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Messages - kenshin

Pages: 1 [2]
16
Support / Re: collider issue ...
« on: August 30, 2013, 02:35:55 pm »
When I remove sprite animator but not the sprite, the collider is placed on top of sprite. In game, it is ok also. When I however add a sprite animator, the problem is repeated, the sprite and animator is at diffrent postions.

When I delete sprite and create sprite with animator then happened again. I have debugged the issue and seen that when animation starts playing this happens. I have deleted all of my scripts and observed that result. I have send screen shots as email.

thanks for support.

17
Support / collider issue ...
« on: August 30, 2013, 01:33:05 pm »
At design box then collider is fitted and positioned to the sprite but when I run the game collider is positioned different from the sprite. It, however, must be ont the sprite, but not ! I do integrity check, rebuild indexes but it is not solved. I have changed collider from user defined to boxed, but nothing has changed: collider is not placed on sprite. why and what can i do to solve this ? 

18
Support / flipX !
« on: August 27, 2013, 11:40:59 pm »
1) How can I flip sprite with trimmed area ?

When I try to flip sprite, it flips the sprite based on sprite size, not based on trimmed sprite size. Or should I make another collection for sprites that should be used as flipped so that when I change my sprite directionI can use another collection without flipping. what is the best practice for flipping and character direction usage cases ?

2) Why animated sprite size is big, although we set sprite as trimmed ?

3) I have 256x256 sprites in size, 400 in number and with a lot of space in them. they are imported as trimmed in sprite collection. If I delete them  i will loose all of my animations. How can I reimport them without loosing my sprite collection definitions and animations.

4) I need `padding` and `extra padding` explanation and usage areas.

5) which is fastest: changing scale on transform or on sprite ? why ?

Thanks in advance for good support :)

19
Support / Re: tk2dcamera vs unity camera
« on: August 22, 2013, 12:11:57 am »
 I have solved :( in tk2dUIManager unity camera is linked... After I link tk2dcamera to ui manager, it has worked !

20
Support / Re: tk2dcamera vs unity camera
« on: August 21, 2013, 11:06:37 pm »
yep, I did it before game start and not worked. then didi it when game running, not worked again. it is strange that on scene view colliedrs are OK but at game view touch is sensed not from collider postion but below the collider position for all buttons.

I have 6 buttons and 2 of them is from the original tk2d UI demo. other 4 buttons are buttons from original ui prefab but button graphic object is replaced with tk2dsprite with animator.
(problem is notices at tk2d 2.1 with hotfix and with 2.2 beta 1 , there is same problem but this time touch is never sensed !)
any suggestion ?


21
Support / tk2dcamera vs unity camera
« on: August 21, 2013, 06:15:56 am »
Hi,

here is the problem: when I use tk2dcamera I cannot touch tk2duiitembutton but when I use unity camera I can touch them. As i understand, collider of the button is at the different place from the button. because when I click bottom of outside of the button it sense the mouse touch. When I swiitch to scene view I can see the colliders are fitted to button. What can I do to solve this ? Does that mean that tk2d camera doesnt determine touch points correctly ? or ...?

Info:
- tk2dCamera settings: orthographic, ppm = 20, zoom = 10, origin=center
- unitycamera settings: orthographic, size = 1.4, clipping pane= [1.5, 15.01]
- sprite collection ppm = 20

22
Support / Slowness of Duplicated Animated Sprite
« on: May 30, 2013, 12:10:20 pm »
Hi,

I have made an animated sprite(including 6 child object with 1 collider for each child ), then run and my fps result is nearly 200. Then I have duplicated that animated sprite 15 times and run. result is 3 fps.
I have spread(distributed) that 15 sprite over screen then run it was 80 fps. OPS !

is it ok or a problem ?

23
I have sended nearly 60 mb e-mail to support adress.

24
Yes for both objects.
I will send an example tonight. In addition, z coordinate is also same and in length 0.2.

25
Hello,

I have also same problem, but 2 animated sprites and both have rigidbody attached and trying to collide with each other. the setting is nearly same as explained above and:
- I have 5 frames and 3rd frame is a hit frame having custom a box collider. other frames has "force none" collider,  I have also tried box trimmed for frames other than hit box.
- I have tried enabling/disabling box collider itself

but all tries failed. OnTriggerEnter, OntriggerExit doesnt work. OntriggerStay also doesnt work, it always show stay event. And I also tried box trimmed for hit box but all other "force none" collider, it doesnt work untıl ı move the object a little bit.

could u please solve my problem ?

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