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.


Messages - spacejaguar

Pages: [1]
1
Releases / Re: 2D Toolkit UI 1.0 beta 3
« on: May 02, 2013, 10:08:38 pm »
I haven't tested it on another Android device. Galaxy Nexus here.
It has nothing to do with with 2D Toolkit UI. If you call the keyboard using the unity commands this situation will always happen.
Example:


2
Releases / Re: 2D Toolkit UI 1.0 beta 3
« on: May 01, 2013, 05:22:06 pm »
Unity has a bug were if you disable the preview line above the keyboard when entering text on Android, you will be unable to use the delete key.
Just to let you know, I had the very same problem some weeks ago before using your UI solution. After I tried 2D Toolokit UI it i can see the same problem occurs. So in that case you must set: TouchScreenKeyboard.hideInput = false;

Is there a way to disable the resizing of the Android Game View when the keyboard appears on screen?Android decreases the entire size of the game Scene so that it fits the area view above the keyboard. It would be great if the keyboard would simply overlay the scene. I haven't found a solution for this yet. On iOS this does not happend.

3
Releases / Re: 2D Toolkit UI 1.0 beta 2
« on: April 28, 2013, 06:33:05 pm »
I am getting an error in unity when opening this package...

Error while importing package: Couldn't decompress package

Using 4.0 / Mac.


4
Sometimes the space is sent to the next line.

Since obviously we can't remove the space from the switch statment is there another way to avoid this situation?

5
Showcase / Re: Stackout - a game for GPI's retro Unity Contest
« on: February 25, 2013, 12:00:01 am »
You should port this to the Ouya as soon as it comes out. I think it would be a perfect fit :)

And thank you for your work with HOTween.
I am making a game myself and your libraries and visual editor have been a lifesaver!  ;D

6
Showcase / Re: Stackout - a game for GPI's retro Unity Contest
« on: February 24, 2013, 06:52:30 pm »
Does your team has any afiiliation with Wonderputt? The graphics style and soothing atmosfere remind me of it :)

It looks, sounds and plays really great. Congratulations!

7
Support / Re: Load/Change texture on Sprite.
« on: February 19, 2013, 11:39:27 pm »
Ok i think i fixed it...

I added:

var signHolder: GameObject;

and changed

handyTempGameObject.transform.parent = signHolder;

to

handyTempGameObject.transform.parent = signHolder.transform;

and then linked the signHolder variable to the parent object in the editor.

so now when i run it i get another error  ;D

NullReferenceException: Object reference not set to an instance of an object
PNGtoSprite.Start () (at Assets/Scripts/PNGtoSprite.js:20)





8
Support / Re: Load/Change texture on Sprite.
« on: February 19, 2013, 09:52:58 pm »
Hello Fattie.

I followed your instructions and created an empty object named "signHolder".

I atached the script with the code to it. And animated the empty object.

However i keep getting the error:
Assets/Scripts/PNGtoSprite.js(37,43): BCE0005: Unknown identifier: 'signHolder'.

Shouldn't that empty object (signHolder) be the parent object of the created sprite? I don't understand why it is not being identified...


9
Support / Re: Many high resolution sprites/images - Performance Advice
« on: February 19, 2013, 08:15:40 pm »
I just noticed Fattie had answered this question on another post I had made before about "Load/Change texture on Sprite.":)

http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1058.msg5282.html#msg5282

For what i understand this is perfect and exacly what i was looking for.
Unity will create a collection with a single sprite everytime I call for a PNG and after every use i can then destroy it. 

I will try this later :)

10
Support / Many high resolution sprites/images - Performance Advice
« on: February 19, 2013, 11:02:50 am »
So after reading this 2 posts,

http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,405.msg1766.html#msg1766
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,241.msg961.html#msg961

I still have questions regarding performance Vs memory loading Vs Atlas size.

I am making a game wich uses high resolution art, 130 animals at 512x512 resolution each... wich translates to a 34 megapixel image.  :o

Atlas spanning is out of the question as acording to one of the posts the system loads all the atlas to the memory even if only one sprite is used. And it would be best if I didn't had to mess with manual memory  management in Unity, Loading / Unloading of assets.

So all i am left is with one option, a compromise of creating several smaller collections each containing a single Atlas of 2048*2048 (wich would include on average 16 animals each)

Since at anytime only 2 animals would be shown on a scene at the same time only 2 animal atlas would be loaded since they belong to different collections.

Is this possible? If atlas are divided by different collections will the system only load them when required ?

Has anyone tried this aproach?


11
Support / Load/Change texture on Sprite.
« on: January 20, 2013, 06:00:35 pm »
I am new to programing and having trouble changing the texture on a 2k 2d sprite.  :-\

I am using the    "SwitchCollectionAndSprite (tk2dSpriteCollectionData newCollection, int newSpriteId)" as seen on the tk2BaseSprite class reference but keep getting all sort of errors.
I am using Javascript.

I wantto create a small javacript script and atach it to the object. Then the script reads a variable that informs wich Sprite image should be used.

Can someone please provide an example on how to do this? Would it be possible to call the sprite texture based on the sprite name instead of the sprite ID?

Thanks in advance.

Pages: [1]