2D Toolkit Forum

2D Toolkit => Releases => Topic started by: unikronsoftware on November 12, 2013, 02:33:38 pm

Title: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 12, 2013, 02:33:38 pm
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.3/migration_guide.html

Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.3


Be sure to run "Setup for JavaScript" after importing if you're using this feature. 2.3 is a very big update - and you're likely to have errors if you don't run this properly after restarting Unity.

What's new

Bug fixes and improvements
Title: Re: 2D Toolkit 2.3.0
Post by: jkeon on November 12, 2013, 05:25:31 pm
First off thank you very much for the update, this is really a fantastic product.

Just a couple things I ran into when upgrading that seem to be bugs:

I did change my Sprite Collections over to use the Physics 2D in the settings and then committed.

Is there something I'm forgetting to do or are they valid issues?

Thanks again!
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 12, 2013, 05:48:27 pm
tk2dUI doesn't work with 2D colliders yet, as the UI system is independent to the collider settings on the sprite collection.
http://unikronsoftware.com/2dtoolkit/docs/2.3/unity_43_integration.html

We're kinda torn between supporting 2D colliders and rolling our own collision system for that. If we did that we wouldn't have to care about supporting any physics engine, which would be the superior option here. For now, it only works with 3D colliders.
Title: Re: 2D Toolkit 2.3.0
Post by: jkeon on November 12, 2013, 06:55:59 pm
Thanks for the quick response. That's understandable and something I can workaround.

Thanks again!
Title: Re: 2D Toolkit 2.3.0
Post by: Tochas on November 12, 2013, 11:12:15 pm
Is safe to upgrade to tk2d v2.3.0 while still using Unity 4.2.x?

I use very large sprite collections to the point that adding one more sprite halts everything to a crawl and takes 20 - 30 min to rebuild.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 12, 2013, 11:14:36 pm
How big is your sprite collection? 20-30 minutes sounds crazy long. I'd have expected Unity to crash way before that....  :o
It should be safe in Unity 4.2.x, but make a backup of your project before updating!
Title: Re: 2D Toolkit 2.3.0
Post by: Sundaerae on November 13, 2013, 05:14:35 am
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.
Title: Re: 2D Toolkit 2.3.0
Post by: Tochas on November 13, 2013, 06:00:49 am
How big is your sprite collection? 20-30 minutes sounds crazy long. I'd have expected Unity to crash way before that....  :o
It should be safe in Unity 4.2.x, but make a backup of your project before updating!

I have 1881 sprites on a single spritesheet 2048x2048 with 20% wastage, most of the sprites are diced by 16x16. And there are a few more images to add.
Even selecting the spritecollection prefab takes about a minute to show the "open editor" button at the inspector tab.
it takes 20-30 min to build (commit changes) to the sprite collection
Unity does crash if I dicrease the dice size even more, like 8x8.

When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.

You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
Title: Re: 2D Toolkit 2.3.0
Post by: Afro-Ninja on November 13, 2013, 07:10:23 am
are tilemaps automatically included in the 'default' sorting layer?

also am I correct in assuming that tilemap layers will have their layer sort order correctly applied without having to change the z?
Title: Re: 2D Toolkit 2.3.0
Post by: Sundaerae on November 13, 2013, 07:42:24 am
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.

You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
Like I said, I do use the Render Mesh option. In my opinion, dicing is more useful to avoid atlas wastage, while using custom render mesh is more useful in optimizing fillrate. My only problem with the custom render mesh is that there are no automated process, so I have to check hundred of those sprites, making render mesh for each of them which is taking a long time. I'm asking how to make like what they show in Unite2013, or the alpha cutout in unity 4.3, an automated custom render mesh.
Title: Re: 2D Toolkit 2.3.0
Post by: nacs on November 13, 2013, 07:55:06 am
I don't know how you already have a 4.3 compatible release but however you did it, keep up the great work. :)

Also, love the png atlas support.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 13, 2013, 11:33:58 am
are tilemaps automatically included in the 'default' sorting layer?

also am I correct in assuming that tilemap layers will have their layer sort order correctly applied without having to change the z?

The tilemaps go into the default sorting layer in 4.3. The sort order isn't changed, it simply sorts by using small z differences as before. Using sort order might be a bit problematic, as in most cases you will want your moving sprites to sort with it correctly.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 13, 2013, 11:34:49 am
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.

You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html (http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html)
Like I said, I do use the Render Mesh option. In my opinion, dicing is more useful to avoid atlas wastage, while using custom render mesh is more useful in optimizing fillrate. My only problem with the custom render mesh is that there are no automated process, so I have to check hundred of those sprites, making render mesh for each of them which is taking a long time. I'm asking how to make like what they show in Unite2013, or the alpha cutout in unity 4.3, an automated custom render mesh.

