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Messages - Jeremy

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1
Support / NGUI (Next-Gen UI) Compatibility
« on: April 10, 2013, 03:41:21 am »
First off, I want to say that I am really loving 2D Toolkit =)

I wanted to see if anybody is using it with NGUI, since it seems the kinds of things it does would greatly reduce my design time.  Are there compatibility issues, and if so, has anybody worked around them?

Thanks =)

2
Support / Setting color from inspector
« on: March 28, 2013, 01:49:58 am »
Hi,

I am really loving your toolkit more and more; it makes things that once would have been very difficult to do with some of the free sprite management tools very easy =0

Why won't this (psuedo) code directly set the color I choose from the inspector?  It sets the object to completely transparent (invisible):

...
public Color inspectorColor;
tk2dSprite coloredSprite;

void Start () {
coloredSprite.color = inspectorColor;
}
...

Thanks!  Not sure what I'm doing wrong with something so simple =(


3
Support / Re: Attaching sprites to mesh
« on: March 13, 2013, 01:07:47 pm »
Unikron,

Thanks, I know I can child them to the meshes, and deactivate the meshes within Unity.  The problem is that many of my rotations around the bones in Blender are all messed up, and when I correct them in Blender it destroys the animations I already made, and there is no way I can see to correct for the rotations within Unity3D.  I'm trying my best to find out how to fix this problem in a simple way =0

4
Support / Attaching sprites to mesh
« on: March 13, 2013, 02:31:34 am »
I've got animated characters composed of 2D planes (each one is a 2 triangle quad) animated in Blender, something like what Mika Mobile did with Zombieville or Braveheart.

I'm wondering if there is some way that a 2D Toolkit sprite can be attached to each one of the quads of the blender mesh, so I can easily add animations to each of the quads.  Right now Unity only lets me select a texture (which could be one of the 2D Toolkit sprites, but then I can't animate it).

Sorry if this has been discussed before!

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