2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on September 09, 2013, 06:23:00 pm
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Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.20/migration_guide.html
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.20
This is the same version as 2.20 final + hotfix 0 on the asset store
What's new
- SortingOrder - you can now specify sorting orderon sprites and text meshes, allowing you to explicitly order sprites which are at the same z value.This used to be called RenderLayer in beta1
- tk2dUI - you can now use multiple cameras! Add a tk2dUICamera behaviour to any cameras that require UI processing
- tk2dUILayout and tk2dUILayoutSizer - lets you set up much more complex UIs than previously possible. Also enables for scalable UIs that resize properly for different resolutions. Docs:
- Basic Layout (http://www.2dtoolkit.com/doc/2.20/ui/basic_layout.html)
- Advanced Layout (http://www.2dtoolkit.com/doc/2.20/ui/advanced_layout.html)
- tk2dUI - brand new default skin and prefabs, all set up using the Layout system for even quicker workflow
- tk2dUI - new demos, webplayers below!
- Demo 2 - Layout (http://www.2dtoolkit.com/webplayer/uidemo2_layout)
- Demo 3 - 3D and Mixed Camera UI (http://www.2dtoolkit.com/webplayer/uidemo3_3d)
- Demo 5 - Dynamic Scrollable Area (http://www.2dtoolkit.com/webplayer/uidemo5_scrollablearea)
- tk2dUI - added a lot more method bindings using the "Drop target" event - all currently exposed c# events can now also be accessed by selecting a function name in the inspector.
- tk2dTextMesh no longer requires a commit after changing properties. The changed properties are queued up and flushed before the frame is rendered. You can still call Commit, and this flushes the queue straight away.
- tilemap tiles can now be rotated. This is just a flag for now, but you can get all possible 90 degree rotations by stacking rotations and flips
- Diced rendering mode, filtering option - you can only draw solid dices, or transparent dices - allows more advanced optimizations
- tk2dCamera - removed a bunch of stuff from the internal camera settings. It now simply mirrors the hidden camera component.
Bug fixes and improvements
- Reuploaded the build - there was a tiny typo in 1 - UI demo. No need to update unless absolutely necessary.
- When a duplicate sprite is dropped in the sprite collection editor, ask what to do. Allows you to drop a folder and just add the new sprites.
- Scrollbar distance bugfix
- Playmaker PlayAnimation action fixed
- Windows phone 8 rotation matrix
- Default sprite collection size is now 2048. 1024 is no longer a sensible minimum. No one targets iPhone3G anymore, right?
- tk2dTextMesh - GetEstimatedBounds will return a Bounds that should match the mesh bounds.
- Fixed a few missing SetDirtys that were causing issues in Unity 4.x
- Screen extents change every frame
- Warn when text.Length > maxChars
- UILayout happens in world space rather than local - works with localScale
- Scrollable area demo now has a sample using layout
- Clicking the middle of the anchor box will anchor to all sides
- tk2dCamera fov fixed
- Custom sprite geometry trimming bugfix
- Platform specific attach points fixed
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great! ;D
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great, I love you!!! ...
Unikron, I dont know if this is the place to ask this but .....
What do you think about the new 2D features in unity 4.3?
I love 2dToolkit, it has been my plugin-partner in my jams and my ludum dares and in my job and everything !!
so, if you allow me to ask? in a simple response, what do you think about it? ... please remove this comment if you feel like it, I just want to hear your opinion and what do you see for the 2d toolkit future.
Thanks.
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Thanks for this update!
I updated from 2.1 final to this. All is good but there is one issue, I can't interact with the scrolling menus.
2DToolkit tells me:
It is no longer necessary to hook up a camera to the tk2dUIManager. You can simply attach a tk2dUICamera script to the cameras that interact with UI.
And it takes action to add the script for me to my UI camera. What should I configure so my scrolling menus are back alive?
Sorry for the troubles and thanks again,
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Awesome! Thanks! :)
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Awesome stuff :)
- SortingOrder - you can now specify sorting orderon sprites and text meshes, allowing you to explicitly order sprites which are at the same z value.This used to be called RenderLayer in beta1
The documentation says "This corresponds to the renderer.sortingOrder property in Unity 4.3.". Can this feature be used with 4.2?
