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 - wtg

Pages: [1]
1
Support / Re: Unity 4.3 sorting layers
« on: December 01, 2013, 04:27:57 am »
I just discover this issue myself. I've been wanting Unity to implement this feature for quite some time and now that it's here, I'm kinda upset that I can't use it at work during production. Being able to lock objects from being selected is a handy tool that's speeds up production. Hopefully this will get added in the next update. The Unity Community will love you for it.

2
Support / Re: Creating tweens with HOTween Visual Editor
« on: May 30, 2013, 08:07:50 pm »
Ahh, I didn't know that. That makes a lot of sense. I'm not a programmer, so I'm unaware of what needs to happen under the hood with 2D Tool Kit when changing things dynamically. I'm assuming you have to call Commit() on most properties that change with 2D Tool Kit. Lets say the color or alpha value for instance. If you change those values with code, do you have to call Commit() on that change?

3
Support / Creating tweens with HOTween Visual Editor
« on: May 30, 2013, 06:59:45 pm »
I'm wanted to know if anyone has any experience using HOTweens Visual Editor with 2D Tool Kit. I know people are using HOTweens code to create tweens, but I'm not a programmer so creating tweens with the Visual Editor is little more intuitive. My main question is how do I dynamically change the text of a 2D Tool Kit text mesh. I created the text mesh, added the HOTweenComponent, so the Visual Editor appears in the inspector. I created the tween the sets the text, and when I run it, I can see the text being changed in the inspector, but the text isn't being updated on screen. Am I missing something?

4
Hmm, maybe I did it wrong the first time. I just did it again and it works. Thanks.

5
I'm trying to see if I can use a Sliced Sprite as a button with up an down states. I tried creating a normal sliced sprite and then applied the tk2DButton script but the states become frozen and the button is no longer clickable. I searched the forum and found this thread but I'm unable to setup it properly to see if this is what I'm looking for. Do you have an example of how to set it up right? I basically need to be able to create Sliced Sprites as buttons.

6
Support / Depth Bias for Depth Mask Shader
« on: May 06, 2013, 05:21:54 pm »
I was wondering if there's a way to set the Render Que or perhaps a Depth Bias on objects utilizing the Depth Mask shader. I want to assign the shader to an object and then tell that object/shader to only mask out other objects that sit within a certain range behind it. Right the Deth Mask clips everything behind it, unless I assign the non-clipped objects to another camera. Depth masking is a technique I utilized a lot with the OGRE engine and now that I'm in Unity, I want to apply the same technique. Previously in OGRE, I had control over what objects got masked out based on a Depth Bias. So if I had the shader applied to a masking object with a Depth Bias of 10, any other objects that sat within 10 units behind it would be clipped. Any other objects outside of the range was unaffected. I would prefer a Depth Bias solution rather than a multiple camera based solution. I have too many objects that require they're own depth masks, so having multiple cameras would get messy. Any help in this problem would be greatly appreciated.

7
Releases / Re: 2D Toolkit 1.92 final
« on: April 05, 2013, 01:53:43 pm »
As an avid user of 2D Tool Kit, I would have to advise against DLLs. My company purchased the plugin to convert our existing games into Unity and since then it has been a wonderful process for both Art and Programming. The Artist enjoy all the great features it has such as Dicing and previewing animations. The programmers enjoy the plugin because it's open source and they've been able to extend it for our specific needs. For instance, I began researching how to "mask" or "clip" sprites and I didn't like the hard edge solution that I found on the private forum. So our programmers wrote a Shader base clipper that allows "soft edges". They stated that if this was all DLLs then it would've made life much more difficult and we wouldn't have purchased it. You still have to consider that people will need to customize and extend the plugin according to their needs.

I also have 2 more questions:

1. When we do upgrade, whats the best procedure to do so? Once again our programming department extended the plugin and we don't want to lose any of the scripts they've written.

2. Where's the best place to submit suggestions for additional features? As the Art Director I have an extensive background using After Effects and the I'd like to see some of the standard Time Line features, such as scrubbing, added to the Sprite Animation window. There's a few other suggestions I'd like to make that would greatly improve the workflow, but I want to submit it to the right place.

Thank You.

 

8
Support / Re: Multiple Materials in a single Collection ?
« on: April 02, 2013, 06:52:04 pm »
Hi, I'm an Art Director and my company has purchased 2D Tool kit and I was trying to get it register so I can gain access to the private forum explaining how to clip Sprites. I just submitted a request for approval, but I forgot to enter the invoice number. If need be, I can submit the invoice number through email. I appreciate your help.

Pages: [1]