whether I instantiate a prefab containing a tk2dSprite in code, or drag the prefab into the hierarchy and run the player, or just create a gameObject with a tk2dSprite on it, the tk2dSprite objects are only visible on the 3rd frame... the player on the mac hides the fact that it's not visible, but on an ipad2, you can clearly see when the sprite pops in ( it's a black fade overlay ).
I'm going to assume this is a limitation of Unity? I'm calling RecalculateBounds() after the mesh is built on the sprite and I've confirmed it's created on the first frame and the bounds are accurate.
This doesn't work so well when you want to display a screen fade overlay.. it pops in after a frame or two. I've tried a full screen sprite as well as a small sprite. same thing.
any ideas?
FadeOverlay active: renderer enabled: True bounds: Center: (0.0, 0.0, 0.3), Extents: (1.3, 0.8, 0.0) color: RGBA(1.000, 1.000, 1.000, 1.000) visible: False FrameCount: 1
FadeOverlay active: renderer enabled: True bounds: Center: (0.0, 0.0, 0.3), Extents: (1.3, 0.8, 0.0) color: RGBA(1.000, 1.000, 1.000, 1.000) visible: False FrameCount: 2
FadeOverlay active: renderer enabled: True bounds: Center: (0.0, 0.0, 0.3), Extents: (1.3, 0.8, 0.0) color: RGBA(1.000, 1.000, 1.000, 1.000) visible: True FrameCount: 3