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Messages - Doghelmer

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1
Support / Re: Tilemap disappears in Windows (32-bit) build.
« on: January 27, 2017, 08:07:28 pm »
All issues appear to be fixed in 2.5.7.3.  Thank you!

2
I'm getting the same issue -- VERY occasional instances where objects are surrounded by pink squares -- and am curious if this was ever resolved.  I was able to alleviate the issue by setting the SharedMaterial in a script every time I change the sprite, but it still appears to be happening sometimes.

3
Support / Re: Tilemap disappears in Windows (32-bit) build.
« on: January 16, 2017, 07:11:31 pm »
I'm actually having the same issue when I build a 64-bit version.  I'd like to try and get a reproducible version for you when I get some time, my testing indicates it's going to be tricky to repro in an isolated environment.

In the meantime, this puts me in a bit of a bind because I may be releasing a game soon.  I attempted to revert back to the previous version 2.5.6, but started seeing a new issue in that version: Whenever I Commit a Sprite Collection, something seems to happen to the files so that instead of looking like this:
http://i.imgur.com/mNL0EJI.png

They look like this:
http://i.imgur.com/1w5D6fl.png

In the first example, the texture type is "Sprite (2D and UI)", which is what I need.  In the second, it's just "Default".  When I try to convert the image to "Sprite (2D and UI)", it doesn't work, it just immediately converts back to default.

This is using 2.5.6 on the latest version of Unity.  Any ideas on a quick workaround for this?

4
Support / Re: Supporting different aspect ratios in a split-screen mode
« on: August 12, 2016, 08:25:26 am »
I see this post hasn't really gotten any traction.  Unfortunately I'm still completely stumped on this issue -- I'm basically finding it impossible to get my split-screen view working properly across all resolutions.  If there's anything I can do to provide a better explanation of the issue better than I did previously, please let me know, because I'd really like to get this solved.

5
Support / Supporting different aspect ratios in a split-screen mode
« on: May 10, 2016, 04:33:06 am »
I'm working on a game that includes a split-screen coop mode, and I'm currently working on support for resolutions that have different aspect ratios other than my game's standard 16:9.

Here's what the game looks like at 16:9


And unfortunately, here's the best I've been able to do for 4:3 resolution.


As you can see, the image is stretched vertically.  (You'd be able to see the same amount of the playfield as you do in the 16:9 screenshot, if I hadn't put in letterbox bars at the top and bottom.)

Here's are my cameras' current settings:


I've tried doing this a bunch of different ways to no avail:
- Setting the Normalized View height to something lower like 0.8: This shrinks the view, but doesn't squash the image at all.
- Playing around with the different overrides.  Everything I try seems to make the images squashed or stretched.
- Giving each of the cameras a height and width of 1, then giving Camera 1 a Viewport Rect X of -0.5 and Camera 2 a Viewport Rect X of 0.5.  When I do this, it attempts to squash Camera 1's entire image to the left side of the screen instead of leaving half the image off the screen as I'd want.

Hopefully I've made this easy enough to understand.  Any suggestions on how I could get this to work properly?

6
Support / Attempting to create an outline around my sprites
« on: July 02, 2015, 06:26:10 am »
I'm trying to use this asset to create outlines around the sprites in my game:
http://forum.unity3d.com/threads/free-open-source-2d-outline-image-effect.314362/

It works completely fine with Unity's default sprite renderer, but produces results like the attached image when used with tk2DSprites.  Basically, instead of conforming to the sprite's shape, a rectangular outline is produced.  I'm not sure what might be causing this.

While obviously I wouldn't expect anyone to know about the linked asset that I'm using, I'm wondering anyone has any ideas of a particular setting for my sprites that could result in this working properly?  Any suggestions are welcome.

Additionally, if anyone knows of an alternative method of creating outlines, I'd be interested to hear that as well.

7
Support / Re: Tilemap tearing - Unable to fix
« on: May 03, 2015, 07:31:49 pm »
Unfortunately that doesn't seem to have fixed it either.  Yeah, I'm on DX11 PC.  I tried using the command line argument "-force-d3d9" and also "-force-d3d11" for good measure, and it didn't make a difference.

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Support / Re: Tilemap tearing - Unable to fix
« on: May 02, 2015, 09:35:09 pm »
I just tried using the Pixel Perfect override, but this gave me the same result.

I've included screenshots of my camera settings.

