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Messages - beardkey

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Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 27, 2013, 08:26:43 pm »
To both the font fix and the code fix, looks like that works for now, thanks! Since I've been such a debbie downer, let me just say everything else looks great and promising. One suggestion - in the UILayout component, a way to set the button's stretch geometry (whatever you want to call that, the green box with I marks around it) to all would be handy, but not necessary. I can live with four clicks.

As to the font issue - it looks like for me it was broken at some point during my Git commit/push/pull. At least I know where to go to fix it now, thanks!

Edit: Ah-hah moment. I was close, it's not quite the camera. We're also using SmoothMoves and, up until this update I had been using a standard Orthographic camera. Due to the native size of our SmoothMoves characters, we had been scaling everything else accordingly, so our camera is at a scale of 480. Similarly, I scaled up the buttons by 400 in the Transform in order to appropriately have them displayed. If I just dragged them to size, the text would remain too small.

Apparently, this is a no-no and is what is causing all of my major layout issues. Working with things at a scale of 1 is great, but even at a scale of 10 I start seeing issues with the buttons overlapping eachother and not moving around / adjusting properly.

Should I instead be working at a scale of 1 for the camera and downsizing all of our SmoothMoves animations and characters? Or is there something I can do to get the tk2d items to work at the higher scale?

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Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 27, 2013, 05:40:56 am »
Hate to say it but I'm going to have to pass on this for a while. I've spent way too much time with the layouts, and they're just acting funky (clicking on different items in the Items list causing buttons to shift in the scene for instance). I'm wondering if it's because I have a camera size of 480 and have to scale buttons up, since that seems to be the only real difference between the working examples and what I have going. Maybe I'm just cursed. I've been trying to get things to work and suddenly the fonts on the buttons in the demo scene look like this with any font I choose... I think that's an omen to give up till next release.

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Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 22, 2013, 01:43:04 pm »
1) I had been using the same camera I set up when going through the 2.1 instructions, which had me set up the UI Manager and I just threw it on the Camera for ease of use. It had worked no problem until the update. Knowing now that it will stay persistent I'll try to figure this out. I'm not sure how though since I need to drag a reference to the main camera in each scene. I'm probably just missing something, I'll toy around with it a bit after work today.

2) It's odd, I can't directly reproduce it with anything that's in the UI Layout Demo scene consistently. For instance if I try using the DistributedButtons that are already set up, it happens only once in every 15 times I load the scene, and only if I set them to Vertical so far. HOWEVER, here are steps that get it to happen every time.

  • Load the UI Layout Demo scene
  • Add empty game object to the scene with GameObject -> Create Empty
  • Component -> 2D Toolkit -> UI -> Core -> Tk2dUILayoutContainerSizer
  • Drag four Buttons from the ControlPrefabs/Layout folder on to the GameObject
  • Select the GameObject and hit the Proportional button
  • In the Items list, select BasicButton 3
  • Click in the Proportion field, hit backspace and type in a '3'
  • Disable the LayoutDemo game object if you want to see it better

Following those steps exactly, each time, give me this result

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Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 22, 2013, 04:13:33 am »
I just installed 2.2 beta (on unity 4.1.5f1) and am running in to some odd behavior. I have one scene that uses a tk2d camera, with a tk2d uiManager script attached. When I play and move to a different scene the camera follows through as if marked as DontDestroyOnLoad().

If I create a generic camera and set it up like in the UI Getting Started doc, I have no such problem.

Am I doing something obvious, or should I no longer be using the 2dtk camera I had set up before?

Edit: Another oddity - following the Advanced UI Layout doc, after playing with 5 buttons I started trying out different proportions. I'm finding that half the time I try it begins to offset the button texture and text oddly, and I'm unable to hit R to reset it unless I delete that game object.

It seems to only happen when I clear the Proportion by hitting backspace all the way before typing a new number, rather than just highlighting it and replacing. Example can be seen here.

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Support / Re: Fitting button to screen height
« on: August 21, 2013, 10:29:04 pm »
Ah! Sorry. I meant the magenta box with the instructions in it.

Edit: Doh, it looks like it's because it's a Sliced Sprite. I totally missed that it wasn't just a normal sprite. Sweet, onward and upward. I'll give your suggestions a try, thanks!

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Support / Fitting button to screen height
« on: August 21, 2013, 09:43:45 pm »
A few quick questions (hopefully) somewhat involving Demo Scene 11 - Camera and Alignment.

1) With the background image, how is it being scaled without scaling the border of the image? I can't seem to figure out what's doing that, or where I can read up on it.

2) Let's say I need two buttons, one on top of the other, maybe with a background or without, which ever is easier. I'd like them to take up the left 10% of the screen at any resolution, stretching from top to bottom. Using camera anchors I can get them to sit in the top left of the screen but I can't seem to find the best way to stretch them without it messing up the text as well (which I would like to remain readable). Any ideas?

Thanks!

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