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Messages - RhapsodyGames

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1
Support / Platform-option understanding
« on: June 08, 2014, 08:45:26 am »
Hello, I've find a platgorm feature in spritCollection, but I dont get it, how exactly it works?
I understand that it bases on using different atlasses, but what happens with sprites?
For example: In my games I need to use both high and low resolutions (2048*1536 and 1024*768), I add first platform for 1024*768, x1, then I add x2. And it's just increase max. size of texture. If I'm trying to delete sprite, or replace it, it apply to both atlasses. So what's the point of platforms?

2
Support / Re: Center of group meshes.
« on: November 20, 2013, 06:24:45 am »
yipikaye! :)
It works! Thank a lot! I'm so happy :)

3
Support / Re: Center of group meshes.
« on: November 19, 2013, 08:16:43 am »
Sorry, maybe I explained wrong. I have some target point and group of meshes, I need to calculate overall center of thise meshes and put this center to "some target point". Like "Anchor" option on TextMesh, but for group of different meshes.

4
Support / Re: Center of group meshes.
« on: November 18, 2013, 01:00:54 pm »
Yes, I got it :) But can You tell me how to center them right? Is it possible, right?

5
Support / Re: Center of group meshes.
« on: November 18, 2013, 04:59:44 am »
Now I've tried this, is it closer to right?  :'(

MeshRenderer[] mr = objWithMeshes.GetComponentsInChildren<MeshRenderer>(true);
Bounds bound = mr[0].bounds;
foreach(MeshRenderer m in mr)
{
   if(m != mr[0])
      bound.Encapsulate(m.bounds);
}

It makes ok position at first, but if I try to make sprite bigger it calculates wrong position. And if I put this code to Update it moves my scprites to the infinity or some.

6
Support / Center of group meshes.
« on: November 17, 2013, 03:10:21 am »
Hello!
Here's the deal: I want to find center of group of some meshes (for example: tk2dSprite + tkd2TextMesh), what i do:

MeshRenderer[] mr = objWithMeshes.GetComponentsInChildren<MeshRenderer>(true);
Bounds bound = new Bounds(Vector3.zero, Vector3.zero);

foreach(MeshRenderer m in mr)
{
   bound.Encapsulate(m.bounds);
}

return bound.center;

On the exit I have totally wrong coordinates (maybe it only works for usual 3d models or some, don't know). I've try to put this coord to local and world positions, but it's still totally wrong. And coords not changes if I add some symbols to textMesh. What I did wrong? How can I find center of group tk2dsprites/textMeshes?

7
Support / Re: Load time
« on: November 13, 2013, 08:08:26 am »
Thank You for quick answer.  :)

8
Support / Load time
« on: November 12, 2013, 02:43:43 pm »
Hello, I have some questions.
My game load time is about 25 secs on iPad 3, I have about 10-15 sprite collections of different sizes, 512*512/ 2048*2048.
So, how what exactly affect on load time? Count of collections, sizes of them? Both, count + size? Or some other things? Is there any secrets to make load time shorter?

9
Support / Re: Text Mesh optimization
« on: October 17, 2013, 04:38:02 pm »
Thank You, second solution helps me :)

10
Support / Text Mesh optimization
« on: October 17, 2013, 03:50:42 pm »
Hello, I'm using 4 fonts in my project.
In some menus about 20-30 textmeshes are visible, it costs a lot of drowcalls. For example, without any textMeshes drawcalls = 30-40, with active textmeshes it grows up to 60-70. I dont know how to optimize it to "1 font = 1 drawcall".
Is this problem have any solution?

11
Support / Re: UI, ProgressBar, Sliced sprite.
« on: August 23, 2013, 08:24:05 am »
Thank You, my problem gone after update, now works nice :)

12
Support / UI, ProgressBar, Sliced sprite.
« on: August 22, 2013, 12:30:17 pm »
Hello, I'm using Your UI system, it works nice, but some of tk2dUIProgressBar components always set "Dimensions":(x, y) to (0,0). For example: I have 20 objects instanced from the same prefab, progressbars of 15 of them works cool, but 5 of them have (0,0) xy in Dimensions. How can I fix this?

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