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Messages - Jefemcownage

Pages: [1]
1
Support / Upgrading errors
« on: November 20, 2013, 09:36:17 pm »
tk2d Undo/Redo callback failed. Undo/Redo not supported in this version of Unity.
UnityEngine.Debug:LogError(Object)
tk2dEditorUtility:.cctor() (at Assets/TK2DROOT/tk2d/Editor/tk2dEditorUtility.cs:18)
UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])

NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteCollectionBuilder.Rebuild (.tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:690)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:151)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:24)


Any ideas?


2
Support / Error: The name "AssetDatabase" does not exist
« on: October 18, 2012, 03:06:01 am »
Just upgraded a project to the latest and I get this when trying to build. Anybody else seen this?

3
Support / Background tile
« on: July 24, 2012, 01:03:26 am »
I have a simple question. How do I create a tile that just fills the screen with the same tile? I'm having no luck with the http://unikronsoftware.com/2dtoolkit/doc/tilemap/Tutorial.html


4
Support / Re: MultiPlatform Toolkit integration
« on: July 21, 2012, 06:28:03 pm »
Any thoughts from the dev on this?

5
Support / MultiPlatform Toolkit integration
« on: July 20, 2012, 09:37:23 pm »
Has anyone had any experience integrating 2D toolkit into the multiplatform toolkit (http://smuggletruck.com/multiplatform/). If not how are people handling multiplatform with 2d toolkit?

Thanks!

6
Support / Re: overlay texture/masking
« on: June 12, 2012, 03:58:12 am »
Ok thanks any good places to start looking for a good shader?

7
Support / overlay texture/masking
« on: June 06, 2012, 05:03:11 pm »
I'm currently tinting a sprite red as it takes more damage in a prototype i'm doing but I would like to overlay a sprite, perhaps even having a small texture that just repeats, on only the non-transparent pixels. Is this possible with 2d toolkit?

8
Support / Re: draw a portion of a sprite
« on: June 06, 2012, 05:00:43 pm »
THANK YOU. THIS IS AN AMAZING FEATURE!

9
Support / Re: draw a portion of a sprite
« on: June 05, 2012, 08:57:05 pm »
I don't think I have permissions to see that so I went ahead and tried to register my invoice to see it. Hopefully that will fix it?

10
Support / draw a portion of a sprite
« on: June 04, 2012, 07:37:42 pm »
Hi I'm wondering if it's possible to draw a portion of a sprite with this plugin? I have a power meter that I'd love to do as one sprite. I know this is possible in the unity GUI but I haven't come across any documentation for it in tk2d.

11
Support / ios shader performance
« on: April 11, 2012, 08:45:10 pm »
Hello I'm curious which shader performs faster on ios, the mobile:

mobile->particles->alpha blended

or

tk2d/tk2d/BlendVertexColor


Trying to support the 3gs right now and every frame matters.

12
Support / Re: Switching Sprite Collections in script
« on: April 01, 2012, 02:19:34 am »
turns out i don't even need to switch. pretty boneheaded move on my part. sorry for the confusion.

13
Support / Re: Switching Sprite Collections in script
« on: April 01, 2012, 02:13:24 am »
Looks like they both are. I know why the sprite object is (my fault) but i'm not sure why it's not finding the UI_Collection.

14
Support / Re: Switching Sprite Collections in script
« on: April 01, 2012, 02:01:54 am »
void SetThisWeekSprite(){
      tk2dSpriteCollectionData data = Resources.Load("UI_Collection", typeof(tk2dSpriteCollectionData)) as tk2dSpriteCollectionData;
      
      tk2dSprite sprite = GetComponent<tk2dSprite>();
      //sprite.collection = data;
      sprite.SwitchCollectionAndSprite(data,data.GetSpriteIdByName("All_Time_Button_Un"));
      

      AllTime.GetComponent<tk2dButton>().buttonUpSprite = "All_Time_Button_Un";
      AllTime.GetComponent<tk2dButton>().buttonDownSprite = "All_Time_Button_Un";
      AllTime.GetComponent<tk2dButton>().buttonPressedSprite = "All_Time_Button_Un";
      AllTime.GetComponent<tk2dSprite>().spriteId = sprite.GetSpriteIdByName("All_Time_Button_Un");
      
      
      ThisWeek.GetComponent<tk2dButton>().buttonUpSprite = "This_Week_Button";
      ThisWeek.GetComponent<tk2dButton>().buttonDownSprite = "This_Week_Button";
      ThisWeek.GetComponent<tk2dButton>().buttonPressedSprite = "This_Week_Button";
      ThisWeek.GetComponent<tk2dSprite>().spriteId = sprite.GetSpriteIdByName("This_Week_Button");
   }

That's the entire function.

NullReferenceException: Object reference not set to an instance of an object
GameOverGUI.SetThisWeekSprite () (at Assets/Scripts/GameOverGUI.cs:100)
GameOverGUI.Init (Int32 score, Boolean tf) (at Assets/Scripts/GameOverGUI.cs:78)

The nullReference comes on this line:
sprite.SwitchCollectionAndSprite(data,data.GetSpriteIdByName("All_Time_Button_Un"));


15
Support / Switching Sprite Collections in script
« on: April 01, 2012, 01:44:14 am »
Hey I'm getting a null pointer every time I try the following:

tk2dSpriteCollectionData data = Resources.Load("UI_Collection", typeof(tk2dSpriteCollectionData)) as tk2dSpriteCollectionData;
tk2dSprite sprite = GetComponent<tk2dSprite>();
sprite.SwitchCollectionAndSprite(data,data.GetSpriteIdByName("All_Time_Button_Un"));


I need to change the collection of the sprite to UI_Ccollection. Anybody else run into this?

Pages: [1]