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Messages - kurayami88

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1
Support / Re: editor textmesh text
« on: April 01, 2014, 11:38:52 am »
it's ok... i found it :)

tq for your help... or atleast giving me a clue :P

2
Support / Re: editor textmesh text
« on: April 01, 2014, 11:31:20 am »
is there a way to update (set dirty) another script indirectly without the inspector looking at it?

because 'target' in the unity editor is referring to the current inspected property but that property does not have the tk2dTextMesh that is being updated.

i can currently set the text indirectly but i cannot save the value of it...

3
Support / Re: editor textmesh text
« on: April 01, 2014, 10:54:42 am »
probably my mistake...

but now i'm trying to figure out how to save the values directly...
my script has a reference to the tk2dTextMesh.

I am currently calling the reference of the textmesh and setting the text directly... but update() / applyModifiedProperties() / setDirty() will not work because the 'target' is not the tk2dtextMesh but my script which has the reference of it... is there a way to get the tk2dtextmesh as a serializableObject for me to force it dirty?

4
Support / Re: editor textmesh text
« on: April 01, 2014, 10:34:33 am »
setDirty / applymodifiedProperties / script.update()

all did not do anything...

5
Support / editor textmesh text
« on: March 31, 2014, 04:09:39 pm »
i made an editor-script that would alter the tk2dtexhmesh's text to "some-text" during edit mode...of which the changes shows in the editor window.

however, the changes are reverted once i click play... and the old editor values are also reverted once i un-play the game.
e.g.,
original text = abc
editor script alters the text to -> efg
upon scene play -> text = abc (old value)
upon scene stop-play -> text = abc (old value)
run editor script again -> efg ....

manual editing of tk2dtexhmesh to xyz
editor script alters the text to -> efg
upon scene play -> text = xyz (new manual input value)
upon scene stop-play -> xyz (new manual input value)
run editor script again -> efg ....


but the values of the editor script does not persist even though it was changed... is there like some text value saving / cache somewhere ? of which tk2dtextmesh.text = 'value' does not reflect the cached version?

-------

the reason i have this editor text change is that i am pulling the text from somewhere else during edit mode and i want them to sync rather than me going to the textmesh and updating the values one by one...

6
Support / Re: PNG Atlas vs Not-PNG Atlas?
« on: February 18, 2014, 01:57:22 pm »
I believe I read this somewhere...

its a question whether you prefer size vs performance.

the unity texture is the fastest as it can directly use the image... but since it's ready to go at any time, obviously it needs to be store somewhere so it takes a lot of space...

on the other hand, PNG atlas are small... but the engine will then need to convert the PNG into their usable format during runtime. This in turn takes processing power... how much processing power? i do not know exactly...

so.... which do you like?

7
Support / tk2dTextMesh Max Char error
« on: February 17, 2014, 02:02:43 pm »
Hi,
(currently using 2d toolkit v2.3)
Just to let you know that you your "Max Char" does not work when you programmatically set the myText.text = *something more than max char*;

it will throw out lots of
!IsFinite(outDistanceForSort)
!IsFinite(outDistanceAlongView)
errors.....

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now what is the point of the Max Char if it can't do it's job... oh well... lolx
P.S.> i've tried .Commit(); after setting the text... doesn't help either...

8
Support / Re: Bug for TileMap: gap in between tiles
« on: February 09, 2014, 06:38:00 pm »
to Udorn,

probably a dumb question.... but...
you did click the "commit" button right? just making sure...

i had issue with the 1~2 ish pixel gap before even though the sprites are tiled side-by-side ( not using 2d toolkit tilemapper though) and point filtering worked for me...

if it doesn't work for you then i got no other suggestions  :(

9
Support / Re: Bug for TileMap: gap in between tiles
« on: February 09, 2014, 03:59:52 pm »
in your 2dtoolkit atlas > settings ...

filter mode -> don't use bilinear/trilinear... use point...
hope that is the cause of your problems... because software filtering will sort of create alpha along the borders of the sprite.

------

if you are using regular imported texture instead, same thing... in the inspector panel of the texture... try using "point" filtering.


