from then on we can tag along since I believe you have a similar architecture for the UI components and if one learns how to work with button, I think they can easily transfer that knowledge to other components as well.
I believe you can safely assume that the audience has a basic Unity understanding and skip anything on the Unity side. OK, maybe a little on stuff like delegates and events but focus on tk2d.
I see that people, mostly my students, are interested in video tutorials rather than text based ones. But then again, some things are better be in text format so you can re-read them but it's up to you.
I personally think it's easier to do video tutorial rather than typing.
(Also you never finished the whack-a-mole tutorial! I checked it several times so far with high hopes and crossed fingers ...)
2- Other than that, I think you need some clean and simple scenes. I loved your demo scenes but could not learn much from them because from my understanding, they were created for the demo purposes and lacked the engineering that a real world game requires.
Maybe you can have two sets of demo scenes, one to show the awesome features you have and another just to show how to use the components. We use Unity and tk2d to get up and running fast, right?
3- Update your tutorials when you edit something that breaks compatibility and hence renders older tutorials useless.