2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on September 08, 2014, 05:19:30 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/2.4/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.5
Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.
What's new
- Linked sprite collections - allows creating parallel atlases for normal maps, etc. that match the layout of the base atlas. Docs here (http://2dtoolkit.com/docs/2.5/advanced/linked_sprite_collections.html)
- Basic post build sprite collection callback, tk2dSpriteCollectionBuilder.OnPostBuildSpriteCollection to be notified when a sprite collection is built. More options will be available in the next beta.
- Updated to work with Unity 4.6 and 5.0 beta (Hierarchy "Create" menu moved into "2D Objects")
- Exported with Unity 4.5.3. Previous Unity versions are not officially supported but all 4.x should work, we will fix issues if they arise. 3.x versions are no longer supported.
Bug fixes and improvements
- Fixed bug with tk2dUITextInput when with platform specific fonts.
- Dont complain about null fonts that dont need material instances.
- tk2dTextMesh can now be resized in the viewport when word wrap is enabled.
- MarkDynamic on dynamic meshes
- Fixed allocation in tk2dSpriteAttachPoint
- Unity free skin bugfix
- Confirmation before Setup for JS
- Scrollablearea divide by zero
- iOS workaround for Unity bug
- Fixed a null reference error going from lit to unlit materials
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What was exactly the attach point bug? We use them intensely and, although we haven't experienced any issues so far, it would be nice to know what this update fixes.
Do you recommend to upgrade to this latest version once it's a stable release, or should we stick to the previous one (v2.4) since we will keep using Unity 4.3.3? We do not use tk2d UI features, which seems to be the main focus of this new ver.
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Stick with what works :)
The attach point stuff patch is safe to update in isolation. (tk2dSpriteAttachPoint.cs) It removes a gc allocation in there, its a small alloc so it may not be a problem for you.
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Will stick with current stable ver. then.
Thanks!
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We will try to follow it.
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"iOS workaround for Unity bug" Would you mind elaborating on this one please?
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It was a workaround for tk2dUI text input where Unity behaved differently on iOS compared to all other platforms.
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How I can go about implementing this 'tk2dTextMesh can now be resized in the viewport when word wrap is enabled' feature?
I have a conversation box that displays the assigned text one character at a time (typewriter effect) yet it always seems to overlap and exceed the bounds of the box, how can I resize the text so it SHRINKS when its exceeded the box's bounds?
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Hi. I was started by Unity3d 5 beta and see this
"Non-convex MeshColliders with non-kinematic Rigidbodies are no longer supported in Unity 5.0."
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Could you please add "Uncompressed_NoAlpha" for Sprite collection?
Hunting for accidental semi-transparent pixels is tedious, so I added this option to tk2d sources. Still will be great to have it "natively".
Thank you!