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Topics - RhapsodyGames

Pages: [1]
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 / 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?

3
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?

4
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?

5
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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