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Messages - LilBitStudio

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1
Support / Re: Sprites Blanking/ Animation Editor
« on: April 20, 2015, 01:05:26 am »
Works like a champ now. Thanks for the fast response! Scott

2
Support / Sprites Blanking/ Animation Editor
« on: April 19, 2015, 08:01:11 pm »
Using the latest Unity 5 (non-patch and latest patch), the sprites stop rendering in the scene when using the animation editor. Anyone else experiencing this issue?

A video demonstrating the issue:
https://www.dropbox.com/s/fw3fcysfwmjvwzp/tk2d-blanking.mp4?dl=0

I'm not getting any errors in the console. Have to play/stop the scene or reload before the sprites begin showing again. Makes creating animations next to impossible. Scott

3
Support / Re: Team Server / Exception
« on: May 14, 2014, 03:50:58 pm »
Thanks.

The originals seem just fine. I never see them as broken at all. To fix, I just delete the enumerated duplicates and drag and drop the original back onto the Data object property in settings.

In my case, the problem seems to show up whenever a second person has modified and committed to Team Server. Then it happens to either me or them in the update. Which makes me wonder if the problem is occurring because of the order of the changes/updates happening in the update process.

Thanks again. Despite a few minor quirks, 2D Toolkit is still hands down the most valuable Unity asset to us! Scott

4
Support / Team Server / Exception
« on: May 12, 2014, 05:05:57 pm »
Is there a known fix for the following exception:

NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteCollectionBuilder.Rebuild (.tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:691)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:151)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:24)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets)

This exception gets thrown periodically when pulling updates via Team Server. When it happens, the "Data Object" gets lost in the Settings for the sprite atlas. Then it begins creating new prefabs within the sprite collection folder. To fix, we keep having to go in and remove the extraneous prefab objects and then manually reattach the correct prefab to the Data object setting.

Thanks - Scott

5
Support / Re: Cloned Sprite Issue (2.3.3)
« on: January 07, 2014, 04:03:00 pm »
Perfect, thanks.

Disabling trimming on the sprites (and its clones) fixes the problem.

We're fine without the irregular packing (we can do that as needed), just that the trimming doesn't compensate for the custom meshes across clones. Thanks again - Scott

6
Support / Cloned Sprite Issue (2.3.3)
« on: January 06, 2014, 06:16:30 pm »
When creating a cloned sprite with custom meshes, it appears that sprite atlasing and mesh generation doesn't compensate for clones.

It appears the first sprite's bounding box is used for sprite atlasing only ... causing cloned sprites to be clipped that fall outside of the first sprites bounding box (or adjacent atlas content to bleed into it).

Below is a simple example illustrating the problem. We do this in cases where we need to force the atlas to pack irregular shapes tighter as well as layer alpha and non-alpha meshes of the same sprite for performance.

Thanks - Scott

Example:

Sprite / Cloned Sprite
https://www.dropbox.com/s/8qoupecw4524lh0/Screenshot%202014-01-06%2013.13.46.JPG
https://www.dropbox.com/s/z13f21e3s1txpnp/Screenshot%202014-01-06%2013.14.07.JPG

Result in Atlas
https://www.dropbox.com/s/8oqdl7lh758mlkz/Screenshot%202014-01-06%2013.14.38.JPG

7
Support / Copy Sprite Between Collections
« on: December 19, 2013, 09:50:37 pm »
Is there an ability to copy sprite(s) from one collection to another?

We have cases where we keep smaller collections but would like to consolidate sometimes for specific scenes to combine multiple smaller collections for efficiency. We would love to be able to copy a sprite from one collection into another while preserving things like custom render meshes, etc.

If not, is this something you'd consider adding? Thanks - Scott

8
Support / Re: Unable to view Sprite Collections in editor
« on: December 04, 2013, 08:20:44 pm »
Just an fyi, just had the same issue.

In order to get the TK2D SpriteCollection window to appear, I had to load one of standard layouts. Issue followed a script crash on load.

Thanks fsadeq for posting your workaround.

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