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Topics - alex.seeck

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Support / [Unity] 5.2 iOS 9 Metal support
« on: September 23, 2015, 11:44:20 am »
Yesterday we struggled with building a game for iOS 9 with Unity 5.2 using 2D Toolkit for the background assets in the very first scene loaded. The "Auto Graphics API" was selected in the player settings, which included Metal and was the problem we solved by removing Metal after switching "Auto Graphics API" off.

I just wanted to cross check if this could be a 2D Toolkit issue since all that is very new?

2
Support / White sprite rectangles appear after versioning pull
« on: September 10, 2015, 10:19:47 am »
Every now and then we seem to have a bug with SpriteCollections and versioning (gitIgnore file is set up properly)

When it appears, pulling from git repository results in an altas showing only white rectangles for the TK2DSprites used. Rebuilding Index does not help, rebuilding the atlas does. But since that happens for every push and pull everyone is constantly pushing and pulling a newly committed atlas.

How is that happening and how can we avoid it.

3
I have a problem with scaling a tiled sprite across a certain distance with a striped line. I calculate the dimensions to scale along the x-axis. If I do this with the stripe, which is half transparent on the left half and half opaque on the right half of the sprite, it seems to be scaling by half the speed because it only takes the actual opaque part into account. As soon as the opaque part is finished it starts immediately with the next at the right position because of the delay in distance.



I don't know how to explain this better.
Is this easy to solve? How do I get it to stretch the mesh across the transparent parts of the texture also? Or is there another way to do this?

4
Support / [Unity] Animated loading screen during scene load
« on: June 18, 2015, 09:30:17 am »
How can one show an animated loading screen while all the atlases are loaded on scene start?

5
Support / [Unity] Can one change the sorting layer of a TK2DSprite
« on: June 15, 2015, 11:03:32 am »
As simple as that:
Can one access this from script? Will this be implemented if not? I'm kinda stuck, because what I want to do is move a vehicle from the background out of the screen and then move it on somewhere in the front. Because of this limitation I can't fit it in between scene objects

6
The documentation states, that "tk2dSpriteCollectionData.GetSpriteIdByName" "Returns: Unique Sprite Id. 0 if sprite isn't found."

I'm confused why this version exists. There might be an image with the index 0, so you won't be able to tell of it's empty or actually there, both return 0.
I know there's the overloaded version where you can define a default value for checking.
Wouldn't it be better to leave the index of 0 out of the sprite indexes?

7
Hello everyone,

we're building an app where we are loading huge atlases per scene. Loading times shall be covered up by an in between empty scene with an animation.

I wanted to know if the call to Application.LoadLevelAsync is taking the platform specific atlases for the next scene into account?
Are they getting asynchronously loaded?
Are they getting loaded into VRAM?
Right now the animation animates for about 1 second, but the whole loading process until the scene shows up takes about 10 seconds.

Would be nice if you could tell me if you knew what exactly happens on your side of that process and even more if you'd know unity's part, too.

8
Support / How to handle PVR compression with Sprite Collections
« on: January 13, 2015, 04:11:13 pm »
Referring to the FAQ here:

http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=97.0

Is there any new approach to creating PVR compressed PNGs for a SpriteCollection?

And I would also want to know, how you manage to have the textures all in the same places from pvrtextool exports as with the 2D Toolkit SpriteCollection packing algorithm?

Thank's in advance

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