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Author Topic: Issues with Unity 2018  (Read 107279 times)

mangoocean

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Re: Issues with Unity 2018
« Reply #30 on: January 30, 2019, 09:54:42 am »
I've had a response back from Unity, and its a bug that hasn't yet been fixed (even in 2019)
https://issuetracker.unity3d.com/issues/prefabs-references-are-lost-when-modifying-prefab
I would recommend importing our temp fix, but it still causes major issues (i.e. you need to reload the scene to see changes) as of right now.

Edit: I should add they are not broken, but they are broken in the viewport and in the inspector until the scene is reloaded, or a script recompile is triggered... Net result = not a great result, but its not broken.

Where do I get the temp fix from? Sorry, can't seem to see it in the thread. This will fix being able to create new atlases and commit new sprites to atlases? 

Thanks

unikronsoftware

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Re: Issues with Unity 2018
« Reply #31 on: February 03, 2019, 08:05:09 pm »
@mangoecean
Yes and yes.

I haven't released it officially as there are known issues - once you rebuild the atls you'll need to reload the scene to see changes, etc. Drop me an email to support and I will get you a copy. I have to stress that you should keep a backup copy of your project before updating...

mangoocean

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Re: Issues with Unity 2018
« Reply #32 on: February 04, 2019, 06:11:40 am »
OK, thanks will email you now.

Zeptolab

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Re: Issues with Unity 2018
« Reply #33 on: February 12, 2019, 05:00:24 pm »
Hi! Any news? https://issuetracker.unity3d.com/issues/prefabs-references-are-lost-when-modifying-prefab (Fixed in Unity 2018.3) Are there any other blockers for updating the plugin?

Kirb

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Re: Issues with Unity 2018
« Reply #34 on: February 13, 2019, 01:23:53 am »
Judging by the comments in that tracker, it doesn't seem to be entirely fixed. (Unless the issue that was blocking 2DTK is fixed?) Although it appears like somebody has posted some sort of workaround.

What a horrifying project-breaking bug, lol. It really needs to be a priority for unity, I feel like it'd break a lot more than just 2DTK on our project.
« Last Edit: February 13, 2019, 01:47:05 am by Kirb »

Zeptolab

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Re: Issues with Unity 2018
« Reply #35 on: February 13, 2019, 10:51:00 am »
this issues (https://issuetracker.unity3d.com/issues/prefabs-references-are-lost-when-modifying-prefab?page=1#comments ) fixed on 2018.3.6f1 and this version not released yet. (last version on unity Hub 2018.3.5f1)

unikronsoftware

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Re: Issues with Unity 2018
« Reply #36 on: February 14, 2019, 07:15:02 pm »
I'm going to investigate this  on the weekend, and will confirm either way. I just had an email from UNity support saying its been fixed. Fingers crossed it sorts this issue out.

Kostazz

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Re: Issues with Unity 2018
« Reply #37 on: February 16, 2019, 08:20:47 am »
Version 2018.3.6 is released now

csumsky3

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Re: Issues with Unity 2018
« Reply #38 on: February 18, 2019, 03:45:39 pm »
Any luck here? We're starting to be up against the wall with this :/

habitoti

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Re: Issues with Unity 2018
« Reply #39 on: February 18, 2019, 04:01:35 pm »
I was surprised I hadn't had too severe issues overall with tk2d after lately upgrading to Unity 2018. Until I had to add a another graphic to a sprite collection  :(

Will there be any new tk2d version at all that'll work with 2018 and the new prefab system? If I would have to throw out tk2d completely this would be a severe setback for my app -- if it would be doable at all. My app is so heavily invested in tk2d that I can hardly imagine to migrate to Unity native...
« Last Edit: February 18, 2019, 04:03:48 pm by habitoti »
Checkout our homepage or visit the Rombos blog.

zblack

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Re: Issues with Unity 2018
« Reply #40 on: February 21, 2019, 12:08:11 am »
So has anyone been able to test if 2018.3.6 fixed the issue? Do we also need a new build of TK2D?

mutter21

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Re: Issues with Unity 2018
« Reply #41 on: February 21, 2019, 07:20:05 am »
I have updated to version 3.6 of Unity 2018. But I still have problems.

ArgumentException: Invalid path
System.IO.Path.GetDirectoryName (System.String path) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
tk2dSpriteCollectionBuilder.GetOrCreateDataPath (tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:524)
tk2dSpriteCollectionBuilder.Rebuild (tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:604)
tk2dSpriteCollectionEditorPopup.Commit () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:446)
tk2dSpriteCollectionEditorPopup.DrawToolbar () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:436)

hyuns0623

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Re: Issues with Unity 2018
« Reply #42 on: February 22, 2019, 01:51:40 pm »
Same problem I didn't know 2D toolkit is not working at Unity2018 3.6... already gone long time never project back again........ Please I need 2D Toolkit new version  :'( for Unity2018 3.6

csumsky3

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Re: Issues with Unity 2018
« Reply #43 on: February 24, 2019, 06:36:59 pm »
@unikronsoftware any word? it's been awhile since the last update. our team is starting to really worry at this point... if it isn't resolved soon we might have to bail on our tk2d pipeline altogether :/

eduilnero

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Re: Issues with Unity 2018
« Reply #44 on: February 26, 2019, 08:45:58 am »
Hi guys, I contacted Unikron with some changes to fix the path issue some days ago but so far I have no official response. If you want to try something on your own here is what I did. Unity Experimental brings Prefab Stage which is some context when you access Prefab Edit Mode. I hope it helps.

Code: [Select]
public static string GetPathFromSpriteCollectionInPrefabEditMode(tk2dSpriteCollection gen)
    {
        if (gen == null) return null;

        string assetPath = AssetDatabase.GetAssetPath(gen);
        if (string.IsNullOrEmpty(assetPath))
        {
            PrefabStage prefabStage = PrefabStageUtility.GetPrefabStage(gen.gameObject);
            if (prefabStage != null)
            {
                assetPath = prefabStage.prefabAssetPath;
            }
        }
        return assetPath;
    }