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Yup. Unity adds native support for SortingOrder in Unity 4.3, and we'll change to directly use that when they release 4.3. This is our workaround which behaves in a close enough way, but works in all other versions of Unity.
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Yup. Unity adds native support for SortingOrder in Unity 4.3, and we'll change to directly use that when they release 4.3. This is our workaround which behaves in a close enough way, but works in all other versions of Unity.
Jolly good. Thanks :)
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awesome stuff. I had just started to mess around with the UI layout things :D
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Am I the only one to have problems with ClipCamera after the update from 2.1f + hotfix(unity 4.2)?
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@kremedved - what problem?
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It would take too long to explain. To cut it short, I need to change Y position of ClipCamera to make it work like in v2.1.
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OK, i got this problem ...
(http://s23.postimg.org/4nlyfwn3f/shad.png)
note that I had the shader in BOTH !! locations. I trashed the one IN resources/, and moved the other one in there
then the project had maybe, oh, 10 places that were apparently using that other one ("pink squares") so I just clicked those over to the new one.
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You must've updated from a really old version... Unity doesn't match shaders up properly when updating, and if not in the right directories can cause issues.
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Magnificent, thanks. Yeah at one point about 3 updates ago I had a big "update gap" - so that explains it. THANKS
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The tk2d ui scrollable area.... It has been jumping to World Origin of 0,0,0 at runtime, weird. Also is there any way to have it anchor in the middle center? just cannot seem to get accurate setup, maybe I am totally missing something
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Are you using the Layout version of it? Its much harder to break that than it is the normal version.
No, there isn't a way to have anchor in middle center - there are no plans to allow changing that from top left - the Layout system uses top left as origin, as is standard in any real life UI system.
Make a post in the private support forum if you'd like to discuss your specific use case further, I'm sure we can work out whats wrong in your set up.
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I upgraded to 2.2 and for some reason the TransparencySortMode resets to "Default" when I press play. I had to set the transparency sort mode manually in my start method. Any ideas why this happens ? I tested on an empty scene with just a tk2dCamera , no inherited config.
Cheers.
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It is now configured in the tk2dCamera camera tab - no need to assign from your own script.
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Sorry if I didn't make myself clear. I set the sort mode to orthographic in the inspector and when I press play it resets to default. I assing it in my script as a workaround.
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You're right. There is code to mark as dirty, but it clearly isn't doing it properly. Leave it with me to investigate this.
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Question about the sorting order... Does it increase draw calls? Currently sprites at different z axis = increase in draw calls.
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Does the same thing. If you have multiple materials stacked in z / draw order, draw calls will increase.
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I love using the toolkit, but I can't seem to figure out if it's possible to use arbitrarily sized tiles (or at least power of two). For example I have some corner tiles which are 64x64, and then a ground tile that is 128x64, is it possible to mix these?
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Yes and no - if you keep all the anchor points at the bottom left (one of the corners as opposed to the center), you could easily have one tile occupy the space of 2 tile spaces.... You won't be able to import these from a spritesheet though, as that expects evenly divided stuff.
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Just wanna say "Thank you so much x 1000 " You guys rock!
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I'm trying to update from 2.1Final to 2.2Final but I'm getting a lot of errors.
Here's a screenshot
(http://img845.imageshack.us/img845/8941/5qeq.jpg)
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I'm trying to update from 2.1Final to 2.2Final but I'm getting a lot of errors.
Here's a screenshot
(http://img845.imageshack.us/img845/8941/5qeq.jpg)
You will need to restart, and then run 2D Toolkit > Setup for JS again. You will need to do that every time you update.
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Done. Here's the result
(http://img30.imageshack.us/img30/691/ozr.png)
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That error means the metadata on those files are broken - you can break them in so many ways. Do you have meta files on? Did you share stuff through dropbox, etc?
In this case it looks like there are duplicates of these files which are broken in those directories. If you don't use the tk2dSpriteAttachPoint, or tk2dUISpriteAnimator, the best bet would be to delete all occurrences of those files that failed the integrity check, reimport and re-run setup for JS. That should fix it. More details on upgrading when your meta files are broken here:
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1685.15.html