2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on November 12, 2013, 02:33:38 pm
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Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.3/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.3
Be sure to run "Setup for JavaScript" after importing if you're using this feature. 2.3 is a very big update - and you're likely to have errors if you don't run this properly after restarting Unity.
What's new
- Support for Unity 4.3 - 2D physics and render layers. Notes here (http://unikronsoftware.com/2dtoolkit/docs/2.3/unity_43_integration.html)
- Animating 2D polygon colliders when running under Unity 4.3 2D physics
- Default pixels per meter is now 100 to work better with Unity
- Png atlases - enable in sprite collection settings. Much smaller builds at the cost of some load time.
- Dropped support for Unity older than 3.5. Unity 3.5 support will be dropped in 2D Toolkit 2.4
Bug fixes and improvements
- one shot audio volume workaround
- tilemap material fix
- material id fix when sprite collection is rebuilt after clearing references with material overrides
- tk2dCameraAnchor - doesn't mark scene dirty every frame
- tilemap - random brush respects flip and rotate flags
- unity 4.3 undo and other compatibility fixes
- removed useGameWindowResolutionInEditor compile warning
- AlphaIsTransparency is set on imported textures
- Sprite collection editor performance improvements, now can handle 10000s of sprites in a collection.
- Hide tk2d widgets when shift is held down to tweak colliders.
- tilemap prefabs that are in the scene will be destroyed if the prefab type is changed.
- Tilemap normals on when sprite collection setting requests normals
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First off thank you very much for the update, this is really a fantastic product.
Just a couple things I ran into when upgrading that seem to be bugs:
- tk2dUIItem doesn't have the Auto Fit button for colliders when using 2D colliders. Still works with 3D but not 2D.
- tk2dUIItems don't register taps/clicks anymore when using 2D colliders. Works fine with 3D colliders still.
I did change my Sprite Collections over to use the Physics 2D in the settings and then committed.
Is there something I'm forgetting to do or are they valid issues?
Thanks again!
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tk2dUI doesn't work with 2D colliders yet, as the UI system is independent to the collider settings on the sprite collection.
http://unikronsoftware.com/2dtoolkit/docs/2.3/unity_43_integration.html
We're kinda torn between supporting 2D colliders and rolling our own collision system for that. If we did that we wouldn't have to care about supporting any physics engine, which would be the superior option here. For now, it only works with 3D colliders.
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Thanks for the quick response. That's understandable and something I can workaround.
Thanks again!
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Is safe to upgrade to tk2d v2.3.0 while still using Unity 4.2.x?
I use very large sprite collections to the point that adding one more sprite halts everything to a crawl and takes 20 - 30 min to rebuild.
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How big is your sprite collection? 20-30 minutes sounds crazy long. I'd have expected Unity to crash way before that.... :o
It should be safe in Unity 4.2.x, but make a backup of your project before updating!
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When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.
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How big is your sprite collection? 20-30 minutes sounds crazy long. I'd have expected Unity to crash way before that.... :o
It should be safe in Unity 4.2.x, but make a backup of your project before updating!
I have 1881 sprites on a single spritesheet 2048x2048 with 20% wastage, most of the sprites are diced by 16x16. And there are a few more images to add.
Even selecting the spritecollection prefab takes about a minute to show the "open editor" button at the inspector tab.
it takes 20-30 min to build (commit changes) to the sprite collection
Unity does crash if I dicrease the dice size even more, like 8x8.
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.
You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
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are tilemaps automatically included in the 'default' sorting layer?
also am I correct in assuming that tilemap layers will have their layer sort order correctly applied without having to change the z?
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When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.
You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
Like I said, I do use the Render Mesh option. In my opinion, dicing is more useful to avoid atlas wastage, while using custom render mesh is more useful in optimizing fillrate. My only problem with the custom render mesh is that there are no automated process, so I have to check hundred of those sprites, making render mesh for each of them which is taking a long time. I'm asking how to make like what they show in Unite2013, or the alpha cutout in unity 4.3, an automated custom render mesh.
