Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TekuStudios

Pages: 1 [2] 3 4 ... 7
16
Releases / Re: 2D Toolkit 2.5 beta 1
« on: May 27, 2014, 05:52:46 pm »
New Unity 4.5 with lots of bugfixes and changes. Maybe you can make good use of some:

http://unity3d.com/unity/whats-new/unity-4.5

17
Support / Re: Unity 4.3 sorting layers
« on: March 26, 2014, 06:17:25 pm »
Ok, I misunderstood the previous pots. My fault.

18
Support / Re: Unity 4.3 sorting layers
« on: March 26, 2014, 11:44:33 am »
Did you finally get this working, unikron? The issue is still there in 2.4

19
Releases / Re: 2D Toolkit 2.4.0
« on: March 18, 2014, 06:51:17 pm »
Indeed. So looking forward to that sexy 64-bit Editor. And both the Audio tool and the PhysX 3.3 upgrade have me super excited. Also, having a decent GUI system will make things much easier for you with 2DT.

20
Releases / Re: 2D Toolkit 2.4.0
« on: March 18, 2014, 06:38:58 pm »
And Unity 5 was just announced! With some interesting 2D new features (like built-in one-sided platforms). Check it out here:

http://unity3d.com/5

They made a video showing off what's new (like a decent GUI system, a 64-bit Editor, an audio management tool, PhysX update to v3.3...):

http://www.youtube.com/watch?v=tSfakMeW0lw

21
Releases / Re: 2D Toolkit 2.4.0
« on: March 16, 2014, 04:09:29 pm »
Nice!

22
Releases / Re: 2D Toolkit 2.4 beta 3
« on: March 14, 2014, 03:46:15 pm »
Nope, I didn't. Issues with our server, I'm sorry.

23
Releases / Re: 2D Toolkit 2.4 beta 3
« on: March 14, 2014, 11:37:07 am »
Unikron, did you get my feedback mails? We've had a problem with our mail system and I'm not sure if they were sent or not, but I don't want to flood your inbox (the last one I sent was the Profiler mail with a screenshot).

24
Support / Re: frame custom box colliders bug?
« on: March 07, 2014, 05:31:04 pm »
Never experienced something like that. Try creating a new project, throw in the animations that are giving you this headache and try to reproduce your collider setup to see if it also happens in a fresh new project. If it does, then it is quite likely a bug with 2DT, if it doesn't then there's some flaw in your setup.

25
Releases / Re: 2D Toolkit 2.3.3
« on: February 07, 2014, 04:20:12 pm »
Have you submitted a ticket for that bug, unikron? I would do it if you hadn't, it's absurd that isn't fixed yet.

26
Hi there! We're posting here a workaround for the new Unity layer-and-sorting system, just in case you need something similar for your games. We are developing a sidescrolling tk2dSprite-based game, but we also have some 3D elements in our scenes such us particle effects and dynamically generated meshes (faked 2D planes with deformation physics simulating water), and we are using a Perspective camera as well. This made us face a very uncomfortable problem: all our sprites were being rendered in front of every other non-sprite elements in the scenes. The new Layer and SortingOrder properties are public yet only exposed in the Editor for the new Unity sprites (or tk2d ones).

So, as some of you may be facing similar trouble, I'm sharing our solution with you. We use a modified version for the Mesh Renderer that allows you to set the Layer Name and Sorting Order for every mesh-based GameObjects:

Code: [Select]
using UnityEngine;
using UnityEditor;
using System.Collections;

[CustomEditor(typeof(MeshRenderer))]

public class MeshRendererSortingLayersEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();

MeshRenderer renderer = target as MeshRenderer;

EditorGUILayout.BeginHorizontal();

EditorGUI.BeginChangeCheck();

string name = EditorGUILayout.TextField("Sorting Layer Name", renderer.sortingLayerName);

if(EditorGUI.EndChangeCheck())
{
renderer.sortingLayerName = name;
}

EditorGUILayout.EndHorizontal();

EditorGUILayout.BeginHorizontal();

EditorGUI.BeginChangeCheck();

int order = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);

if(EditorGUI.EndChangeCheck())
{
renderer.sortingOrder = order;
}

EditorGUILayout.EndHorizontal();
}
}

You just have to create a new C# script, paste that code into it and place it inside the Editor folder of your project so everytime you add the Mesh Renderer component to an object it will allow you to set its layer and rendering priority. Unfortunately, you have to set the Layer as a string name, so make sure you don't throw any typos in that field.

Hope you guys find it useful!

27
Releases / Re: 2D Toolkit 2.4 beta 1
« on: February 03, 2014, 07:00:33 pm »
Oh, I just found out that each section of the SpriteAnimation tab can be resized. I feel dumb.

28
Releases / Re: 2D Toolkit 2.4 beta 1
« on: February 03, 2014, 04:26:45 pm »
This isn't a big, editor-breaking bug, but you may want to check it out:



No matter how much we resize the SpriteAnimation window, it doesn't show everything completely (see the right side of the pic). It still happens when we insert the tab in the main Editor window. We've tested this with different resolution settings (2560x1440, our main computer's screen resolution, and below 1080p) and the results were the same.

29
Releases / Re: 2D Toolkit 2.4 beta 1
« on: January 30, 2014, 04:04:47 pm »
Yep, we saw that. Well, our biggest collection is now four 4096x4096 atlases, so I don't expect to face new errors from now on.

30
Releases / Re: 2D Toolkit 2.4 beta 1
« on: January 30, 2014, 11:39:02 am »
We're rebuilding our game and we tried to make a very large collection (with multiple atlases) - not PGN, but Unity texture based. And after hitting commit the same memory leak fatal error raised. We are investigating it to seek a repro case for you.

Anyways, we are trying with smaller collections, just in case.

Pages: 1 [2] 3 4 ... 7