P.S.> point filtering looks like crap most of the time for complex images... if you really need point filtering for your bg but bilinear/trilinear filtering for the rest of your sprites, consider having two atlas (as the atlas setting is universal to all sprites within it... no two way about it that I know of)

10
Support / Suggestions : Heirarchy create options for UI
« on: February 04, 2014, 07:57:20 am »
Firstly, I didn't know where to put suggestions so if this is in the wrong section, i'm sorry...

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Just wanted to suggest to add UI prefabs to the "create" section of the Hierarchy panel. There current are cameras and sprites prefabs as well as the UIManager (which is currently redundant since it auto-adds itself if there are none...? )

But it's such a hassle following these current steps... "TK2DROOT > tk2dUI_demo > ControlPrefabs > Basic / Layout > UI prefabs you want..."

i know you can fav a directory but that itself is a but of the hassle as the default Project panel itself is not very efficient.

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else, perhaps a toolbar menu option ( like the current "2dToolkit" menubar)? there are no prefab stuff there that i know of at the moment. only supplementary stuff that i never found the need to use (yet).

11
Support / Re: UI raycast zone
« on: January 30, 2014, 02:21:22 pm »
There is a bug in tk2dUIManager when the near clip plane is negative. Please change the following code to fix it.
tk2dUIManager.cs, line 657
from
Code: [Select]
            if (Physics.Raycast( ray, out hit, currCamera.HostCamera.farClipPlane, currCamera.FilteredMask )) {to
Code: [Select]
            if (Physics.Raycast( ray, out hit, currCamera.HostCamera.farClipPlane - currCamera.HostCamera.nearClipPlane, currCamera.FilteredMask )) {

yey... that worked.. thx  :)
wonders why nobody reported this earlier :P... was bugging me for quite a while.

12
Support / Re: UI raycast zone
« on: January 29, 2014, 01:18:04 pm »
i'll just post a simple test scene here... (easier to track same topic rather than you having to search through support channel)
tell me if you require an email otherwise...

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http://goo.gl/XBC08H (requires original 2dToolkit package to run... duhh...)

contains a test scene with 3 buttons... two are clickable and 1 is not (as illustrated in my explanation in the first post)

13
Support / Re: UI raycast zone
« on: January 28, 2014, 11:46:38 am »
Sorry for taking so long to respond... there was no email-notification :P

---------------

Quote
What camera are you using,
the provided tk2dcamera setup in the "create" section of the hierarchy panel.

Quote
and what i the position of the camera vs button? Is there a hierarchy?
\
 I 'child' all other game objects under it.. main parent object @ world location (0,0,0) ... *hmm.. perhaps this is the reason? shouldn't be...*
though the setup of the camera "clipping planes" is from -100 to 100...

14
Support / UI raycast zone
« on: January 22, 2014, 05:29:17 pm »
Hi,

I have setup a camera zone of near -100 far 100...
and have a button in the scene..

However, it seems i am unable to click (interact) with the button if the button's Z-order ( entire object, even if it's the button is a child of another parent object) is in the positive side... z > 0 ...

to further elaborate, the collider of the button is the one outside the world coordinate z > 0 .
if the collider intersects into world coordinate z <= 0 , then it can interact...

i.e., collider size = 10, but falls into z > 0 and no cross over into z <=0 ; e.g. z = 6 thus collider area is from z ( 1 to 11) which is not intersecting z <= 0 ... CANNOT CLICK...

i.e. no2, collider size = 10, and cross over into z <=0 ; e.g. z = 5 thus collider area is from z ( 0 to 10) which is intersecting z = 0 ... thus can click...

i.e. no3, collider size = 0.01, and cross over into z <=0 ; e.g. z = -5 thus collider area is from z ( -4.995 to -5.005) which is within z <= 0 ... thus can click...

extra details, collider z <= 0, but within camera zone ( defined earlier as -100) ; can click....but outside camera zone, e.g. z < -100 then it cannot be clicked...

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why is this?
shouldn't the raycast zone follow the camera setting which is from -100 to 100? AKA from A <--> B (and not A to 0)

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