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I don't know how you already have a 4.3 compatible release but however you did it, keep up the great work. :)
Also, love the png atlas support.
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are tilemaps automatically included in the 'default' sorting layer?
also am I correct in assuming that tilemap layers will have their layer sort order correctly applied without having to change the z?
The tilemaps go into the default sorting layer in 4.3. The sort order isn't changed, it simply sorts by using small z differences as before. Using sort order might be a bit problematic, as in most cases you will want your moving sprites to sort with it correctly.
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When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.
You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
Like I said, I do use the Render Mesh option. In my opinion, dicing is more useful to avoid atlas wastage, while using custom render mesh is more useful in optimizing fillrate. My only problem with the custom render mesh is that there are no automated process, so I have to check hundred of those sprites, making render mesh for each of them which is taking a long time. I'm asking how to make like what they show in Unite2013, or the alpha cutout in unity 4.3, an automated custom render mesh.
Automatic render mesh generation isn't supported yet.
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How should I go about getting the updated 2.3 from having 2.2? It's been a while since I got 2.2, so I don't remember where my invoice is to register on this forum. Is there any way to download 2.3 when I already have 2.2 set up and running? Thanks
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Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?
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Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?
There could be a memory leak in the editor, though I can almost 100% guarantee it won't at runtime. I'm thinking of a much more aggressive unloader when running in the editor. Will probably be in the next hotfix / version.
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How should I go about getting the updated 2.3 from having 2.2? It's been a while since I got 2.2, so I don't remember where my invoice is to register on this forum. Is there any way to download 2.3 when I already have 2.2 set up and running? Thanks
The invoice should have been sent to your asset store email address. If you can't find it, you can ask the Unity asset store support to resend it to you.
Alternatively, you can simply log on to the asset store, update the download and download it there.
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Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?
There could be a memory leak in the editor, though I can almost 100% guarantee it won't at runtime. I'm thinking of a much more aggressive unloader when running in the editor. Will probably be in the next hotfix / version.
Perfect then :)
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Ok, I hate to be this picky, but Unity keeps crashing constantly due to 2DT memory leaks and it's starting to get very annoying (and since it happens at complete random it's making us lose important work sometimes). Do you think it will be fixed soon?
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Soon is relative - I'm kinda fixing up a bunch of things, I'll see if I can fit that in. For now, you could just revert to non-png mode? Or Make it so all of these are destroyed on save or something? If you want a quick patch for that it should be easy enough....
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For now I'm reverting the PNG atlases to Unity Textures :) I'm sorry to be bothering you with this, I know you are sure super-busy right now.
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I'm having a massive issue, where when I have multiple materials in the atlas, if I assign a certain sprite to a different material and try to commit, all the sprites set the default material. actually just committing will reset all the sprites to the default material.
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There was an issue with that in 2.3.0. This will be fixed in the next release, or if you need it sooner - we posted a patch here:
http://2dtoolkit.com/forum/index.php/topic,3092.0.html
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Alright, thanks a lot, I can't access this section of the website, I put in a request for member access with a new invoice (I know it's not the place to post, but this is kind of an emergency.) Many thanks :)
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Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?
Hi there,
I've the same issues during building the player. Unity crashes during Texture2D alloc.
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We'll be adding a fix to the next version which will far more aggressively unload textures.
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Perfect!
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Hey!
First, thanks for the new release! I really enjoy working with 2D toolkit.
I've just upgraded to 2.3 and ran into some problems, can't open the sprite collection editor in unity 4.3 for mac OSX at all.
I've created a fresh project and the error persists
Invalid editor window tk2dSpriteCollectionEditorPopup
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
Anyone having that issue?
:'(
EDIT: Under the layout tab choose the Reset to Factory Settings and the window appeared. Probably some issue with my unity installation.
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Has the PNG atlas multiple material bug been fixed yet?
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Its been fixed but not released yet, still waiting on another bug fix before I release it. If you drop me an email/ Skype I'll send you a patch.