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Messages - VGT

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1
Support / Re: Changing wrap mode while playing
« on: July 10, 2012, 10:47:21 pm »
For now I would like the fix to that specific problem.  I'll try just updating the one cs file to see if that's possible for now.

2
Support / Re: Changing wrap mode while playing
« on: July 10, 2012, 06:26:52 pm »
Thank you for the information, that did the trick! 

I do have one concern.  I have come to find out that the animation triggers are un-reliable.  I haven't found a way to re-produce it yet but animations will sometimes not call the Animation Event Delegate that has been assigned to it despite going through that frame.  This will happen with animations that are running at 24fps and 30fps. 

For some of my events I have resorted to making it time based since I have functionality that is too dependant on reaching a trigger.

This is using Unity 3.5.1 and 2D Toolkit version 1.7 final + patch2

3
Support / Changing wrap mode while playing
« on: July 09, 2012, 06:20:31 pm »
I have an animation loop that when I decide for it to stop, I'd like it to finish before going onto the next sequence.  I currently call on GetComponent<tk2dAnimatedSprite>().animation.wrapMode = WrapMode.Once.

This doesn't seem to have an effect.  Is it possible to make this work through some other means?

4
Support / Re: Atlas creation and memory problems
« on: June 20, 2012, 07:28:01 pm »
Here are 10 frames (all the same) that I created from one frame of our original animations. The character is colored over but the portion of the image it takes up is the same.  I also want to add that our projects are setup to have .meta files generated for all files (helps with version control).  The meta files are generated when the asset is imported and I wonder if this is overwhelming Unity in conjunction with 2D Toolkit.  I might test this out at some point today.

5
Support / Re: Atlas creation and memory problems
« on: June 20, 2012, 12:26:32 am »
Inside the unity editor each 1024 x 1024 image takes up about 4 MB. (around 198 kb in windows).  Each frame has alpha that needs to be cut off but that's needed since the animations goes from side to side throughout the sequence.

The specific size of the animation I'm working with is 295 frames long but I can't even create a collection of 10 frames without unity crashing on me (I tried with atlas sizes of 4096 and 2048).  I am also selecting the 'Compressed' option.

I'm not sure what you mean by atlas spanning but I am aware that checking multiple atlases can end up taking a lot more memory but unity still runs out of memory when I try to make a collection of 10 frames (with the information I provided above) without checking the multiple atlases box.

Your suggestion of creating our collection data folders on other machines hasn't worked so far for us.  We have tried having artists create these collections on their mac machines then transferring them over to windows.  This usually results in us having to re-create the collections because the files are corrupted. 

6
Support / Atlas creation and memory problems
« on: June 19, 2012, 08:26:52 pm »
I currently am running 64-bit windows Unity 3.5.1 with 2D Toolkit version 1.7 + patch 2.

We recently started adding animation sequences of different sizes and lengths.  (most were large animations being 1024x1024 and 70 + frames).

As expected Unity ran out of memory quite frequently resulting in crashes as we tried estimating the right collection sizes.  I have also noticed 2D toolkit gets buggy after crashing.  Frequently I have to delete the entire sprite collection prefab because it won't even show up in the Inspector.  Other times I will click on 'Open Editor...' and it will open a white window where the only way to fix this is to re-open unity and hope it doesn't occur again. 

Sometimes when creating an atlas, Unity will freeze but not appear as 'Not Responding' in task manager.  The Sprite collection window won't be frozen and I can click different frames. 

Other times I will get the error that 2D toolkit cannot cast to source destination.  This means that I have too many frames and there isn't enough memory for what I'm trying to create.  I will see that there is a corrupted image file in the data folder.  I'll delete the data folder and if I try to create the collection again Unity will immediately crash due to running out of memory.

Sometimes it will appear that the collection successfully created all the files but when I assemble the animation the collection will now show up. (deleting the .asset file and 'rebuild index' doesn't fix this)

Sometimes unity will crash saying it ran out of memory while selecting multiple or single images (around 1024x1024) while having the sprite collection editor open.

When successfully creating an atlas, data prefab, and material, I will go onto the next collection and unity will immediately crash almost as if the memory used to create the previous collection wasn't freed.

I have also noticed that the version of 2D toolkit's sprite collections aren't as efficient as previous versions.  I can try to re-create a collection using the same exact image sequence, same amount of frames, and same settings and unity will just endlessly crash due to being out of memory.

Changing the Max size to 2048 instead of 4096 does help a lot when fitting more frames into a single collection but there are certain days that even this won't help.  I'll have a 1024x1024 image (which needs to be trimmed) crash unity if I try to make a collection over 10 frames.  When I have an animation that is over 100 frames at this size it can get quite tedious.

The animations look great once I can put them together and see them playing in game but the collection editor has been frustrating to work with lately.  Is there any possible fixes to these or improvements coming in new versions?

