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Messages - unikronsoftware

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6646
Support / Re: How to reduce project exe and data size?
« on: February 21, 2012, 08:52:34 am »
What are the dimensions of the atlas and the source textures?

6647
Support / Re: tk2dtextmesh gizmo off visually within Unity3d
« on: February 20, 2012, 11:18:22 pm »
Solved:

The fnt file had a line for the space character:
char id=32 x=236 y=86 width=0 height=0 xoffset=-113 yoffset=147 xadvance=7 page=0 chnl=0 letter="space"

It was offsetting the origin of the character by that (-113,147) pixel units when there was no reason to do so. I've added some code to handle this case in the future - in any case, that error there can be fixed by manually editing the text file.

6648
Support / Re: Cant get frame.eventInfo
« on: February 20, 2012, 10:57:09 pm »
Can you close Unity down, and after restarting, can you check that the data is still present? The frame data passed through is exactly the same as the one which stores the trigger bool, so if one of them works, I would expect the other to work fine.

If the data is still correct, do you think you could set up a test case for me? If possible, please mail to support at unikronsoftware dot com

6649
Support / Re: tk2dtextmesh gizmo off visually within Unity3d
« on: February 20, 2012, 10:54:59 pm »
could you email that to support at unikronsoftware dot com, please.

6650
Support / Re: tk2dtextmesh gizmo off visually within Unity3d
« on: February 20, 2012, 10:54:31 pm »
fnt and texture will do, thanks

6651
Support / Re: Cant get frame.eventInfo
« on: February 20, 2012, 10:02:31 pm »
Did you set eventInfo on that particular frame in the interface? If you did, can you make sure the data has persisted across executions.

6652
Support / Re: How to reduce project exe and data size?
« on: February 20, 2012, 09:50:26 pm »
If the atlas has empty space, it will be full of black pixels with 0 alpha and in this case, it would be compressed quite well and wouldn't take so much memory on disk, however vram would be wasted as it would be uncompressed with the blank space in there.

The atlas can easily take up more memory than the total of the source png sizes, for the reasons I explained before. However, it shouldn't be significantly larger than the each texture size in Unity totalled up. (click on each texture, and the size is shown in the Preview window.

6653
Support / Re: tk2dtextmesh gizmo off visually within Unity3d
« on: February 20, 2012, 09:43:32 pm »
What is the gizmo mode set to? Is it on Pivot or center? This could also be because of your font - could you send me a the font to look at?

6654
Support / Re: Small bug with Unity 3.5 and StaticSpriteBatchers
« on: February 20, 2012, 09:41:27 pm »
Thats fixed now - it'll be in the next beta soon.

6655
Support / Re: Problem after 3.5 upgrade
« on: February 20, 2012, 09:38:09 pm »
Are you using JS, and/or did you move the files anywhere from the original locations?

6656
Support / Re: Demo scene paralax effect
« on: February 20, 2012, 04:53:56 pm »
Hi,

I have posted it in the private support section. You will need to register your copy (http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,34.0.html) to get access to that section. The example works and is certainly usable (I think its much more usable than the perspective method using renderqueues and such), but the code isn't anywhere near ready to integrate as a "solution" to the problem.

Cheers,
unikron

6657
Support / Re: Collider gets duplicated on Commit with Unity 3.5
« on: February 20, 2012, 01:58:36 pm »
This is fixed now - I think its a Unity bug, but what it seems like is when a collider is added to a prefab its adding it to the prefab instance instead. If you can wait a day or two, I will post a new beta with this fix in.

6658
Support / Re: How to reduce project exe and data size?
« on: February 20, 2012, 09:18:53 am »
Hi shaz,

You can't do anything about the exe size (8.1MB) as that is the Unity runtime exe. You can possibly do a few things to reduce the size of your assets, but I'll explain why it is the way it is first.

When you use png images, it has to get decompressed (possible recompressed using DXT, etc) and uploaded to the VRAM. What the Unity asset pipeline does is, when you import a png, it decompresses it and recompresses it using the compression format you tell it to. It can also be uncompressed (32 bit or 16 bit RGBA) This means that there isn't any intermediate step which needs to be performed when loading to the GPU, and everything is really fast and nice. Sometimes this works out better than png compression, but most of the time it does not. You can obviously improve file size (at the cost of image quality) by changing the compression settings but you'd have to do this on a case by case basis - sometimes DXT compression artefacts are acceptable and sometimes they aren't.

You can see the file sizes of individual assets in your project (and what ends up taking up the most space), by looking at the Editor Log after building your player. You can get to this by clicking on "Open Editor Log" in the console window. One thing you want to make sure is that none of your source textures are being included.

unikron


6659
Support / Re: Tilemap Editor Release?
« on: February 19, 2012, 11:42:35 am »
I'm not sure what you mean by that - the texture source is a sprite collection, so whatever works there will simply work with the Tilemap editor.

6660
Support / Re: Collider gets duplicated on Commit with Unity 3.5
« on: February 18, 2012, 09:29:36 pm »
I am looking into this. Will update when I have a fix for it.

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