2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on October 17, 2013, 05:29:53 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/2.2/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.2
What's new
- Dicing quality massively improved - also added ability to filter solid and transparent dices. Documentation here (http://www.2dtoolkit.com/docs/2.2/advanced/sprite_dicing.html)
- SortingOrder - you can now specify sorting orderon sprites and text meshes, allowing you to explicitly order sprites which are at the same z value.This used to be called RenderLayer in beta1
- tk2dUI - you can now use multiple cameras! Add a tk2dUICamera behaviour to any cameras that require UI processing
- tk2dUILayout and tk2dUILayoutSizer - lets you set up much more complex UIs than previously possible. Also enables for scalable UIs that resize properly for different resolutions. Docs:
- Basic Layout (http://www.2dtoolkit.com/docs/2.2/ui/basic_layout.html)
- Advanced Layout (http://www.2dtoolkit.com/docs/2.2/ui/advanced_layout.html)
- tk2dUI - brand new default skin and prefabs, all set up using the Layout system for even quicker workflow
- tk2dUI - new demos, webplayers below!
- Demo 2 - Layout (http://www.2dtoolkit.com/webplayer/uidemo2_layout)
- Demo 3 - 3D and Mixed Camera UI (http://www.2dtoolkit.com/webplayer/uidemo3_3d)
- Demo 5 - Dynamic Scrollable Area (http://www.2dtoolkit.com/webplayer/uidemo5_scrollablearea)
- tk2dUI - added a lot more method bindings using the "Drop target" event - all currently exposed c# events can now also be accessed by selecting a function name in the inspector.
- tk2dTextMesh no longer requires a commit after changing properties. The changed properties are queued up and flushed before the frame is rendered. You can still call Commit, and this flushes the queue straight away.
- tilemap tiles can now be rotated. This is just a flag for now, but you can get all possible 90 degree rotations by stacking rotations and flips
- Diced rendering mode, filtering option - you can only draw solid dices, or transparent dices - allows more advanced optimizations
- tk2dCamera - removed a bunch of stuff from the internal camera settings. It now simply mirrors the hidden camera component.
Bug fixes and improvements
- Critical bugfix in tk2dUIManager - fixed typo that broke multiple camera support.
- tk2dTiledSprite epsilon on build, was failing to build the required tiles on rare combinations of values.
- Destroy render data when tilemap is destroyed, also fixes tilemap invalid layer bug
- tk2dCamera - transparency sort mode saved properly
- Setting value on tk2dUIScrollable Area resets inertial scrolling
- Removed allocation from tk2dUIManager
- Font editor - detect RGBA4444 in addition to ARGB4444 in Unity 4.2
- BMFont in sprite collection serialized properly - the intermittent issue where the font was getting garbled should be fixed
- Sprite dicing filtering massively improved
- Fixed Tilemap "prefab losing data" bug when tilemap is in a committed state and sprite collection is changed.
- Sliced/Tiled/Sliced sprites will not reset colliders when Create Box Collider is unticked. You can now define your own colliders this way.
- Warning when incompatible mesh type is used with sliced / tiled / clipped sprite.
- Layer active state remembered when rebuilding.
- Mesh normals/tangents on tiled, sliced and clipped sprites
- Tilemap prefab will now automatically build when Instantiated or dragged into the scene.
- TileMap TMX import now works with staggered tilemaps
- tk2dUIManager warns when there are children - the children will not be deleted when switching scenes.
- tk2dUIManager works better with legacy config and scene switching
- When a tk2dUIManager already exists, a duplicate will be deleted - the gameobject remains, in case the user has other components on it.
- Separated tilemap code from core tk2dUI codebase - you can now once more remove UI and Tilemap directories and simply use core tk2d.
- tk2dUITouch - fingerId was assigning to self
- Reuploaded the build - there was a tiny typo in 1 - UI demo. No need to update unless absolutely necessary.
- When a duplicate sprite is dropped in the sprite collection editor, ask what to do. Allows you to drop a folder and just add the new sprites.
- Scrollbar distance bugfix
- Playmaker PlayAnimation action fixed
- Windows phone 8 rotation matrix
- Default sprite collection size is now 2048. 1024 is no longer a sensible minimum. No one targets iPhone3G anymore, right?
- tk2dTextMesh - GetEstimatedBounds will return a Bounds that should match the mesh bounds.
- Fixed a few missing SetDirtys that were causing issues in Unity 4.x
- Screen extents change every frame
- Warn when text.Length > maxChars
- UILayout happens in world space rather than local - works with localScale
- Scrollable area demo now has a sample using layout
- Clicking the middle of the anchor box will anchor to all sides
- tk2dCamera fov fixed
- Custom sprite geometry trimming bugfix
- Platform specific attach points fixed
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Awesome; thanks for the quick fix.
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agreed thank you!
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Thanks a lot :)
Oh, and btw just a quick question: do you plan to support blend shapes for sprites in future updates? We would love to see a feature like that on 2DT.
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Blend shapes aren't in the list of features in the immediate future.
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Just a few questions about the future multiple colliders implementation
- Will it be possible to know which one has collide?
- Is it possible to turn on and off one collider?
- Will they be different gameobjects with each, one mesh collider? could I attach some script to them?
:) Thanks!!
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ray cast collision does not work on a perspective camera with a near value set to a negative value.
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When using a perspective camera, it should be set up exactly as a Unity camera. Does it work with a normal Unity camera?
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I am sorry, that's Orthographic Camera, I knew what I was thinking when typing it but my fingers betray me.