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Support / Tilemap tearing - Unable to fix
« on: May 02, 2015, 02:42:04 am »
I'm having some difficulty getting completely rid of the tearing between tiles in my tilemap, as seen in the file "TearingScreen.png".  Currently, my pad method for all individual tiles is set to "Extend", and my pad amount is set to the maximum 16 (though I've tried setting it much lower as well).  The tiles are 64x64 pixels.  The tearing doesn't occur constantly enough to be a really severe nuisance, but it does occur on average at least once every 30 seconds for a frame or two.

I'm using the most recently released version of 2D Toolkit, though the issue also occurred in the previous version.  I've included screenshots of my settings-- I'm curious if you see anything "off" in my settings that I may have missed?  Any other suggestions?

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Support / Re: LitBlendVertexColor broken in Unity 5?
« on: March 12, 2015, 05:47:10 am »
To anyone experiencing this issue-- I was able to fix it by checking "Premultiplied Alpha" in my Sprite Collection.

This was still occurring for me with the March 7th asset store build, after deleting (hopefully) all traces of 2D Toolkit and re-importing.  I wasn't able to get the issue to occur on a clean project, so I'm not sure what the deal is..

11
Support / Re: Achieving a smooth, lerped zoom effect
« on: January 27, 2015, 11:22:13 pm »
I would really appreciate a response elaborating on this a bit, or pointing me in the right direction, as I can't think of a solution that wouldn't require very large changes to my game.  It seems to be implied in your previous responses that there is a relatively straightforward solution here, but it's not clear to me what that is.

I think it might be beneficial to others to make mention of Zoom's limitations within the tutorials-- Currently the tutorials recommend using a pixels-per-meter of 1, which has caused me this issue down the road.

12
Support / Re: Achieving a smooth, lerped zoom effect
« on: January 15, 2015, 07:57:31 pm »
"You can write an editor script to do this."
I'm not clear, are you referring to changing the positions of objects?  If so, can you please provide a bit more information on how I might get started on this?  Apologies if it's out of your jurisdiction, I might take this to Unity's Answers section.

Unfortunately, changing the sprite collection size probably wouldn't be the best option-- I'd need to change the scale so that the colliders attached to my objects would be affected as well.

I imagine other aspects of the game would be affected as well, like physics-based movements-- I'd have objects appearing to move 100 times faster than intended.  Also, my tilemap sizes would need to be changed.  This is probably just the tip of the iceberg.  Unless I am missing something here (quite possible?), it seems like there would be very far-reaching effects in attempting to reduce the size of everything.  Do you believe that there is an all-encompassing method of changing the scale of everything that wouldn't leave a trail of bugs and inconsistencies in its wake?

13
Support / Re: Achieving a smooth, lerped zoom effect
« on: January 14, 2015, 10:55:30 pm »
Older thread, but I'd been kind of avoiding this issue until now..

You recommended to "just divide everything by 100, to snap to a pixel = 0.01 instead of 1".  I'm a bit confused-- Is there a relatively easy way to accomplish this?  All of the objects in my game are built around the camera being at 1 pixel per meter.  Would I need to somehow reduce the size and position of all objects in my game by 100?

14
Support / Re: A* Pathfinding
« on: October 30, 2014, 11:05:54 pm »
I've been having some major difficulties getting Astar to work with 2D Toolkit.  It seems that the included scripts such as AIPath.cs have been written with a 3D plane in mind, using the XZ axis instead of the XY axis for movement.  Despite my best efforts to modify these to suit my needs, I haven't been able to get it working properly.  Has anyone else been able to accomplish this?  Mind posting the scripts you're using?

15
Support / Re: Achieving a smooth, lerped zoom effect
« on: September 29, 2014, 11:20:40 pm »
I've uploaded a couple of files for a quick repro.  Just drop these into a new project that has 2D Toolkit imported with the demos.

https://www.dropbox.com/s/5h5q7u6t1uhvyln/Zoomer.cs?dl=0
https://www.dropbox.com/s/4bmk9v9z882bcw8/testScene.unity?dl=0

In this project, all I've really done is created a tk2dcamera with pixels per meter is set to 1 and resolution set to 1920x1080, added a sprite, and added my a script to increase ZoomFactor by 0.001 on every click.

If you click a bunch of times, you'll see the sprite begin to change position on the screen-- but it's a "jump", rather than being a completely smooth change.  Ideally, the sprite would change position by a tiny amount on every click, instead of "jumping" every 5-6 clicks.

If this is indeed working as intended (and I suspect it may be), apologies for wasting your time.  I should mention that this whole thing becomes a non-issue if I increase my pixels per meter to 20, like in the demo.  I'd rather not do something like that as I'd prefer to keep everything 1:1.  However, it seems like that may be the ideal solution.

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