Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jjv

Pages: [1]
1
Support / Re: Warnings
« on: October 05, 2017, 03:04:38 pm »
Nvm, i deleted the root folder and re-imported and it is gone. Thanks!

2
Support / Warnings
« on: October 04, 2017, 10:14:16 pm »
Hi there,

I'm trying to combat with warnings in my project. Please consider fixing 2 that come from your project.

Assets/TK2DROOT/tk2d/Test.cs(29,7): warning CS0219: The variable `sprtk' is assigned but its value is never used
Assets/TK2DROOT/tk2d/Test.cs(31,10): warning CS0219: The variable `spr' is assigned but its value is never used

I can probably skip importing this class. But if you don't mind please address.

3
Support / tk2dUIScrollableArea scroll speed
« on: September 05, 2014, 02:51:11 am »
Hi there,

Is there a way to control the speed at which the scrolling happening during a swipe? I put together scrollable area that almost fit the entire screen and you always see one and a half or one and two halfs of UIItems inside the area. But the default scrolling speed doesn't feel natural.

Thanks   

4
Support / Re: Missing whitespace in imported font
« on: August 29, 2014, 01:22:58 am »
I thought I did, I re-did it and it works. Thanks.

5
Support / Missing whitespace in imported font
« on: August 28, 2014, 02:10:07 am »
Not sure if it is BMFont issue or I need to change something in 2d toolkit. When I create a font with BMFont I select "whitespace" empty block to be included into export. However when I select Options>Visualize or Export the font "whitespace" is missing, which kind of make scenes cause I think BMFont just optimizes it as there is nothing to render.

However when I follow this instruction http://www.unikronsoftware.com/2dtoolkit/docs/latest/tutorial/importing_a_font_into_a_sprite_collection.html and create a TextMesh that has a whitespace it is not displayed in the game view (it is simple omitted). So  I see "score0" instead of "score 0".

Please advice

6
Hi there,

Understanding that there is a compromise between the quality and ease of development what would be the most future proof way of handling multiple resolutions in your opinion?

Here is my take after some research (I'm very new to the topic). In order from least future proof to the most future proof:
  • Using conditional compilation "#if UNITY_IPHONE" or any other means to detect device type and then scale or swap textures.
  • Using tk2dCamera overrides with different resolutions
  • Using tk2dCamera overrides with different aspect ratios
  • Using tk2dCamera wildcard override to Fit Visible and switch tk2dSystem.CurrentPlatform to 2x or 4x based on most common resolution ranges at run time to minimize blurring effect, that occurs due to "fitting".

Q1: Does this sound correct? Are there any other even more generic/future proof methods?
Q2: Given the plethora of device out there, what are the best "native/design resolution" values for 1x, 2x and 4x? Would it be 960x640 and then literally 1920x1280 and for 4x - 3840x2560?
Q3: Will that runtime switching code look something like this?

Code: [Select]
using UnityEngine;
using System.Collections;
 
public class ResolutionSetting : MonoBehaviour {
    void Awake () {
       
if(Screen.width<=960){
tk2dSystem.CurrentPlatform = "1x";
}else if(Screen.width<=1920){
tk2dSystem.CurrentPlatform = "2x";
}else{
tk2dSystem.CurrentPlatform = "4x";
}

    }
}

Thanks.

7
Oh, I saw the warning (red stop sign drew my attention) but the message didn't made me think that it is just Unity player issue and things will just work fine on the actual device. Thanks!

8
Support / Scaling issue while changing Aspect Ration in preview player.
« on: August 07, 2014, 04:20:06 am »
Hi there,

Context:
I'm new to both Unity and 2D Toolkit and I'm having hard time grasping how to properly configure multi-resolution support.  I spend few days reading through 2D toolkit docs, online articles, forum and watching some random you-tube videos, it is all hard to digest, but I came to conclusion that it depends on what kind of game you are building and what kind of devices / resolutions your are planning to support.
I wish there was some wiki page with a grid that outlines different scenarios with "best practices" values for the configuration. For example in my case: I wan't to target as many devices as possible. My game will have a fixed screen (no scrolling). Will use 2d physics. Proportions between game elements should stay the same (except HUD elements). Probably will use pixel art. Based on my research so far seems like the default configuration seems to be sensible enough!:
  • Native resolution 960x640 (I guess it the middle ground between low res and hi res)
  • Pixel per Unit 100 (sort of required when we use physics 2d)
  • Fit visible (to accommodate most of the devices)

Issue:
When I go with those defaults, create sprite collection (same settings) and add a sprite everything looks good in native resolution. However when I switch preview to not matching aspect ration thing stretch (see pic). Does this mean that framework doesn't handle this out of box with some sort of default solution? I tried to create override for that aspect ratio but whatever value I choose for Auto Scale it doesn't seem to do anything. How should one go about handling that? Should I programmatically add some black bars on the sides?

Thanks 



Pages: [1]