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Messages - arvz

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16
Hey,

I'm trying to use the Static Sprite Batcher to combine many many blocks into 1 big statically batched block, like this:


(I'm not using a Tilemap for a specific reason)

I've got a bunch of these in different shapes, all using the same 1 sprite which is in a sprite collection.

While I have all of them uncommitted the 'saved by batching' count in the statistics box is about 88. When I start committing the static sprite batch blocks this number starts go down instead of going up.

I would have logically expected the number to go up (The more you save the better, no?) Have I screwed something up or do I just understand this incorrectly?

edit: Oops, actually it looks like while the 'saved by batching' count goes down, the draw calls count also goes down drastically, so it appears to be working as it should?

Thanks

17
Support / Re: Assigning a layer to tilemap sprites
« on: February 07, 2014, 12:30:21 am »
I'm really only using the 2D character prefab as a test, long term I won't be using it at all.

Did not know there was a Unity layer that could be assigned to tile map layers, this is exactly what I was looking for! Thanks for always providing quick support :)

18
Support / Assigning a layer to tilemap sprites
« on: February 06, 2014, 01:32:43 pm »
Hey!

I'm building a 2D side scrolling prototype where the character is able to jump and land on the ground. Using the sample assets (beta) 2D Character prefab. I have created a new Unity layer called 'Ground' that is for all ground sprites that the character is able to land on.

How could I integrate this using the Tilemap? One way I have done it is to create a prefab of a tk2dprite that is going to be a ground, with a box collider and its layer assigned to Ground, and using the Tilemap Data feature to replace all instances of this sprite with the prefab I created. Is this the most optimal way? This becomes a problem for me currently as I'm using the same sprite for this ground that is turned upside down, and is not a ground, but of course since it's the same sprite the tilemap replaces them with the prefab I created.

If I do stick with the prefab/data method (if there is no better way) how would this perform? The levels are of course static - do tilemaps do static batching? Would they still be statically batched if they turn into my prefab?

19
Support / Re: Static sprite batcher not respecting layers properly?
« on: February 06, 2014, 09:11:46 am »
I see, thanks for that. Does this basically mean we must use z values?

20
Support / Static sprite batcher not respecting layers properly?
« on: February 06, 2014, 08:53:18 am »
Hi,

I am following the Whack a Mole tutorial (http://www.unikronsoftware.com/2dtoolkit/docs/latest/tutorial/whack_a_mole/game_objects.html)

I'm doing this in Unity 4.3.x with Sorting Layers, so I'm sorting the sprites using 'Order in layer' rather than using z-values. When I click Commit on the static sprite batcher, the Sky Burst sprite moved itself on top of the landscape sprite, but if i hit Edit, then the sprite is fine again.

Does the static sprite batcher have a problem respecting layers? or did I do something wrong


Before Commit:




And After Commit:


21
Support / Can't left click to select objects behind the TileMap
« on: February 05, 2014, 11:54:41 am »
Hi guys,

I've got a 2D scene with a tilemap and a tk2d sprite object inside the borders of the tilemap. Everytime I left click on the tk2d sprite, it always selects the Tilemap object instead of the tk2d sprite. I then added a cube (standard Unity cube). I can select these cubes with left mouse click without any problems.

What can I do to fix this? It's actually driving me insane

Edit: It seems if I position the sprite's Z axis position in front of the tilemap it seems to work. Is there any other way?

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