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Messages - Evil-Dog

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1
Support / Re: Get the current frame playing?
« on: January 10, 2015, 12:25:22 pm »
Sure, thanks for the info :)

2
Support / Re: Get the current frame playing?
« on: January 10, 2015, 04:38:35 am »
Well yeah but when using a third party, I don't expect I have to go dig in the code to understand stuff hehe should be in the docs :)

3
Support / Re: Get the current frame playing?
« on: January 09, 2015, 06:04:14 pm »
Do you mean that in ping pong, CurrentFrame will go back and forth but using ClipTime will just go forward?  I'd need to make some tests but I think the doc should explain that stuff maybe. There's no doc on wrap modes that I can see.

4
Support / Re: Get the current frame playing?
« on: January 09, 2015, 05:17:35 pm »
I couldn't find a confirmation anywhere but am I correct in assuming that spriteAnimator.CurrentFrame is the same as doing (anim.ClipTimeSeconds * anim.ClipFps) % anim.Clip.frames.Length ?  Just say CurrentFrame in the doc in v2.5
Thanks for confirming.

5
No no you're just assured me it will work 100% lol just kidding :D

6
Yeah that's what I thought, just wanted some confirmation :D

7
Do you think unity 5, being 64-bit, will be able to compute much bigger atlases without crashing? I have a lot of problems with big collections right now.

8
Support / Re: Is it possible to skew a sprite?
« on: May 12, 2014, 08:51:01 pm »
I've done skewing by changing the mesh's vertices, it may break the batching but not sure about that. I think I also had to change some of the tk2d code to access the vertices array too.

9
Ok awesome thanks I'll try that

Maybe not a standard but plugins have to at least work and some don't unless you move stuff around.  I didn't know there were limitations on the asset store previously though, that explains it.  I'll try SetupForJS, thanks for that tool.

10
Support / Re: Update 2dtoolkit in the physics update
« on: January 07, 2014, 02:55:58 pm »
That makes sense, thanks

11
The text window in the animation window where you setup your animations using collections.  There's the text button that opens a text box above the "process" button right.  Same thing with the search boxes in the collection or animation window.  I've tried in a new project and I can copy paste but not in my main project, that's the weird thing.
Unity 4.2.1f4
2dtoolkit 2.1 final + hotfix 1

Also, because I use javascript mainly and that 2dtoolkit, like many other plugins, don't respect the unity folder standard of being in the plugins/standard assets/editor folders, it's unusable unless the code in Plugins.  So updating such plugins is a bit of a pain and risky to lose all connections to your scripts if you don't do it right.

12
I've tried to no avail.  I still can't copy paste in the text field.
Other ideas?

13
Support / Re: Update 2dtoolkit in the physics update
« on: January 06, 2014, 03:41:01 pm »
Right yeah, so that's all I'd need, interesting.  Thanks!

And you do have some experience with determinism in Unity? good or bad? Care to share some thoughts on it? :)

14
Support / Update 2dtoolkit in the physics update
« on: January 05, 2014, 11:36:30 pm »
Hi there, I'm working on a game that we'd need to make deterministic.
I ask this in a global state of confusion but from what I understand, I'd need to run the sprite system on a deterministic fashion using the physics update and not the render update.

Any thoughts on that?
Is that something that would be doable?
Thanks :D

15
Sorry to bump this, cause I think EDITs get lost in the mix.
I checked the text method and I can't use copy/paste in that window so it seems unusable at the moment.
Can't copy paste in the sprite search bar either, which is inconvenient.
Is this a problem on my end?

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