7
Support / Re: ReflectionTypeLoadException
« on: May 23, 2012, 12:18:04 am »
We have assemblies from other developers in the project so that is entirley possible.  Thank you for the fix.

8
Support / Re: ReflectionTypeLoadException
« on: May 22, 2012, 11:47:07 pm »
I also noticed that none of my sprite collections will show up when I create animations when this error occurs.

9
Support / ReflectionTypeLoadException
« on: May 22, 2012, 11:31:44 pm »
When building animations, I have come across this error:

ReflectionTypeLoadException: The classes in the module cannot be loaded.
System.Reflection.Assembly.GetTypes ()
tk2dSpriteCollectionBuilder.RefreshExistingAssets (.tk2dSpriteCollectionData spriteCollectionData) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1124)
tk2dSpriteCollectionBuilder.Rebuild (.tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1101)
tk2dSpriteCollectionEditorPopup.DrawToolbar () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:410)
tk2dSpriteCollectionEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:670)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

I found the only thing this does is that it doesn't attach the material(s) of the atlas to the data prefab.

I tried re-importing the 2DToolkit files (excluding the demo folder) and this didn't seem to fix it.  I have a feeling something might be wrong in my project settings but I'm not sure what.

10
Support / Re: 2DToolkit Animations Update issue
« on: May 16, 2012, 08:05:58 pm »
Yes. Shortly after posting I noticed that the scripts for 2D toolkit were moved outside of TK2DROOT.  I had to delete the old one and import the new.  I will see to it that the folder will never be moved again, haha.

11
Support / Re: 2D Toolkit Animations on Macs
« on: May 16, 2012, 07:59:01 pm »
Thank you for the Update. For now we are putting sprite collections together for our artists on windows machines, but we look forward to a day when we can do this on Macs.

12
Support / 2DToolkit Animations Update issue
« on: May 16, 2012, 07:48:58 pm »
I am running Unity version 3.5.1 and I updated 2D Toolkit from version 1.6 to 1.7 Patch 2.

Upon updating, I reimported all my assets and rebuilt the Index.  If I click on any of my animation prefabs I get an error saying 'Object reference not set to an instance of an object'  I cannot create anymore new animations because all of my sprite collections are invalid.  Before I removed my sprite collection prefabs along with the image sequences to save about 3 gigs of memory from our files.

I also noticed that all of my objects are now missing their script references.  I imagine reimporting everything broke my animations because of the lack of sprite collections, but I read that I need to remove those if I want to remove my image sequences.  These dependancies might cause me to be more cautous with updating 2D Toolkit in the future unless I took the wrong steps to updating.

13
Support / Re: 2D Toolkit Animations on Macs
« on: May 11, 2012, 08:01:09 pm »
Is there a compression format that could be specific towards Macs that could fix this?

14
Support / Re: 2D Toolkit Animations on Macs
« on: May 11, 2012, 04:40:02 pm »
The version of Unity that the both of us are using is 3.5.1f2.

In reference to multiple atlases, the mac cannot create more than one atlas when the first one is 4096x4096. I can try to create the same exact image sequence on windows and Unity will not crash and multiple large atlases will be created.  Windows can create 2 to 3 full sized atlases before unity runs out of memeory (depending on the amount of alpha in each frame and thier sizes).

As far as compression goes, we've both een selecting the plain 'Compressed' option. One of the artist says that selecting the 'Force Square' option made unity crash less often which I found interesting (and failed to mention in my first post).

After you mentioned that this might be an issue in Unity, it could make a lot of sense.  Another artist who does most of his Maya rendering on a windows machine that is far less powerful than his mac because Maya works way better on it.  This could be because of a similar OpenGL driver issue or an efficiency with resource handling on the Mac side.

I truly apprecaite the help and hopefully if this is a Unity side problem, we can point this out for them so they may further develop their engine!

15
Support / 2D Toolkit Animations on Macs
« on: May 11, 2012, 12:39:12 am »
I have been making sprite collections on my workstation for a while now.  It is windows 7 64-bit with 8 gigs of ram.

Recently we included our artists in the use of 2D toolkit.  They use MacOS 10.6.8 64-bit with 12 gigs of ram.

I have found out that when creating large animations that require multiple atlases at the size of 4096, my windows machine can make two or even three but the macs that the artists are using can't go beyond one.   Unity crashes way more often on their machines due to running out of memory.

We are sure to compress our atlases and check the box multiple atlases.  We also disable sprite thumbnails.

We are all currently using 1.61 but are considering upgrading to the latest version.  (we wait on this because it must be company wide and therefore approved)

Is there an improvement to the Mac performance of 2D toolkit in the new version?  If not, is this an issue that Unikron is aware of or are there settings that are different on Macs that can be used to improve this?

Thank you for the assistance.

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