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Author Topic: Some questions before I commit to 2D Toolkit  (Read 3950 times)

extrakun

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Some questions before I commit to 2D Toolkit
« on: November 22, 2013, 08:18:43 am »
Hi all,

I have been considering using 2D Toolkit for a mobile game project - already gotten it during the sale, just want to clear up some doubts before I commit.

1) Are irregularly shaped masks supported by 2D Toolkit? For the purpose of doing fog of war, light vision, irregularly-shaped health bars and etc.

2) Does Unity3D  particle system works with 2D Toolkit?

3) How is performance like on ios7 and the major android devices (Samsung, I guess)

unikronsoftware

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Re: Some questions before I commit to 2D Toolkit
« Reply #1 on: November 22, 2013, 11:57:30 am »
1. Not out of the box, but it can be implemented using custom shaders.
2. Yes it does.
3. The toolkit overhead has never been an issue so far, the code is written with a ton of stuff in editor scripts but a very lean runtime. What can be an issue is overdraw, etc. You can perform some pretty advanced optimisations for overdraw by dicing with 2 shaders if that becomes an issue.