2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on June 15, 2013, 10:02:57 pm
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Please read the migration guide before updating. 2D Toolkit 2.0 is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.00/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.00
What's new
- 2D Toolkit UI
- Sprite handles - you can resize / move(click and drag) / rotate(alt) sprites using the handles. Turn them off in preferences if you don't like them.
- Static sprite batcher - supports all sprite types (clipped, tiled, sliced, normal) and text meshes too. Multiple materials & sprite collections supported.
- Animated sprite deprecated in favour of tk2dSpriteAnimator. Works the same, but lets you animate different sprite types.
- Text mesh supports inline colors and gradient switching. Click the help button in the text mesh editor for more details.
- "Sprite from Selected Texture" - use to create a sprite without a sprite collection. Use with care, as each will require one draw call. It's not there for convenience, but rather for backgrounds and render textures that can't be atlased.
- Loads of API improvements.
Bug fixes and improvements
- Fix for AnimationEventTriggered, if nulled out during a sequence of events
- Cope with sprite / sprite from texture, added as a component - and cope with some cases
- SpriteFromTexture implementation changed to avoid some errors - now creates a sprite collection in the scene
- Added some missing tk2dSpriteAnimator.Play variants
- Fixed packed fonts - was broken in 2.0
- Fixed tk2dTextMesh help text for inline formatting - was incorrect
- Fixed tk2dTextMesh inline styling - was failing in some cases
- tk2dSprite.SetSprite - print out the sprite name when can't be found
- Smoothspherecollisions wasn't being transferred to the sprite
- Tilemap.GetTilePosition returns correct values for isometric tiles.
- tk2dSpriteAnimationClip copy constructor.
- Fixed ToggleButtonGroup OnChange order - now called after state is changed.
- Tk2dExternal.Skin.Done is now static - could run into issues before.
- tk2dUiManager.OnMouseWheelChange -> OnScrollWheelChange to stop Unity warning during iOS build because function name starts with OnMouse.
- textInput.SetFocos / IsFocus
- Sprite handles disable themselves when using vertex snap mode in Unity
- Selecting an animation clip will now select the first frame group
- tk2dSpriteAnimation - added "View Data" context menu, to allow viewing data without switching to debug mode.
- Animation editor - warn when invalid clip is detected, non destructive, but can attempt "fix" if requested
- tk2dTextMesh.GetMeshDimensionsForString re-instated
- tk2dStaticSpriteBatcher.UpdateMatrices for legacy support
- Clipped sprite bounds corrected, now will work correctly on trimmed sprites.
- Sprite collection polygon collider defaults to front & back collider faces. Was causing a lot of confusion.
- Creating a sprite will now automatically inherit the layer of the parent.
- Sprite collection names sorted "naturally"
- Removed skin assets - the skin is now stored externally in a DLL. Less files in the project, and less likely to break.
- Sliced sprite legacy mode removed - automatic upgrade should work almost 100% of the time.
- tk2dUIMask in favour of other masking methods - this is extremely efficient.
- Default ortho size in sprite collection is now 10, works better with default Unity physics settings.
- Textmesh data moved to external serializable class. Shouldn't require any changes from user code.
- Got rid of "Always pixel perfect". Its always more efficient to update the camera to compensate for resolution changes.
- You can convert between sprite types in the component settings menu - also add or remove animators to a sprite.
- Moved non-core systems into own directory structures - tk2dUI, and tk2dTileMap.
- Lots more little bugfixes - please let me know if a bug you've reported isn't fixed.
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very good.
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So unfortunately I ran into a problem upgrading from version 1.92 final. I followed all the steps, my integrity checked out. After I restart unity though, its almost like 2dtoolkit uninstalled itself. When i click on the 2dtoolkit toolbar, the only options are advanced and setup for JS. In the hierarchy and project panels there is no more 2dToolkit options at all. I have spent all day on this but to no avail. I am using Unity version 4.1.5f1. Does anyone have any idea as to why this is happening?
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If that happens it means you're missing an error in the console window. What does it say?
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Ok, we've spent the whole day but we managed to successfully upgrade our current project to 2.0+hotfix 1. It works perfect and the layering system you sent us has been doing well with our faked motion blur script.
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can you elaborate on turning off the sprite handles? I didn't see anything listed under edit > preferences.
They're nice but unfortunately seem to take priority over the default unity editor controls, producing unwanted results sometimes.
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You can turn them off in 2D Toolkit > Preferences.
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ah, forgot about the 2dtk menu entry, thanks
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We have found an easy to fix bug. It's within the uitextinput control. When you scale the parent object the input (gfx & text) are skaled properly. However the cursor (which shows you the typing position) is not positioned in X axis accordingly. Just a 1-liner.
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For some reason when I re opened it today it just worked, didn't do anything else. :o
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Magic!
* I've seen Unity go crazy when updating code sometimes. You do get an error in the console, saying it cant find some files, etc. which go away after restarting.
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Yeah, we always tend to restart Unity after every asset upgrade or major code change. It usually gets crazy.