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Messages - vambier

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1
Support / Re: 2d toolkit 1.8 on unity 4
« on: January 22, 2013, 09:20:49 am »
Thanks for your mail, is 1.90 backwards compatible? If so I think I can wait a couple more days for that one:-)

2
Support / Re: 2d toolkit 1.8 on unity 4
« on: January 20, 2013, 02:16:09 pm »
I've been out for a while, I mailed you about this, could you send me a patch for this? Thanks!

3
Support / 2d toolkit 1.8 on unity 4
« on: November 29, 2012, 01:01:32 pm »
I was using unity 3.4 to build our game but I now switched over to unity 4 and installed the 2dtoolkit 1.8 final + patch 2 via the asset store.
But every time an asset changes in my project the "rebuilding index" box hangs. In the console I get the following message :

NullReferenceException: Object reference not set to an instance of an object
tk2dIndex.AddOrUpdateFont (.tk2dFont font) (at Assets/TK2DROOT/tk2d/Editor/tk2dIndex.cs:201)
tk2dEditorUtility.CreateIndex () (at Assets/TK2DROOT/tk2d/Editor/tk2dEditorUtility.cs:197)
tk2dEditorUtility.GetOrCreateIndex () (at Assets/TK2DROOT/tk2d/Editor/tk2dEditorUtility.cs:114)
tk2dSpriteCollectionBuilder.Rebuild (.tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1102)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:142)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:24)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/3df08680c6f85295/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 /Applications/buildAgent/work/3df08680c6f85295/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Applications/buildAgent/work/3df08680c6f85295/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets)
UnityEditor.DockArea:OnGUI()

Any ideas what could cause this?

4
Support / Re: Supporting multiple devices
« on: October 26, 2012, 03:34:36 pm »
I mailed you about this:-)

5
Support / Re: Supporting multiple devices
« on: October 26, 2012, 08:31:31 am »
I tried it and it works! But since I'm developing at a resolution of 1024x768 I get two black borders on the side of the iphone, is it possible to stretch the image so that it fits the screen? I know my image won't be the same but it's better than the black borders.

6
Support / Re: Supporting multiple devices
« on: October 25, 2012, 12:22:29 pm »
Thanks! I'll try that first thing tonight

7
Support / Re: Supporting multiple devices
« on: October 25, 2012, 10:53:41 am »
I'll have to check the settings when I get back from work.
But I just used a basic tk2dCamera with the override set to 1024x768 and created an anchor which is the parent for all my other sprites in the scene.

8
Support / Re: Supporting multiple devices
« on: October 25, 2012, 09:37:45 am »
Thanks, I will give that a try.
Do you mean the setup of my tk2dCamera?

9
Support / Re: Supporting multiple devices
« on: October 25, 2012, 08:05:31 am »
Well there lies the problem. I'm developing on 1024x768, but when I add an override for say 480x320 I only see the bottom left corner of my screen, so it seems like the view is not scaling back. Same when I set it to a higher resolution but then I see my game screen in the bottom left corner with a lot extra space around it.

10
Support / Re: Supporting multiple devices
« on: October 24, 2012, 09:29:46 pm »
I use tk2dCamera

11
Support / Supporting multiple devices
« on: October 24, 2012, 09:10:16 am »
I'm making a game with your toolkit and want to get it on as many devices as possible.
Currently we're developing for ipad1, ipad2 and since yesterday ipad mini :) since these are all 1024x768 screens.

We also want to get our game on the older iphones/ipods, iphone 5 and ipad 3/4 but these all got different screen resolutions.
Eventually we also want to get it to the pc/mac but I'm guessing that will require the same steps(correct me if I'm wrong)

I have no idea how to do this in unity/2d toolkit, you got any pointers for me about how to achieve this?

12
Support / Re: iOS 6 and Xcode 4.5 performance problems?
« on: October 14, 2012, 07:52:59 pm »
Yes I have tried the profiler, nothing strange there...
But I have found the problem, after a lot of digging I thought I'd try different settings for Edit->Project Settings->Time->Fixed_Timestep. I set it to 0.01 instead of the default 0.02. I do an AddForce to my object in the FixedUpdate() function, but I could see it was not the framerate. This fixed it!
But this wasn't the only problem, I also disabled the Anisotropic Textures and Anti aliasing in the QualitySettings, this was wat was causing the lower framerates on the ipad 1 for me...

Thanks for the help!

13
Support / Re: iOS 6 and Xcode 4.5 performance problems?
« on: October 12, 2012, 01:08:09 pm »
I do have a couple of overlapping sprites, but I don't think that's the problem.
Before I started using unity a couple of weeks ago I was making a game using the iTorque engine of GarageGames.
They decided to no longer support that engine and it didn't run correctly on the ipad 3, iphone 4 and ios 6 so that's the reason I switched to unity(and I'm really glad that I did!!!) in combination with your 2D toolkit, which is also awesome!!
But the thing is, the game was 2/3 finished, but now I'm rebuilding the game in unity, so the scene I'm testing now I already build once in that engine, and it ran really smooth on the ipad 1, ipad 2, ipod 2nd gen and iphone 4. Since I'm using all the same resources that I used in the other engine I'm certain that the problem is not with the ipad 1. On the ipad 2 I get a higher framerate now, but it's still only 60fps and I think it could do better.
But profiling could be usefull, I will look into that.

fsadeq said it had something to do with upgrading to xcode 4.5 and that it worked fine before that. Any thoughts?
I read the thread of the unity forum that fsadeq posted but couldn't find an answer there.

14
Support / Re: iOS 6 and Xcode 4.5 performance problems?
« on: October 12, 2012, 07:47:01 am »
I just tried to run my scene on an ipad 1 and got 27fps!! And I just started building my scene, so it's not even finished yet.
So I think I cheered to soon... But the whole game is slow, my animations run at 24 fps, so I would think that 27 fps would still be enough for a fluid animation.
But my player moves really slow too, unplayable actually.
Anyone got other ideas about this? Is going back to an older xcode an option? If so, will I still be able to build for ios6?

15
Support / Re: iOS 6 and Xcode 4.5 performance problems?
« on: October 10, 2012, 10:48:05 pm »
Thanks, that was the solution!

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