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Messages - mangoocean

Pages: 1 [2]
16
Support / Re: Normalized View Port Rect multiple devices
« on: November 05, 2014, 09:52:17 pm »
Sure thing

I used a normalised view port to contain the game elements - it acts as a frame for the game. Therefore nemies enter the game "screen" (frame) and exit without having to go off-screen.... erm... am I making sense? Just woke up.

So for example, take Tetris. You have blocks falling from the top of the "game screen". You don't want these blocks appearing until they enter the "game screen", rather than having them fall from "device screen" at top.... as you may have scores and other stuff going on around the 'game screen'. OK, I'm babbling. Hope this makes sense.

17
Support / Normalized View Port Rect multiple devices
« on: November 05, 2014, 03:06:37 am »
Hi,

I've read through the documents and forums but still very confused on how to ensure my normalised view port on my camera changes to suit each resolution/ration of all devices (iPhone 4s, 5, 6, Android).

it's important that I keep the rectangle the same on each device. My default camera is 1080x1920.

Should I be using an override?

Thanks.

18
Support / Re: Can tk2dsprite support clip (glscissor) ?
« on: October 31, 2014, 10:24:46 pm »
I really want to see this barber pole example, but every time I click the link it asks me to log in... again and again.

I'm a registered member so I should have access to it. Help!

19
Support / Re: Resizing tk2dsprite with a collider 2D makes spam logs
« on: September 21, 2014, 02:07:55 pm »
I have an issue that i think might be the same?

Every time I press play, my active objects in the scene that have 2d Box colliders LOSE all of their colliders.

NullReferenceException: (null)
UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs)
UnityEditor.Editor.GetSerializedObjectInternal ()
UnityEditor.Editor.get_serializedObject ()
UnityEditor.Collider2DEditorBase.OnEnable ()

20
Support / Developing for iPhone 6/6+
« on: September 21, 2014, 03:58:06 am »
Hi
I started my 2D game a month ago based on 5S as my native resolution. Now that 6 is out, I was wondering what I should do in terms of sprite sizes/cameras.

Do I use a camera native resolution at 1080 x 1920? Do I force a resolution? Should pixels per meter stay at 100?
If I use the figures above, will it get scaled down appropriately for iPhone5 and 4?

Thanks for your advice

21
Support / Re: Animations have a jitter
« on: August 03, 2014, 01:37:20 am »
Just wanted to add too that i've tried extra padding on the sprites, I've tried extending for the pad method - i've tried everything! Please help, desperate here!

22
+1 here too. Only started happening since the update

23
Support / Animations have a jitter
« on: August 02, 2014, 03:36:57 pm »
Hi

I posted this in Unity forums but thought it probably best to bring here.

I have a UI icon animation created by 2D toolkit. The problem I have is that you can see a slight jump in some of the frames of the animation. I've quadruple checked my source art and each png is exactly the same size with the art in each sitting perfectly at bottom. I've tried everything but don't know what to do next to fix this. It's subtle, but it's there, and it shouldn't be as it looks awful. I've tried things like disabling trimming, but that makes no difference.

I've also tried things like disabling the trimming, but that makes no difference

I created a very simple (just a circle) animation - the circle is centred in every frame of the sprite sequence. Created a new animation using this circle in middle, and it too jitters.

I can send you my source PNGs as well if you want to test it.

Thanks for the assistance

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