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Messages - NoradZero

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1
As the topic say... It is possible to see current tile position on the tilemap in edit mode ? When i link two scene togheter this could be a great addition cause i actually don't see where the previous level end at right compared from left on the next level.

I will have to make like 100 levels.. so this is somewhat painfull. A simple way to show coordinate would be nice.

2
Support / Re: LitBlendVertexColor broken in Unity 5?
« on: April 06, 2015, 02:51:15 pm »
Thanks for this ! It fixed another issue.

3
Ok i found the problem! Needle in a sack of whey as always haha

It was the camera... Rendering Path must be set to Use Player Settings. It was set to Vertex Lit (probably something that had to be done before i dunno)

4
No idea,
Both lit blend & lit premul work fine for me in a new project (2.5.1 & unity 5.0.0p3). Is lighting turned off somewhere / set to vertex?

Try it in a new project - I'd expect it to work, and then work your way back from there, thats the only thing I can think off..

But other shaders work excepts the ones packed in 2d toolkit. Is there anything im doing wrong ? I exported all my project assets then imported them in a new project and i get the same problem.

EDIT:

Seem like to do with scenes imported from Unity 4 or something i dunno. But if i create a new scene in Unity 5 and add a new tilemap based on existing data and tileset the shader work only for this scene once i paint tiles. But i also get tons of errors (total of 462).. The same error..

NullReferenceException: Object reference not set to an instance of an object
tk2dTileMapSceneGUI.DrawOutline () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapSceneGUI.cs:253)
tk2dTileMapSceneGUI.OnSceneGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapSceneGUI.cs:440)
tk2dTileMapEditor.OnSceneGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapEditor.cs:1233)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1971)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1337)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1175)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

5
Support / LitBlendVertexColor stopped working once upgraded to 2.5.1
« on: April 06, 2015, 03:33:50 am »
Hi,

That wierd.. i was running on Unity 5.0.1 everything was fine until i update to 2.5.1 (i wanted to get the updated shaders) then all light effects disappeared. Any ideas ? I was using LitBlendVertexColor shader..

See attachements for screenshots...

Thanks!

6
Im facing this issue on 4.6.0f1 after upgraded to FullInspector 2.5. I use the Rebuild sprites and it work but i have to do it each time i getting back in the scene from play mode. (Back in EditMode)

Probably nothing to do with FullInspector 2.5 but when i upgraded it look like to have triggered something in Unity which make prefab revert to MeshFilter = None each time which is rather strange.

Any ideas to fix this ? Any possible workarounds ?

7
Found it. Its Partition size. What nice with this is that it litterally can fix the lightning limit issue.  Because mesh are smaller and since the limit is 6 light per vertex shader per mesh. It make use of more lights per meters.  Offcourse, i don't recommand this for very large tilemap size. This could increase the draw calls severly. But for small scenes like in my project this was the fix.

8
Support / Do we have control on the chunks saved by the tilemap editor ?
« on: October 11, 2014, 01:52:15 am »
Hi,

Do we have control on the chunks saved by the tilemap editor ? such increasing their size or reducing their size ?

Thanks!

9
Support / Re: Problem with lightning
« on: October 11, 2014, 12:15:06 am »
I do not have enough knowledge in lightning for that unfortunally :-( And vertex lightning isn't a pretty solution compared to real dynamic lights. Sure it could do the job at some point but it wasn't enought for me.

Anyway i did some tests and i choosen a solution.. i will simply reduce my light spots for now.. so for 4 square of spots i will only use one. For now. My game is aimed for kickstarter.. the prototype was done on another engine but i ported it to Unity in order to have more features such lights. So since i am only doing a prototype i will make few levels with this solution and if the kickstarter go well i will get Unity Pro and improve the levels. As simple as that.

As for deferred lightning.. it would make it possible to have more than 8 light spots ?

Thanks for your help so far! Really appreciated.

10
Support / Re: Problem with lightning
« on: October 10, 2014, 11:11:00 pm »
So basically.. because the tilemap is an object.. it can't receive more than 8 light on it ? how poeple usually get pass this issue ? i can't believe there is no solution.. there could be a kind of workaround ?

11
Support / Re: Problem with lightning
« on: October 10, 2014, 09:27:37 pm »
I can't use Differed Lightning look like.. its an Unity Pro feature only. i have looked in the Quality panel and there nothing about this limit. I tried Pixel Light.. set it to 8.. nothing changed. Any more ideas ?

12
Support / Problem with lightning
« on: October 10, 2014, 08:17:41 pm »
Hi,

Look like i am unlucky. Is there a reason why it have kind of "boxes" between lights ? I figured out it may be because the tilemap have tiles drawn by chucks because thoses boxes seem on a different chuck (from the TileMap Render Data). Is there a way to fix this ?

Thanks!

13
Support / Re: Using light with tilemaps
« on: October 10, 2014, 07:17:53 pm »
Found out. You need to put the camera on Vextex Lit.

14
Support / Using light with tilemaps
« on: October 10, 2014, 06:25:22 pm »
Hi there,

I am trying to get light working with the tilemaps.. in the scene it look nice but when i run the game it doesn't show any light. Is there a reason ? I have put in the sprite editor Normals Only and i am using the LitBlend shader. Are theses settings right ?

Anything i should be aware when using lights ?

I am using 2 point light and a directional light as ambiant light in my level.

Thanks!

15
Support / Re: 2D Toolkit and Tilemap workflow question
« on: October 07, 2014, 11:00:25 pm »
Quote
So i will probably end up with a persistance system between scene.
That is a completely different problem. You can have a large level if you prefer, that could work if your levels arent that big, but you'll need to manage memory somehow. You either fit everything in memory or stream parts in.

That said, its a completely different, pretty hard problem that isn't really anything to do with tk2d - you will need to figure out how to handle a large streaming world + persistence in Unity first - usually with additive levels and managing persistence somehow without losing performance. Or you could make levels and have load screens, etc.

You right. Its a much different problem which are outside of the scope of tk2d itself so i won't go any further. Anyway i made up my mind.. seem like the solution is pretty 1 scene = 1 level. So i will make up a kind of persistance system to go with that. Its less work than supporting an outside editor throught. I really prefer to work with the tk2d tilemap editor for this.

Thanks you very much! :)

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