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Messages - Goepfie

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1
Support / Re: Constantly "Rebuilding Index" - Probably VC related
« on: July 19, 2013, 03:18:00 pm »
Had a similar Problem today.

Using SVN with several Coders. One Working Copy changed the *.meta of a series of Sprite Collections (Don't know why). Turns out, for some reason all guid's in there have been changed. I triggered a rebuild to correct the mess and it seemed to work, but if you now selected any sprite and tried to change the SpriteCollection the Rebuilding Index Loop occurred. Only solution was to revert the to original Meta-Files.

We are using 2.1 beta 2. Sadly I can not provide you with an repro-project, because it currently exceeds 2 Gigabyte and contains sensitive data.

Maybe this helps clarifying issues like that.

2
Releases / Re: 2D Toolkit 2.1 beta 2
« on: July 17, 2013, 09:22:45 am »
The new Feature of beta 1,

  • Sprite collection builder - duplicate textures are now removed, textures are compared by a contents hash.

just saved me at least two days of work. I don't know how you do it, but this must be 3rd or 4th feature that got implemented just in time as we needed it for our project. Just wanted to say thanks for the great work!

3
I am on 1.92 final + patch 1 and Unity 4.1.2. Instantiation is handled through PoolManager 4
CreateBoxCollider is true on the prefab, and the ColliderType in the collection is set to BoxTrimmed.

Currently I set the sprite and collider after instantiation through:

Code: [Select]
((tk2dSlicedSprite)(this.GetComponent<tk2dSlicedSprite>())).scale = new Vector3(xfactor, yfactor, 1);
((BoxCollider)(this.GetComponent<BoxCollider>())).size = new Vector3(width, height, 0.2f);

4
Hey,

I am using several SlicedSprites which are dynamically instantiated and manually scaled and positioned. When I change the Sprite using SetSprite( string Name ) it loses its BoxCollider Bounds. At this point the bounds do not change, but I dont know the extents it should have. Is this a Bug or expected behaviour? Currently I circumvent the problem by caching the bounds manually.

Thanks.

5
Support / [BUG] SpriteAnimationEditor Array out of Range
« on: March 13, 2013, 05:06:24 pm »
Hey,

I found another bug, but not sure if its already known. Using  a Multiatlas platform specific sprite collection and single atlas collection. When I create a Clip and (for example) autofill the first 5 frames from the multiatlas collection and then change to another Collection with less sprites in it(I know this is not best practice, but was done for performance testing) the animation editor crashes and becomes inaccessible. The Error seems to be the spriteID not being reset. Debug Console points towards:

tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawPreview() in line 218.

6
Support / [BUG] GetDefaultSpriteCollection() and platform specifics
« on: March 13, 2013, 03:23:38 pm »
Hey,

I found an reproducible bug, that can prevent you from creating a new animation clip or sprite based game objects in a scene.

  • Create a new project
  • Import tk2d
  • Delete _demo folder
  • Create only Sprite Collections with platform specifics
  • Recreate Index
  • No Collection found Error will appear

What happens:
tk2dSpriteGuiUtility.GetDefaultSpriteCollection() will be evoked but returns null, because of the exceptions while iterating through the tk2d index.
Code: [Select]
if (!indexEntry.managedSpriteCollection && indexEntry.spriteNames != null)The reference collection is a not managed but does not contain spriteNames. The platform specifics is managed and contains names.

Further tk2dSpriteAnimationClip.CreateNewClip() does not validate a null return and will throw an Editor-Error
Code: [Select]
clip.frames[0].spriteCollection = tk2dSpriteGuiUtility.GetDefaultSpriteCollection();
My current workaround is to create a decoy SpriteCollection with only one sprite.

If needed I could attach my Editor Debug Log for reference.

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