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Messages - aphexyuri

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1
Support / Re: tk2dCamera and Unity Camera
« on: April 27, 2013, 03:20:33 pm »
Great! I was missing the Depth Only setting - works well know.

As always, thanks!

2
Support / Re: tk2dCamera and Unity Camera
« on: April 27, 2013, 12:58:48 am »
I've played around with the ortho sizes, but no luck.

One thing to note...the goal would be to have the standard Camera renders the scene as it was (content to left bottom of screen), and have the tk2dCamera only render the HUD elements (by using layers).

3
Support / tk2dCamera and Unity Camera
« on: April 26, 2013, 09:36:38 pm »
Hi,

I have a game using the standard Unity camera, and the Unity OnGui for the HUD.

I now want to migrate the HUD to tk2d, in order to have elements anchored to the edges of the screen. I tried to add a tk3dCamera, to render at a higher depth as the main Camera, but the game is just rendering with default blue background, and 'old' scene at the bottom left. (see attachment)

Any pointers on how to accomplish this?

4
Support / Re: Sprite or AnimatedSprite from AssetBundle
« on: August 22, 2012, 03:12:25 am »
Wow...got this working thanks to your help.

One more point for the awesome tk2d!

5
Support / Sprite or AnimatedSprite from AssetBundle
« on: August 21, 2012, 02:27:41 pm »
Hi,

I would like to put together a POC for loading an assetBundle containing multiple AnimatedSprites.

For my initial test I created one bundle containing a gameobject, that has multiple animatedsprites - this did not work, as it seemed that only the top level GameObject(prefab in source scene) got loaded.  Structure of Bundle:
AssetBundle
-> Prefab(GameObject)
--> AnimatedSprite_A
--> AnimatedSprite_B

For the second test, I created the source structure like so:
AssetBundle
-> Prefab(AnimatedSprite_A)

This second test worked, but it poses a problem as it will require loading many AssetBundles, basically one for each tk2d GameObject.

Has someone tried this before successfully. Ultimately, I would like to load one AssetBundle (Prefab) that contains pretty much ALL the assets for an entire game.

Any help or advice will be largely appreciated.

Thanks,
Yuri

6
Support / Re: Multiline TextMesh?
« on: May 10, 2012, 08:19:17 pm »
Thanks Unikron, got it!

Yes, the Max Chars was not enough for the entire 2nd row, and thus it did not show :)

7
Support / Multiline TextMesh?
« on: May 10, 2012, 07:37:53 pm »
Hi,

I'm dynamically setting the value of a TextMesh, but the text needs to have multiple lines.

And example of text would be:

Code: [Select]
public string exampleTxt = "Hello,\nhow are you";
I've tried both
Code: [Select]
\n and
Code: [Select]
\r chars but it does not seem to be working. Can this be done, and if so how?

Thanks,
Yuri

8
Support / Re: Android quality - Max SpriteCollections
« on: May 08, 2012, 08:06:12 pm »
Ah...I think I just found the answer in another thread. I forced the project settings to use 'Fantastic', and it's now sharp again. Seems like Unity automatically drops the quality if the assets are over a certain size.

9
Support / Android quality - Max SpriteCollections
« on: May 08, 2012, 07:59:34 pm »
Hi folks,

I'm building a 2D game that is very heavy in artwork. My initial plan was to heavily use tk2d, placing most assets in SpriteCollections and using tk2dSprites. This has worked well, but as soon as I added the 3rd sprite sheet I noticed a huge drop in texture quality, only when compiling for Android.

Is there something I'm doing wrong or a know issue / limitation with the amount of collections/

Thanks,
Yuri

10
Support / tk2sSprite - adjust alpha
« on: February 27, 2012, 03:34:14 pm »
I'm trying to adjust the alpha on a Sprite, but it does not reflect at runtime. Is this possible, and if so, am I just missing something?

11
Support / Re: tk2dButton removes tk2dSprite
« on: February 03, 2012, 05:40:15 pm »
Well, I can see how that could help...thanks.

My need ended up being a bit more specific, so I ended up writing a custom tk2dButton script and attached that to the tk2dSprite. That worked great, and I have the desired flexibility and control.

Thanks!

12
Support / Re: tk2dButton removes tk2dSprite
« on: January 31, 2012, 11:53:08 pm »
Btw...you'll see that to force the Sprite to show a certain spite, I set the spriteId in the Update method.

13
Support / Re: tk2dButton removes tk2dSprite
« on: January 31, 2012, 11:51:34 pm »
Ha! Yes, that was exactly what it was. If I add the button_up / _down values it show a sprite. The only problem is...I'm assigning my sprite dynamically at runtime, and separate instances of the sprites will have different names/ids.

I'm attaching my icon class...is there perhaps a way to set the up/down properties dynamically?

Thanks,
Yuri

14
Support / tk2dButton removes tk2dSprite
« on: January 28, 2012, 01:31:43 am »
Hi,

I encountered a strange behavior...I have a tk2dSprite with a tk2dButton behavior attached to it. I've debugged and the message destination/function is getting called, but as soon as I click on the sprite, the sprite becomes invisible - it still registers the clicks after that, but it's hidden.

Is there something I'm missing or doing wrong?

Thanks,
Yuri

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