Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - unikronsoftware

Pages: 1 ... 7 8 [9] 10 11
121
Support / New documentation
« on: March 01, 2012, 06:26:19 pm »
We have finally uploaded more up-to-date documentation (and the ability to download an offline version) at www.unikronsoftware.com/2dtoolkit/doc. This will be generated in sync with each new version. We have a pretty decent workflow sorted for documentation, so moving forward, we hope to have new features documented from the get-go.

Any comments would be greatly appreciated.
Is it worth bundling a zip of the documentation with each release? It will bloat the release a bit because of the images, etc.

122
Releases / 2D Toolkit 1.57 final
« on: February 26, 2012, 12:25:53 pm »
Final maintenance release 1.57

FEATURE: Dithered 16-bit textures - enabled as an compression option on the sprite collection. Use Dithered 4444 for most cases. Treat this feature as still in beta...

BUGFIX: Sliced sprite now has dimensions separate to "scale" parameter
BUGFIX: UpdateCollider bug fix, unreachable code
BUGFIX: Added tk2dCameraAnchor script to component menu
BUGFIX: Converted all line endings to Unix
BUGFIX: Camera alignment demo, offset slightly as 2 sprites were overlapping
BUGFIX: Gradient demo, fixed typo
BUGFIX: Error when clicking "1:1" when no camera is defined
BUGFIX: Sprite alignment now snapped to pixel boundaries
BUGFIX: Sprite collection defaults to blended rather than premultiplied, better gains to be had from dithered 16 bit textures than premultiplied alpha.

124
Releases / 2D Toolkit 1.57 beta 3
« on: February 22, 2012, 01:53:59 pm »
Getting closer to release now, all features are in, loads of bugfixes...

FEATURE: Option to export meshes with normals or normals & tangents
FEATURE: Added 2 vertex lit materials to correspond with the 2 default materials
FEATURE: Added option to preferences "Show IDs" -> "Show sprite and animation Ids" in the inspector dropdown.
BUGFIX: Renamed triangulator.cs to avoid name collisions.
BUGFIX: Added tooltips to sprite buttons, makes it clearer what they do.
BUGFIX: "1:1" aka "Make Pixel Perfect" button works as expected with and without tk2dCamera
BUGFIX: BoxColliders being created twice when sprite is instanced from prefab.
BUGFIX: Half texel offset auto selectes appropriate behaviour.
BUGFIX: Workaround for incorrect font (xoffset & yoffset = large numbers when width & height = 0)
BUGFIX: Static sprite batcher wasn't clearing out composite mesh when switching
BUGFIX: Infinite import loop in certain circumstances
BUGFIX: Material and textures are shown in the sprite collection to allow changing textures (eg. PVRTC, etc)
BUGFIX: Update collider not creating a colldier when none exists

125
Support / Backwards compatibility with Unity 3.4 and below.
« on: February 18, 2012, 09:28:33 pm »
A few things can be done significantly more efficiently (and save a ton of memory) in Unity 3.5 - I am considering dropping support for 3.4 and older versions for these features, but I would like to know what everyone else thinks.

126
Releases / 2D Toolkit 1.57 beta 2
« on: February 15, 2012, 12:00:10 am »
Maintenance release, not feature complete.

BUGFIX:Commit not working properly when there is a static sprite batcher in a prefab
FEATURE:Force resolution in Editor. Lets you force a display resolution - you can shrink the game window and still simulate placement on full resolution
BUGFIX:Fixed bug where sprite collection was being rebuilt a lot more often than it should
FEATURE:Shortcut to "edit sprite collection" directly from sprite
BUGFIX:Memory leak in textmesh & sprite with polygon collider when instantiating and destroying them in game.

