2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on December 04, 2016, 12:26:07 pm
-
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html
Documentation available at:
http://2dtoolkit.com/docs/2.5
Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.
What's new
- Lots of bug fixes and improvements
- Updated to work with Unity 5.4 and 5.5
- Exported in Unity 5.3. Previous versions of Unity are no longer supported
Bug fixes and improvements
- Fixed tilemap prefab instantiation bug
- Fixed tk2dCamera rotation issue, added support for WSA
- Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
- Inertial scrolling fix for scrollable area
- Removed platform specific functionality for WebPlayer, WP8 and Flash
- Fixed negative box collider warning
- Fixed input field string doubling up on Android
- Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
- Fixed deprecation warnings for Unity 5.4 and 5.5
- Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
- Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
- Texture importer supports "Sprite" textures as input in Unity 5.5
-
Thanks a lot! You are great! ;D
-
Yes! Amazing! I was just wondering when the big update would come! Thanks!!!
-
I'm trying Unity 5.5.0f3 and I have imported the new 2D Toolkit 2.5.7 version to a new empty project and trying to build the project causes compiler error:
Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs(225,3): error CS0103: The name `BuilderUtil' does not exist in the current context
Error building Player because scripts had compiler errors
-
Ugh, my bad.
tk2dTileMapBuilderUtil.cs, line 4
Replace with #if true
I'll post an update later this week to fix this.
-
Updated the file above to 2.5.7.1 - fixing the build issue.
-
Super!!!
Thanks :)
-
After upgrading to this, I am getting runtime errors when changing a Sprite's sorting order:
InvalidOperationException: This cannot be used during play mode.
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty (Scene scene) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorSceneManagerBindings.gen.cs:156)
tk2dUtil.SetDirty (UnityEngine.Object object) (at Assets/TK2DROOT/tk2d/Code/tk2dUtil.cs:128)
tk2dBaseSprite.set_SortingOrder (Int32 value) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:183)
Any ideas? Thanks.
-
Hi, we`ve got the same problem as fsadeq on preloaded image from steam
apparently you can fix this by simply checking whether is application is in play mode tk2dUtil.cs:
// Replicate old pre-5.3 behaviour
public static void SetDirty(UnityEngine.Object @object)
{
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(@object);
#if (UNITY_5_3 || UNITY_5_4 || UNITY_5_6 || UNITY_5_7 || UNITY_5_8 || UNITY_5_9 || UNITY_6_0)
string objectPath = UnityEditor.AssetDatabase.GetAssetPath(@object);
if (string.IsNullOrEmpty(objectPath))
{
string scenePath = UnityEditor.AssetDatabase.GetAssetOrScenePath(@object);
var scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneByPath(scenePath);
if (scene.IsValid())
{
if (!Application.isPlaying) {
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(scene);
}
}
}
#endif
#endif // UNITY_EDITOR
}
-
Thankyou :)
-
I'm trying these legal steroids here (http://www.nationalparalegal.org/) and I have imported the new 2D Toolkit 2.5.7 version to a new empty project and trying to build the project causes compiler error:
Hey Sengi I tried doing that but it didn't fix it. :(