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Messages - willeml85

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1
Support / Re: Android disappearing graphics on 2nd boot.
« on: July 06, 2013, 09:06:05 am »
Allright some additional info and possible fix.
When exporting with the graphics level configuration : OPENGL ES 1.x instead of the previous OPENGL ES 2.0 there are no longer any issues and neither is there any data that can be cleared after running it.
When i used OPEN GL ES 2.0 there was always 100 kb that i needed to clear before the graphics returned to their correct state when booting the game.

2
Support / Android disappearing graphics on 2nd boot.
« on: July 06, 2013, 08:34:20 am »
When i install my game on my samsung galaxy using only 2d toolkit assets in my scene everything works as it should and all the graphics are displayed.

However when i close/quit my game and start it up again, all the graphics are not visible.

When i clear the data for my game application in the android settings and start the game again everything works great again.

When i (when testing) add a unity cube primitive it also works again regardless if i clear data or not.(i found this to be pretty weird).

Only when exported and installed on mobile does this problem occur.

None of the objects are moved/rotated/scaled, or become disabled or have their renderer disabled.

Does anyone know what might cause this?

3
Support / Re: Tilemap + camera uv problem
« on: January 21, 2013, 02:38:25 pm »
I solved this by using ragepixel's camera.

self.position = new Vector3(Mathf.RoundToInt(player.position.x) + 0.05f, Mathf.RoundToInt(player.position.y) - 0.05f, self.position.z);

with just this line, it works good now.

4
Support / Tilemap + camera uv problem [solved]
« on: January 20, 2013, 03:38:21 pm »
Hello everyone,
I would like to ask if there is a solution for the behavior that is occuring in the following example image.



It seems that the UV's are overlapping/moving when the camera moves.

Thank you

5
Support / Re: Tilemap Animation on command
« on: January 13, 2013, 08:54:12 pm »
It seems like quite the undertaking to develop new software, thank you for your work.

6
Support / Re: Tilemap Animation on command
« on: January 12, 2013, 09:49:44 pm »
Toolkit 2d is simply the best toolkit for 2d in unity as i have tried all the other kits and they ended up not being in high enough quality and support. And having easy animated tiles would really be a sweet addition to the kit. It would be like a more complete solution than it already is.

7
Support / Re: Tilemap Animation on command
« on: January 12, 2013, 03:31:10 pm »
200 tiles, works fine ..though have not tested on mobile.

8
Support / Re: Tilemap Animation on command
« on: January 12, 2013, 10:23:57 am »
Silly me, i got this to work by slapping a script on the sprite prefab telling it to run, though i do wonder if it's optimized to have a script per animated tile..

9
Support / Tilemap Animation on command
« on: January 11, 2013, 12:03:02 am »
Hello i was hoping someone could help me with a issue i was having,
as i am trying to get sprite animations running on command in my tilemap.
Namely lava flowing over my rocky tiles, i put my animated sprite prefab in the Tile's data prefab slot
and when i have my sprite animation set to (play automatically) it runs.
But my question is, is there a way to have the animation play by using a command in script?

Thank you for your time

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