2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on March 15, 2014, 03:57:08 pm
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Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.4/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.4
Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.
What's new
- 2D raycast option on tk2dUICamera.
- Custom / Advanced collider shape support. Docs here (http://unikronsoftware.com/2dtoolkit/docs/2.4/advanced/advanced_collider_shapes.html)
- Sprite data unloader enabled by default - should stop / greatly reduce memory leak in editor with png textures
- New UI demo - dynamic list. Shows how a VERY large list of items can be implemented using 2D Toolkit UI. The demo easily handles 100K+ entries, can cope with more if data is streamed in dynamically.
Changed from previous 2.4 betas
- Data driven collections is has been removed from 2.4 final and will be posted on the forum / maybe GitHub separately later. Its unlikely to have enough work done on it to support everything everyone will want, but perhaps could do better with more active user contributions.
Bug fixes and improvements
- Much more robust PNG and platform texture / material unloading in the editor.
- Apply() png textures to save a load of memory
- Sorting layer fix to work around Unity returning "" when it means "Default"
- Regex to grab fonts with spaces in name
- Names for advanced colliders
- Sorting layer on static sprite batcher
- tk2dCamera now works with split screen. Using normalized device coordinates to change viewport will maintain pixel perfection unless told otherwise.
- Separate X and Y tiling option for sprites
- Fixed sprite resizing with negative scales
- Added workaround for Unity bug in 2D mode where textures were reimported incorrectly (streaked alpha regions in demo scenes).
- Fixed png atlases in tilemap editor
- Fixed tk2dTileMap.GetTileFracAtPosition returning out of bounds values
- Fixed tk2dSpriteAnimator ping pong mode
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Thank you!!!
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Thanks! Your continued work on this is appreciated.
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Nice!
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Thanks!
Quick note - I think the migration guide for the 2.0 and up release is now broken?
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MrMacguffin is right, the link is broken...
Anyway, nice job for this new release!
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Thanks for letting me know - link fixed now. I'd accidentally deleted the documentation archive for previous versions and this was still pointing to the docs for 2.3... I'll have to regenerate the old docs again soon.
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Was just wondering how the 2D Raycast option works for the UI? Or when would we want to do the 2D raycast instead of 3D?
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You probably won't ;) Its for the people who want to use it for some reason and really don't want to use 3D Colliders. All the built in prefabs still use 3d colliders.
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My guess would be that it would save processing time to use the 2D raycasting? Or not necessarily?
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If its an UI, and only one ray cast occurs per click which is hardly going to be a major issue.
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This is great! Thank you!
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And Unity 5 was just announced! With some interesting 2D new features (like built-in one-sided platforms). Check it out here:
http://unity3d.com/5 (http://unity3d.com/5)
They made a video showing off what's new (like a decent GUI system, a 64-bit Editor, an audio management tool, PhysX update to v3.3...):
http://www.youtube.com/watch?v=tSfakMeW0lw (http://www.youtube.com/watch?v=tSfakMeW0lw)
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Hooray for a 64 bit editor.
Its about time.
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Indeed. So looking forward to that sexy 64-bit Editor. And both the Audio tool and the PhysX 3.3 upgrade have me super excited. Also, having a decent GUI system will make things much easier for you with 2DT.
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And Unity 5 was just announced!
Thanks for mentioning that! Awesome!
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Also, having a decent GUI system will make things much easier for you with 2DT.
I think I read somewhere that this will come in 4.6 this spring.
BTW, in the video I saw "More Physics 2D API". I wonder what that means...
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new to these forums. I cannot see a download link anywhere?
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You will need to register your copy (http://2dtoolkit.com/forum/index.php?index.php/topic,34.0.html) to get download access.
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Can't see where to click for the PDF attachment sample in the post.
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Could someone explain what the advantages of a 64-bit Editor are and why all the hype surrounding it? I'm all for the Physically Based rendering and the new UI, but the 64-bit editor still has me a bit perplex.
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Among other things, it means that it can address all the RAM on your computer, so it can manage better all bigger scenes and projects. So if you have >4GB and work with complex projects, it is great news for you.
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The RAM argument makes a lot of sense, thank you. Could you elaborate on those other advantages?
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Well, the other advantages come from the fact that in a 64bit application you can use 64bits registers. For codecs and similar software it usually means an important improvement in performance. For a 3D editor... hmmm... I doubt it could be noticeable. And in x86-64 you also have more registers to use, but it is also not relevant for an editor. So, basically, the one and big improvement is RAM access.
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Nice info, thank you! I guess I never thought about it since I'm developing a 2D game that doesn't require as many resources, but for more advanced projects it surely does sound limiting.
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hihi..
I wondering if this topic is included .
http://2dtoolkit.com/forum/index.php/topic,3629.0.html
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Hi,
Sorry no not yet - I'll have to look into it for the next version.
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Any chance of Multiple color channels for Tilemaps making it in soon? Any game making use of tilemaps could really use the versatility in painting.
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Hi,
Maybe in the next version but I can't commit to it yet. Having multiple tile maps in the same scene should work fine though, and should be no different performance wise - this will let you paint each tile map differently.
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Any updates on making use of the layer locks? Sorry if it's already been mentioned
http://2dtoolkit.com/forum/index.php/topic,4109.msg19385.html#msg19385
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Its in the todo. I will have to find some time to finish it off, but most of my allocated time to the project is being used up on support right now.
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Just had a look - layer locks can't be implemented properly because of a Unity bug. Having an OnDrawGizmos function in the script = instantly selectable if you drag select. tk2d uses OnDrawGizmos to let you select objects that are flipped.
Filed a bug report, bug #631878