Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Zama Games

Pages: [1]
1
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 08:05:26 pm »
I have a MacBook as well, and haven't seen the issue there. Anyway, I'll let you know if I get any other info. May be just some issue with my graphic card or the drivers for it.

2
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 07:25:11 pm »
Indeed, with DirectX 7 emulation it draws Pink boxes. But in that case of mine it was just empty, i mean checkerboard white/gray and no sprite over it.

3
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 06:02:48 pm »
It's AMD Radeon HD 7670M

4
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 03:27:55 pm »
Yes. Also, just checked, I have DirectX 11 installed. In the window title of Unity, while "Use Direct3D 11" was checked, it showed
"DX11 on DX9 GPU"

Actually, I have Unity 4.15f1. Just checked for 4.2, nope, it says I have the latest Unity version.

5
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 03:24:00 pm »
Ok, found the reason: if the option "Use Direct3D 11" for Standalone builds, the thumbnails aren't shown.
The graphics emulation was OpenGL ES 2.0
I turned off "Use Direct3D 11", and it now shows fine. Strangely enough, this problem happens even if the target is Android.

6
Support / Re: Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 03:19:23 pm »
Target platform was Mac, now I switched to Android and the thumbnails still don't show. I am on a Windows machine.
What is graphic emulation mode? Where does one set it?

7
Support / Sprite picker popup shows no sprite thumbnails
« on: July 26, 2013, 03:06:09 pm »
Hi, on one of my projects after some time the sprite picker stopped showing sprite thumbnails. When you select a sprite in the scene, tap on the sprite thumbnail, this popup opens, allowing you to select another sprite for this game object. Atm this popup shows empty rects with checkers-style bg.

The reason might be that I am using a huge sprite collection with 400+ sprites which is also multi-atlas and stores all stuff in 21 textures, 1024x1024. However, even if I select sprites from different sprite collections, but in the same project, the thumbnails still don't show.

This problem slows down my work now significantly, since it was so much easier to find sprites by looking at the pictures, not just reading names..

I am using the 2.0 version, just re-imported 2dToolkit and the problem is still there.

8
Support / Re: Clipping a sprite by it's full (not trimmed) size?
« on: April 29, 2013, 08:03:16 am »
Amazing :) Thanks for the fast reply and fix :)

9
Support / Re: Clipping a sprite by it's full (not trimmed) size?
« on: April 28, 2013, 06:22:55 pm »
Thanks, hm, unfortunately i can't disable trimming since the sprites are very large and with trimming disabled the atlases which I'd have to generate to fit everything in will exceed 50MB or even 100MB.
Please let me know when you would be able to publish a fix. I guess I'd have to delay publishing of the game for now until there is a fix and start working on another one I have in the plan.

10
Support / Re: Poll 1 - Experience level
« on: April 28, 2013, 01:38:53 pm »
I'd say I have medium experience with Unity (1 year and 2-3 medium sized games, but nothing really complicated). Also I have experience of lots of other platforms.

11
Support / Clipping a sprite by it's full (not trimmed) size?
« on: April 28, 2013, 01:29:02 pm »
Hi, I have a set of sprites some of which aren't perfectly centered inside the image (and this must be that way). I am trying to use tk2dClippedSprite to cut the sprite into 4 parts but unfortunately the clipping coords are applied to the trimmed sprite and not the whole sprite.

E.g. here is the initial sprite which I want to cut into 4 equal parts (see "initial_spr.png")


So, I create 4 ClippedSprite's with the following clipping coords:
( (0, 0), (0.5, 0.5) )
( (0.5, 0), (1, 0.5) )
( (0, 0.5), (0.5, 1) )
( (0.5, 0.5), (1, 1) )

and expect to get this (see "req_cuts.png")


But I get this (see "clipped_cuts.png")


Is it at all possible to get what I need with the provided ClippedSprite class?
Any other solution?
Thanks!

12
Support / Re: Raycast doesn't detect concave colliders
« on: April 24, 2013, 01:11:35 am »
Thank you very much! It works now.
I guess you could place those images and the explanation into your official documentation page about polygon colliders since it's not obvious what "caps" and "convex" mean.
You could also note there that if "convex" is checked, the collider will be turned into a convex one in runtime even if the polygon was made concave or has islands (at least if I understood it correctly)

13
Support / Raycast doesn't detect concave colliders
« on: April 23, 2013, 02:05:26 pm »
Hi, I have some sprites in the game which need to have concave polygon colliders or even colliders with a few islands.

To detect tap on the sprite, I am using this method.

Code: [Select]
protected bool IsOverObject(Vector3 screenPosition, out RaycastHit hitInfo)
{
Ray ray = this.camera.ScreenPointToRay (screenPosition);
bool isOverObject = Physics.Raycast (ray, out hitInfo, Mathf.Infinity);
return isOverObject;
}

Appparently this only works if the collider is marked as convex. In that case however 2D toolkit connects all the islands and makes a bigger convex collider, and the casted ray hits that collider. Without "concave", the ray never intersects a collider, even if the tap was directly on one of the islands or on a point inside the concave collider.

So, what is the correct way to detect taps on concave colliders?

Pages: [1]