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Messages - Khorino

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1
Support / Re: Optimize particle system performance on mobile
« on: April 09, 2013, 01:39:35 am »
Thank you for this answer!

2
Support / Re: Optimize particle system performance on mobile
« on: April 08, 2013, 01:34:37 am »
We're using Shuriken too, for various different effects. We already optimized a little bit, but if possible, we want even more to use more things on a level.

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Support / Optimize particle system performance on mobile
« on: April 06, 2013, 09:53:56 pm »
So, we're using the default particle system by Unity. The thing is they are too heavy and are causing the game to be unplayable because of slowdowns. Is there any optimization that can be made, with or without help of 2D Toolkit? Or use 2DTK for some tricks and get the same visual effects? By the way, we tested on iPhone 3GS and we plan to do it on Android as well.

4
Support / Re: Best collider for irregular platforms on mobile
« on: March 01, 2013, 01:44:05 am »
E-mail is there!  :)

5
Support / Re: Best collider for irregular platforms on mobile
« on: February 28, 2013, 10:44:07 pm »
Ok, I'm trying to replicate the problem on a new project and scene... and I can't! It works fine there, but on my project and scene, it doesn't! How's that possible?

6
Support / Re: Best collider for irregular platforms on mobile
« on: February 28, 2013, 08:57:25 pm »
No, no. The scale problem is already fine. The only problem I'm facing now is when I press "Commit" and the children object (sprite 2) changes its position on the X axis.

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Support / Re: Best collider for irregular platforms on mobile
« on: February 28, 2013, 08:46:16 pm »
As I said before, I'm using small sprites to create platforms. For example, sprites 1 and 2 to create platform A.

So, sprite 1 is a game object and 2 is the children. Both would be used on the Static Sprite Batcher.

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Support / Re: Best collider for irregular platforms on mobile
« on: February 28, 2013, 07:43:45 pm »
Ok, one more thing: I use the bake scale from 2DTK on the children object. Works fine. But when I use on the main object, the children's position changes. Am I forgetting something?

Thanks for your patience!

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Support / Re: Best collider for irregular platforms on mobile
« on: February 28, 2013, 06:25:11 pm »
Hey, unikron, every time I press "Commit", the scale of children objects go back to 1. Is there a way to avoid that from happening?

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Support / Re: Best collider for irregular platforms on mobile
« on: February 27, 2013, 06:28:06 pm »
Ok, great! Thanks!

11
Support / Re: Best collider for irregular platforms on mobile
« on: February 27, 2013, 04:39:52 pm »
Yes. After I press "Commit", the "Game" view still show both colliders (green lines). Is this normal? The colliders still merged but Unity doesn't show them like that?

12
Support / Re: Best collider for irregular platforms on mobile
« on: February 27, 2013, 02:44:58 pm »
I've tried to do that and one of the sprites went down in scale (back to 1) and the other one didn't. I redid the configuration and after that, it worked ok, but the problem is that both mesh colliders from both platatforms were still there.

Just to be clear: in the test I tried, I use 2 different sprites to create one single platform. It's like the sprites are "glued" together. In your example, each sprite appear to be one platform, but our assets are really small to do that.

Am I doing something wrong?

13
Support / Re: Best collider for irregular platforms on mobile
« on: February 27, 2013, 12:42:32 am »
How can I do that?

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Support / Best collider for irregular platforms on mobile
« on: February 27, 2013, 12:10:03 am »
Hi guys, so, we have many small sprites so that we can mix many of them to create a platform. The thing is that many are irregular, so a box collider wouldn't work so well. So far, I'm using a mesh collider for those, but the problem starts when one platform has 6 sprites and 6 mesh colliders. Is there someway to avoid that so the performance wouldn't be affected?

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