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Messages - Mr Oliv

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1
Support / Feature request: Polygon Tiled Sprite
« on: August 19, 2014, 11:34:37 pm »

Exactly. A Tiled Sprite, but that doesn't have to be a square, but instead can be drawn with a polygon tool. Just like plugins like "Shapes on a plane" or  "Polygon Tool".

The advantage of having this inside 2DTK is to be able to put the shape in a Static Sprite Batcher together with other sprites. If you don't like to build levels using tiles, being able to draw a big shape saves a ton of time. And since all required functionality more or less already exists inside 2DTK hopefully it would be a feasible feature.
 
Thanks for all your hard work on this amazing plugin
/O

2
Support / Re: Line Spacing in Text Mesh
« on: May 06, 2014, 02:03:18 am »

Brilliant!
Thanks

3
Support / Line Spacing in Text Mesh
« on: May 04, 2014, 10:55:03 pm »

Hi!

Just a quick question... when adjusting the Line Spacing parameter on Text Meshes, I lose the pixel perfect rendering I've painstakingly set up... What does the Line Spacing value correspond to exactly? Is there any way to calculate it in relation to "pixels per meter" or similar to make sure the text ends up pixel perfect again?

Thanks

4
Support / Re: PNG atlas
« on: January 22, 2014, 10:29:21 pm »


1. Where are you getting texture size from?
I'm looking at Unity's Console > Editor Log after each build to see all the assets, and there's no question PNG's take up less space than Unity's textures (about 60-70% smaller than uncompressed Unity textures). But when I run the app and look in the Profiler, the texture memory increases hugely during runtime with PNG atlases. Around 70% more than using Unity textures.

2. Are mipmaps on?
No

3. Is one of these settings reducing texture sizes loaded in the non PNG path? http://2dtoolkit.com/forum/index.php/topic,612.0.html
No, I was using uncompressed Unity textures (I'm building a high end digital brochure basically) with full quality textures.

Ultimately, the textures are simply loaded into memory using Texture2D.LoadImage in the same way Unity recommends, it doesn't do anything other than that. I've never bothered checking if Unity allocates more memory for png textures vs native textures, but I wouldn't rule that out either.
That's what I thought. This doesn't make sense

5
Support / PNG atlas
« on: January 22, 2014, 06:08:21 pm »

Hi

Just tried saving Sprite Collections as PNG's and got an unexpected result... The build became a lot smaller, but looking at Unity's Profiler, the app actually consumes way more texture memory at runtime.

Unity Atlases
Build Log: Complete Size: 104.3mb
Profiler: Texture size: 101mb

PNG Atlases
Build Log: Complete Size: 48.7mb
Profiler: Texture Size: 173mb

I exported several builds switching back and forth to make suer I did it right. What's going on???

/M

6
Support / Re: Animate Alpha
« on: September 26, 2012, 07:32:52 pm »

Awesome! Thanks!

O

7
Support / Re: Animate Alpha
« on: September 26, 2012, 05:23:59 am »

Thanks Tongie! This is definitely an option. But still... Shouldn't it be possible to animate the .color property??? Is it a bug or is it designed to be static?

O.


8
Support / Animate Alpha
« on: September 26, 2012, 01:22:43 am »
Hi!

I'm trying to fade in a sprite using the .color property in the tk2dSprite component, but I just can't get it to work... Making a static change works just fine, but when I use the Unity animation component nothing happens. I have the latest 2DTk version installed.

Anyone?

Thanks
Mr O 

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