Still TODO for 1.57:
Cache normals instead of calling Recalculate normals - will be much faster for materials with custom shaders

127
Releases / 2D Toolkit 1.57 beta 1
« on: February 12, 2012, 11:30:41 pm »
Maintenance release, not feature complete.

  • FEATURE: tk2dCamera and tk2dCameraAnchor - makes pixel perfect resolution independence easy. Check next post for mini-tutorial on how to use this.
  • FEATURE:New sample - 11 - camera and resolution independence
  • REQUESTED:Option to disable trimming on sprite collection
  • REQUESTED:Option to force square atlas
  • Script documentation. All runtime scripts are now documented. http://www.unikronsoftware.com/2dtoolkit/doc
  • BUFGIX:textmesh was calculating size with the wrong string - alignment could have been wrong in many cases
  • "1:1" now works with tk2dCamera

Still TODO for 1.57
Cache normals instead of calling Recalculate normals - will be much faster for materials with custom shaders

128
FAQs / How can I change tint of all sprites globally?
« on: February 06, 2012, 09:30:29 pm »
The built in shaders do not support a global tint value - they use vertex colors to tint individual sprites while still maintaining good draw call count. Use the attached shaders when you need a global tint value, for example, to fake a day-night cycle.

129
Releases / 2D Toolkit 1.56 FINAL
« on: February 06, 2012, 07:32:07 pm »
Minor maintenance release.

  • FEATURE: Check for Update - will check for updates directly with our site. Get releases sooner, or get beta releases if you need them. Convenient links to changelog pages from within Unity.
  • FEATURE: Added link to forum
  • FEATURE: Added line spacing option to tk2dTextMesh
  • BUGFIX: flipped y axis in custom box colliders
  • BUGFIX: clamped max chars in text mesh
  • BUGFIX: spriteCollection field in tk2dSpriteCollection needs to be visible
  • BUGFIX: fixed sprite collection editor UI in Unity 3.5
  • BUGFIX: DestroyImmediate in tk2dSprite

130
Support / MOVED: [Solved] How to swap "Anim Lib"
« on: January 29, 2012, 12:22:32 am »

131
FAQs / Register your copy and get download access.
« on: January 26, 2012, 07:58:04 pm »
Register your copy of 2D Toolkit to get download access, and access to the private support forum.

Please follow these steps:
1. Click on Profile
2. Select Modify Profile > Group Membership
3. Request membership of the 2D Toolkit group, and in the next page, enter your asset store invoice number in the "Please give a reason for joining this group:" text box.

Where to find the invoice number

If you have purchased recently, you will have received the invoice as a PDF attachment. It should look something like the attachment below - the location of the invoice number is highlighted in red.
NOTE: The invoice number is NOT the same as the filename of the PDF - you will need to open up the PDF and get the invoice number as shown in the attachment.

If you purchased prior to the time Unity started sending out PDF invoices, the invoice number will be in an email sent by Unity. The format should be something like this:

Code: [Select]
----------------------------------------------------------------
      Order Invoice
----------------------------------------------------------------
      Date: 2011/10/1
      Invoice no: [b]XXXXXXXXX[/b]
      VAT registration (CVR nr.): 30719913
      Unity Technologies A/S
      Livjaegergade 17, Baghuset, 1. sal
      DK-2100 Copenhagen
      Denmark

132
FAQs / How do I access 2D Toolkit from JavaScript?
« on: January 26, 2012, 07:12:38 pm »
If you are on a version older than 1.55, you will have to follow the instructions here.

If you are using version 1.55 or above, simply select the "2D Toolkit > Set Up For JavaScript" menu option!

133
FAQs / How do I position a sprite from a script?
« on: January 26, 2012, 07:09:44 pm »
Use Camera.ScreenToWorldPoint(x, y, distanceFromCamera); x and y are screen space coordinates starting at the lower left. distanceFromCamera is the distance of the sprite from the camera (for occlusion, etc). This works with perspective and ortho cameras.

134
FAQs / How should I export my data from Glyph Designer?
« on: January 26, 2012, 07:09:38 pm »
2D Toolkit correctly supports all the export options from Glyph Designer. Due to the "Sparrow" config producing slightly different outputs, it is recommended to use the Cocos2D or EZGUI export options.

135
FAQs / Is there a trial?
« on: January 26, 2012, 07:09:12 pm »
Due to the nature of the product, creating a trial version will take up significant resources which we would rather spend improving the product at this moment. We will, however, be doing a webplayer demo with the runtime portion of the code, which you can download and play with.

Pages: 1 ... 7 8 [9] 10 11