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Messages - andremaia

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1
Support / Re: multiplatform memory issues
« on: May 14, 2013, 08:48:12 pm »
nice!
thanks for that :)

2
Support / Re: multiplatform memory issues
« on: May 14, 2013, 10:27:38 am »
ok.
don't really get point ii) - what do you mean with "last used texture to be loaded"?

one last thing:
should I check the sprite collection as "Loadable asset"?

thanks :)

3
Support / Re: multiplatform memory issues
« on: May 14, 2013, 10:04:12 am »
so when it's chosen the platform to use in Awake() like:

if(Screen.width<960)
         tk2dSystem.CurrentPlatform = "1x";
      else
         tk2dSystem.CurrentPlatform = "2x";

it's only loaded one of the atlas textures into memory??

4
Support / Re: multiplatform memory issues
« on: May 14, 2013, 07:54:09 am »
the log file in the editor:
http://docs.unity3d.com/Documentation/Manual/LogFiles.html

"Used Assets, sorted by uncompressed size:
 32.0 mb    71.9% Assets/atlas/test Data/test@4x Data/atlas0.png
 8.0 mb    18.0% Assets/atlas/test Data/test@2x Data/atlas0.png
 2.0 mb    4.5% Assets/atlas/test Data/test@1x Data/atlas0.png
..."

5
Support / multiplatform memory issues
« on: May 13, 2013, 06:01:33 pm »
Hi

i'm using 2D toolkit for an iOS universal app and i'm having some memory issues when dealing with multiplatform support for the sprite collections.
I'm creating an sprite collection with support for the 3 platforms (1x, 2x,4x). It works great but when I compile the project and look to the log file generated by unity i can see that the 3 atlas textures are being used and loaded by unity.

Is there any way that I can choose to load only one of the textures in runtime when I check the screen resolutions?

cheers

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