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Messages - OwlchemyLabs

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Support / Re: MultiPlatform Toolkit integration
« on: July 24, 2012, 05:29:27 pm »
Multiplatform Toolkit dev here.

2D Toolkit and MPTK work very well together. See the "Compatibility and Known Issues with 2D Frameworks" section on the documentation page for more info - http://smuggletruck.com/multiplatform/

@Unikron - PLEASE move forward with a Resources.Load solution for platform-specific atlases! (And don't lose the auto-atlas build process! My most important feature is being able to save from Photoshop, tab over to Unity, and see the assets (atlases) update, in-game, while playing. If anything, you could set a checkbox for which platform's atlases are generated by default, then build the others when you hit 'rebuild all atlases' from the menus.

We built a manual solution in code with no GUI, outside of MPTK, to handle resources.load()'ing the proper atlases per platform, but it was certainly a pain in the arse, and all materials needed to be cleared of any texture reference so you get a bunch of white squares in your scene before you hit play, which is pretty rough.

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Support / Could not extract GUID in text file
« on: February 22, 2012, 02:52:59 am »
Hey all,

Getting an error "Could not extract GUID in text file whenever I compile a script. Using Unity 3.5.
This began appearing when I enabled text-based scenes and prefabs.

Error message
Could not extract GUID in text file Assets/Frameworks and Packages/TK2DROOT/tk2d_demo/demospritecollection/SpriteCollection_Data/data.prefab at line 1505.
UnityEngine.Resources:LoadAssetAtPath(String, Type)
tk2dEditorUtility:GetExistingIndex() (at Assets/Frameworks and Packages/TK2DROOT/tk2d/Editor/tk2dEditorUtility.cs:94)
tk2dSpriteCollectionBuilder:RebuildOutOfDate(String[]) (at Assets/Frameworks and Packages/TK2DROOT/tk2d/Sprites/Editor/tk2dSpriteCollectionBuilder.cs:18)
tk2dSpriteCollectionTextureWatcher:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/Frameworks and Packages/TK2DROOT/tk2d/Sprites/Editor/tk2dSpriteCollectionTextureWatcher.cs:12)
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[])

Actual line of code it's complaining about:
index = Resources.LoadAssetAtPath(indexPath, typeof(tk2dIndex)) as tk2dIndex;

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