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Messages - stevexu

Pages: [1] 2
1
Support / Re: Mesh Combine for tilemap
« on: May 10, 2014, 06:57:23 am »
Why can't i add a jpg?

2
Support / Mesh Combine for tilemap
« on: May 10, 2014, 06:54:40 am »
Is this can be combined  to a single mesh? I found 2dtk combine it to servel mesh.

3
Support / make 2dtk font from png file
« on: January 16, 2014, 03:45:27 pm »
I have 10 number pngs,  from number 0 to number  9.  I want to use this png fils to create a 2dtk font so can be used to draw all kinds of score. Is there a tool to to this ?Thanks!

4
Support / Set a clip region to clip out screen tilemap
« on: December 06, 2013, 02:48:57 am »
I have a long long tilemap,  the character walk along with it . The camera bind to the character so we can fellow the character. But i found the fps is low on some device. So I want to set a clip region to disable drawing things which out of screen.  So Is it possible? I found tk2dcamera have a "viewport clipping", but I don't known how to use it!

5
Support / Re: Hope to optimize large TileMap load speed!
« on: December 02, 2013, 02:55:38 pm »
Most of the box size is n*8 , so there is no gap between two box. So I set partition size to 8.

6
Support / Hope to optimize large TileMap load speed!
« on: December 02, 2013, 03:25:23 am »
I have a tmx map with width = 860 .height = 80 ,partitionSizeX = 8,partitionSizeY = 8 .When I import to unity, it cost me about 20+ minutes.  :'(
 After imported, I click edit button to edit the tilemap in unity, it also take a long long time .
 :'(
 
It  make me crazy!

7
Support / Re: how to optimize long TileMap?
« on: October 16, 2013, 04:26:17 pm »
Thanks ! But How to  turning off tilemap chunks when not visible? some code?

8
Support / how to optimize long TileMap?
« on: October 16, 2013, 03:52:44 pm »
I  have a long tilemap, in which  I set a prefab for the  tile  "brick", so there are so many bricks in the sense, the brick play animator by using tk2dSpriteAnimator, but the performance is poor on some android  mobile device, So how can i optimize it?

9
Support / Re: Gravity slower when moving Rigidbody.
« on: September 28, 2013, 04:58:01 am »
In FixedUpdate.

 I checked, the  rigidbody.velocity .y  is  always 0 , and  the   Physics.gravity  is always -9.8,  and nobody collid with rigidbody

Code: [Select]
    void FixedUpdate()
    {
      //  rigidbody.WakeUp();
        detectKey();
        updateAniByState();

        System.Diagnostics.Debug.Assert(rigidbody.position.z == -0.5);

        print("rigidbody.velocity  = " + rigidbody.velocity + " rbody = " + rigidbody);
    }




    void detectKey()
    {
       
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            moveTowardRight();
        }
        else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            // rigidbody.transform.Translate(Vector3.left * SPEED * Time.deltaTime);
            moveTowardLeft();
        }

10
Support / Gravity slower when moving Rigidbody.
« on: September 26, 2013, 04:25:04 pm »
I have a tk2dSprit with a Rigidbody  attach to it,
When I move a Rigidbody using this script:
Code: [Select]
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            moveTowardRight();
        }

  void moveTowardRight()
   {
       cleanFlag(STATE_STANDBY);
       cleanFlag(STATE_RUN_LEFT);

       addFlag(STATE_RUN_RIGHT);

       Vector3 vy = rigidbody.velocity.y * (hasFlag(STATE_JUMP) ? Vector3.up : Vector3.zero);

       rigidbody.velocity = vy + Vector3.right * SPEED;
   }


it does go forward but has a decreased gravity, so it looks like it floats but when I release the key that makes my rigidbody move it drops down way faster. All the settings of my rigidbody are default so why does this happen ??

11
Support / Re: How to set Physics Material for each surface of a cube?
« on: September 26, 2013, 04:23:26 pm »
Here ,each question will be answered!  So so so so much thanks!

12
Support / How to set Physics Material for each surface of a cube?
« on: September 25, 2013, 03:47:28 pm »
How to set Physics Material for each surface of a cube?

Maybe I should ask this at unity.com,but  nobody answer my question, So  I post is here. Hope any body tell me , thanks!   :)

13
Support / Re: how to get the Anchor of a tk2dSptite
« on: August 24, 2013, 04:13:51 am »
thanks!Maybe  UntrimmedBounds  can help, i will try!

14
Support / Re: how to get the Anchor of a tk2dSptite
« on: August 23, 2013, 04:16:22 pm »
 ;)   so quickly reply!!!

I want to  add a cube to the left of the tk2dSprite, if the Anchor  is middle center, then i add like this:
  cube = new cube;
  cube . x = transform.position.x  - bound.x / 2f;

 if the Anchor  is low leftr, then the cube. x should be   transform.position.x;


15
Support / how to get the Anchor of a tk2dSptite
« on: August 23, 2013, 04:08:25 pm »
how to get the Anchor of a tk2dSprite in a sprite collection? as shown in  below image

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