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Messages - cyro_349

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1
Releases / Re: 2D Toolkit 1.7 beta 3
« on: April 28, 2012, 01:23:10 pm »
The Sprite Collection Editor is looking beautiful. Good job.

~Cyro

2
Releases / Re: 2D Toolkit 1.60 + patch 1
« on: April 08, 2012, 08:01:43 pm »
Yea, looks like it was an older version, if you take a look at my other post it mentions this. Without the lines the bug is different (only happens when trying to select something in the project view while you have something selected in the hierarchy).

~Cyro

3
Releases / Re: 2D Toolkit 1.60 + patch 1
« on: April 02, 2012, 05:08:53 pm »
Alright, looks like it was an old version of the code that I was using (too many simultaneous projects, updates aren't applied and clients want changes on 6 month old projects...), the offending lines had been removed in the latest version.

Although selecting a sprite in the hierarchy then selecting something in the project deselects whatever you had selected in the project, adding those lines seems to fix that ;)

~Cyro

4
Releases / Re: 2D Toolkit 1.60 + patch 1
« on: April 02, 2012, 11:13:54 am »
Hey Unikron,

Sorry, I'm not sure where else to post this, but I think I've found an issue (and solution).

This bug is on a Mac (unsure if it exists on PC, but it should), but when you select a sprite/sprite collection then Command+click or shift+click (ie select an additional sprite/sprite collection), your new selection gets unselected. This seems to be an issue with tk2dEditorUtility's UnloadUnusedAssets function.

The original function clears the selected object, then sets it back to what it was after garbage collection. This only seems to work for the first selected object.

Code: [Select]
public static void UnloadUnusedAssets () {
Object previousSelectedObject = Selection.activeObject;
Selection.activeObject = null;

EditorUtility.UnloadUnusedAssets();
System.GC.Collect();

index = null;

Selection.activeObject = previousSelectedObject;
}

Swapping it to this seems to solve the issue (as it stores all objects selected, rather then just the active one):

Code: [Select]
public static void UnloadUnusedAssets () {
Object[] previousSelectedObjects = Selection.objects;
Selection.objects = new Object[0];

EditorUtility.UnloadUnusedAssets();
System.GC.Collect();

index = null;

Selection.objects = previousSelectedObjects;
}

~Cyro

5
Releases / Re: 2D Toolkit 1.60 + patch 1
« on: March 30, 2012, 08:08:15 pm »
hehe, mmk, just wanted to know. Thanks for the quick reply.

~Cyro

6
Releases / Re: 2D Toolkit 1.60 + patch 1
« on: March 30, 2012, 04:55:10 pm »
Hey,

Firstly, awesome job mate.

Just a random question. Throughout the code you seem to have put in:

#if (UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_4)

It's meant to be this right?

#if (UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5)

It seems as if it should be, but, I've met some programmer with random programming practices, and for all I know you have an extra UNITY_3_4 because you like to look of it  ;D

~Cyro

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