Automatic render mesh generation isn't supported yet.
Title: Re: 2D Toolkit 2.3.0
Post by: Guerrilla705 on November 14, 2013, 02:42:34 am
How should I go about getting the updated 2.3 from having 2.2? It's been a while since I got 2.2, so I don't remember where my invoice is to register on this forum. Is there any way to download 2.3 when I already have 2.2 set up and running? Thanks
Title: Re: 2D Toolkit 2.3.0
Post by: TekuStudios on November 14, 2013, 01:41:27 pm
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 14, 2013, 02:00:19 pm
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?

There could be a memory leak in the editor, though I can almost 100% guarantee it won't at runtime. I'm thinking of a much more aggressive unloader when running in the editor. Will probably be in the next hotfix / version.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 14, 2013, 02:01:14 pm
How should I go about getting the updated 2.3 from having 2.2? It's been a while since I got 2.2, so I don't remember where my invoice is to register on this forum. Is there any way to download 2.3 when I already have 2.2 set up and running? Thanks

The invoice should have been sent to your asset store email address. If you can't find it, you can ask the Unity asset store support to resend it to you.

Alternatively, you can simply log on to the asset store, update the download and download it there.
Title: Re: 2D Toolkit 2.3.0
Post by: TekuStudios on November 14, 2013, 02:08:33 pm
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?

There could be a memory leak in the editor, though I can almost 100% guarantee it won't at runtime. I'm thinking of a much more aggressive unloader when running in the editor. Will probably be in the next hotfix / version.

Perfect then :)
Title: Re: 2D Toolkit 2.3.0
Post by: TekuStudios on November 15, 2013, 10:33:42 am
Ok, I hate to be this picky, but Unity keeps crashing constantly due to 2DT memory leaks and it's starting to get very annoying (and since it happens at complete random it's making us lose important work sometimes). Do you think it will be fixed soon?
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 15, 2013, 10:45:59 am
Soon is relative - I'm kinda fixing up a bunch of things, I'll see if I can fit that in. For now, you could just revert to non-png mode? Or Make it so all of these are destroyed on save or something? If you want a quick patch for that it should be easy enough....
Title: Re: 2D Toolkit 2.3.0
Post by: TekuStudios on November 15, 2013, 10:53:49 am
For now I'm reverting the PNG atlases to Unity Textures :) I'm sorry to be bothering you with this, I know you are sure super-busy right now.
Title: Re: 2D Toolkit 2.3.0
Post by: Bigcheese on November 15, 2013, 11:08:16 pm
I'm having a massive issue, where when I have multiple materials in the atlas, if I assign a certain sprite to a different material and try to commit, all the sprites set the default material. actually just committing will reset all the sprites to the default material.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 15, 2013, 11:14:27 pm
There was an issue with that in 2.3.0. This will be fixed in the next release, or if you need it sooner - we posted a patch here:
http://2dtoolkit.com/forum/index.php/topic,3092.0.html
Title: Re: 2D Toolkit 2.3.0
Post by: Bigcheese on November 16, 2013, 01:42:18 am
Alright, thanks a lot, I can't access this section of the website, I put in a request for member access with a new invoice (I know it's not the place to post, but this is kind of an emergency.) Many thanks :)
Title: Re: 2D Toolkit 2.3.0
Post by: marclud on November 16, 2013, 03:07:24 am
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?

Hi there,
I've the same issues during building the player. Unity crashes during Texture2D alloc.
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on November 17, 2013, 06:20:48 pm
We'll be adding a fix to the next version which will far more aggressively unload textures.
Title: Re: 2D Toolkit 2.3.0
Post by: TekuStudios on November 18, 2013, 01:07:35 pm
Perfect!
Title: Re: 2D Toolkit 2.3.0
Post by: rtoselli on November 27, 2013, 08:50:20 pm
Hey!

First, thanks for the new release! I really enjoy working with 2D toolkit.
I've just upgraded to 2.3 and ran into some problems, can't open the sprite collection editor in unity 4.3 for mac OSX at all.

I've created a fresh project and the error persists

Quote
Invalid editor window tk2dSpriteCollectionEditorPopup
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)

Anyone having that issue?
 :'(

EDIT: Under the layout tab choose the Reset to Factory Settings and the window appeared. Probably some issue with my unity installation.
Title: Re: 2D Toolkit 2.3.0
Post by: fsadeq on December 09, 2013, 07:39:09 am
Has the PNG atlas multiple material bug been fixed yet?
Title: Re: 2D Toolkit 2.3.0
Post by: unikronsoftware on December 09, 2013, 10:30:33 am
Its been fixed but not released yet, still waiting on another bug fix before I release it. If you drop me an email/ Skype I'll send you a patch.