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Messages - fsadeq

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166
Support / Recommended method for simple particle effects?
« on: August 14, 2012, 08:52:25 pm »
I am in the process of figuring out what is the best way to achieve "rain" effect or any other particles. Should I use 2D Toolkit for something like this, or am I better off using Unity's particle system? I'm trying for the most efficient method for mobile devices. I'm guessing I could have a sprite sheet with some particle textures, but not entirely sure what the best way to animate them would be.

167
Support / Re: 3.5, and the drawcall inflation effect.
« on: August 02, 2012, 02:22:28 pm »
Was this problem ever resolved? I too am having nightmare draw call inflations and I have no idea why. I'm abiding by all of the batching rules, so I can't understand why i have 2 materials and 30 draw calls (not even using any textmesh). All I have are several layers in the tilemap editor and that is it. Any reason why my draw call count would be so high? The only shaders I'm using are the built in 2D Toolkit ones SolidVertexColor and BlendVertexColor.

168
Releases / Re: 2D Toolkit 1.76 final + patch 1
« on: July 31, 2012, 04:31:05 pm »
Thanks for this. Does this also include the TileMap palette render fix you sent to me via email?

169
Support / Re: Tile map problems
« on: July 28, 2012, 02:35:14 am »
Ok, I've figured out the problem. This only happens when using a sprite sheet in a collection. Once you have sliced the texture and are in edit mode, if you have two different materials (one solid, one transparent) being used in the sprite collection, then once in the Tilemap Editor, it will render the tiles in the palette as if they all have a solid material. This only affects the palette, and once you place the tile, it renders correctly. The palette renders correctly if you only have one transparent material being used.

So you can check this out for yourself:

-Make a new sprite collection
-Add a sprite sheet that has some transparent tiles
-Slice, apply the config settings
-In the settings, use the default material which uses a transparent shader
-Use the collection in a tilemap editor and notice the palette should be rendering the tiles transparencies correctly

-Go back to the sprite collection and add a new material, making it solid
-Change one of the tiles to use the solid material
-Commit changes, go back to the tilemap editor, now all the tiles in the palette are rendered as solid

170
Support / Re: Tile map problems
« on: July 25, 2012, 07:47:27 pm »
Sorry, was referring to my original question earlier in the thread: http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,453.msg2146.html#msg2146
Regarding the transparent parts of a tile being rendered solid white in the palette.

171
Support / Re: Tile map problems
« on: July 25, 2012, 02:23:25 pm »
I know you're swarmed with questions, but did you ever figure out why the tilemap palette would be rendered differently from the actual placed tile? Thanks.

172
Support / Re: Tint & Loop Sprite
« on: July 25, 2012, 02:20:12 pm »
I know a lot of people like HOTween, but you should also check out GoKit by Prime31 http://forum.unity3d.com/threads/133823-Prime31-GoKit-Tween-Library-Live
I was using HOTween, but recently switched over to this and I have to say the performance on mobile devices is superior.

173
Support / Re: Tile map problems
« on: July 17, 2012, 11:59:52 am »
Honestly don't remember, I didn't see it immediately. But I think paint mode.

174
Support / Re: Tile map problems
« on: July 16, 2012, 10:32:37 pm »
I don't have premultiplied alpha on and am using both the included SolidVertex and BlendedVertex shaders. Strange thing is that I am not noticing this problem with tilemaps using sprite collections without sprite sheets, only the ones with them. When I turn on premultiplied alpha, the transparent ares fill black instead of white. Also, to clarify, I am not noticing this in either the the sprite collection editor or the final render data, only in the tilemap palette.

Maybe there is something completely obvious that I am overlooking? I will try re-creating from scratch.

Also, probably completely unrelated, but I've gotten this error two or three times. Not sure what I did to get it:

Code: [Select]
ArgumentException: Getting control 4's position in a group with only 4 controls when doing mouseUp
Aborting
UnityEngine.GUILayoutGroup.GetNext ()
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options)
UnityEngine.GUILayoutUtility.GetRect (Single width, Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options)
UnityEngine.GUILayout.Space (Single pixels)
tk2dTileMapEditor.DrawTileDataSetupPanel () (at Assets/TK2DROOT/tk2d/Editor/Tilemap/tk2dTileMapEditor.cs:240)
tk2dTileMapEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Editor/Tilemap/tk2dTileMapEditor.cs:1021)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty)
UnityEditor.InspectorWindow.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

175
Support / Re: Tile map problems
« on: July 16, 2012, 11:54:06 am »
I'm using the latest you posted. I don't have access to the project now, but if you look at the picture here http://unikronsoftware.com/2dtoolkit/doc/tilemap/Tutorial.html at step number 6, the space around the triangle or the flag for example would be filled white instead of transparent.

176
Support / Re: Tile map problems
« on: July 16, 2012, 03:14:01 am »
I'm using this method for my tilemaps, and I'm wondering why the transparent tiles in the palette have a white fill in the transparent area? Of course they are using transparent shaders, and the tiles look completely fine when I paint them, but it is a little distracting having that mess in the palette. Is there something I'm missing? Thanks.

177
Support / Re: Strange tilemap bugs
« on: July 10, 2012, 04:58:32 am »
Not sure if this is a consequence of the fix, but just now out of nowhere I tried using the "eyedropper" function and the entire "paint" mode is broken. That is, I can only see the layer names, the formatting is all strange, and my entire palette is gone (only in paint mode, I can see the palette in other modes). I get this error along with it:

Code: [Select]
ndexOutOfRangeException: Array index is out of range.
tk2dTileMapEditor.DrawPaintPanel () (at Assets/TK2DROOT/tk2d/Editor/Tilemap/tk2dTileMapEditor.cs:888)
tk2dTileMapEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Editor/Tilemap/tk2dTileMapEditor.cs:1018)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty)
UnityEditor.InspectorWindow.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

This also seems to have affected all of my tilemaps that use the same data. Committing/Editing doesn't fix anything (whenever I try, I just get that error above). Strange! I am forever stuck in this broken mode and don't know what to do. All I did was ctrl+click a tile while editing and this immediately happened.  ???

178
Support / Re: Strange tilemap bugs
« on: July 09, 2012, 04:05:43 am »
So is there something I should be careful about, or can I just go about my business now? The update you sent me works well, no longer does the duplicating. Thanks!

179
Support / Re: Strange tilemap bugs
« on: July 08, 2012, 04:49:56 am »
Thanks for solving this. What do you mean by an invalid sprite collection? In what case would I have one?

180
Support / Re: Strange tilemap bugs
« on: July 07, 2012, 04:48:05 pm »
I figured it out!

If I commit the sprite collection used in the tilemap, it will duplicate all the prefabs! Very strange. I am testing now, each time I press commit on the sprite collection, it will duplicate the prefab instances in the tilemap. I can see it happen in real time, just duplicates and duplicates. It fixes itself once I edit and re-commit the tilemap.

I've also verified that this will affect ALL tilemaps across different scenes that use the same sprite collection. Ack..

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