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Messages - mr_malee

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1
Support / Re: Can't create animation clip
« on: April 11, 2014, 06:42:22 pm »
what I mean is, if I add a 1x and 2x platform in my Font Sprite Collection (collection which only contains 1 font) and commit. I'm then unable to make animations.

Maybe I don't understand the workflow for 2x fonts.

1. Create a font and png at 1x (font size 16)
2. Create a font and png at 2x (font size 32)
3. Add the 1x font into the sprite collection
4. Put 2x font into a sub folder named "2x", name font.png "font@2x.png", name font.txt "font@2x.txt"

Is there something else I need to do?

I've attached a test project that replicates the problem. Try and create a new animation clip in the "TestAnimation" sprite animation.


2
Support / Re: Can't create animation clip
« on: April 10, 2014, 07:19:38 pm »
ah found it.

it was my Font sprite collection. For some reason having 2x platform fonts seems to break the animation system.
I removed all platforms from my font sprite sheet, recompiled, rebuilt index.

Now I can create new animations :)

But I've just lost HD fonts :(

3
Support / Re: Can't create animation clip
« on: April 10, 2014, 07:11:17 pm »
Is there anything specific I should be looking for? Everything looks fine in the collection. I've tried rebuilding the index as well.

In order to create new animations I have to duplicate an existing one then modify.

4
Support / Can't create animation clip
« on: April 10, 2014, 01:34:14 am »
Not sure how this happened, but whenever I try to create a new animation clip after creating a new sprite animation I get this error popup:

Invalid Sprite Collection found in clip. Please correct this in the inspector.

then Unity outputs this error:
Code: [Select]
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[tk2dEditor.SpriteAnimationEditor.ClipEditor+FrameGroup].get_Item (Int32 index) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:633)
tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawFrameInspector () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:367)
tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawInspector () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:539)
tk2dEditor.SpriteAnimationEditor.ClipEditor.Draw (Int32 windowWidth) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:612)
tk2dSpriteAnimationEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationEditorPopup.cs:488)
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)

The errors don't stop and I have to force quit Unity.
Currently unable to make new animations :(

I've tried rebuilding index and checking integrity, everything reports ok.

I have 3 sprite collections with 2 platforms (UI, Game, Fonts). They all compile fine, no errors output.

5
Support / Runtime sorting layer
« on: April 09, 2014, 02:25:38 am »
Hi, just wondering if it's possible to change the sorting layer at runtime?

6
Support / [Bug] Pressing Play on selected sprite with dynamic material
« on: April 03, 2014, 02:54:14 am »
Hi, when selecting a sprite in the editor that is using a dynamic material (or from what I can tell) and hitting play causes the Editor to stop responding and generates an error:



Code: [Select]
NullReferenceException: (null)
UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/SerializedPropertyBindings.cs:69)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/EditorBindings.cs:117)
UnityEditor.Editor.get_serializedObject () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/EditorBindings.cs:110)
UnityEditor.MaterialEditor.OnEnable () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/Inspector/MaterialEditor.cs:1069)

the sprite collection has 2 platforms (1x and 2x) and also contains 2 materials

7
Support / Bend TextMesh
« on: November 12, 2013, 03:01:59 am »
Hi, was wondering if it's possible to bend a text mesh? similar to that in photoshop where the text follows a curve or arc.

8
Support / How to make a sprite pixel pefect
« on: September 26, 2013, 08:44:00 pm »
so I've searched around the forums, read the docs but nothing I try seems to make my sprite pixel perfect.
I'm sure it's got something to do with my sprite collection and camera setup, but I don't know what settings I need to make it work.

currently I've got my sprite collection set to: 1 pixel per meter.

my camera: orthographic, 1 pixel per meter, fit visible scale.

I would like most of my sprites to auto scale except 1, which I would like pixel perfect.
using LateUpdate and calling: MakePixelPerfect() on the sprite does nothing.
Tracing out some values in that function, the "s" value is always 1.

9
Support / Re: TextMesh Editor Bug
« on: September 20, 2013, 06:44:50 pm »
  • Using AssetServer.
  • Using Font created in sprite collection.

I've noticed the warning generally occurs after updating a sprite texture in the sprite collection without committing and without pressing play.
Also, visual artifacts occur on the font if I don't hit play after updating a texture.

10
Support / TextMesh Editor Bug
« on: September 19, 2013, 07:37:28 pm »
Not sure if this is the right place to post a bug, but this keeps happening in the editor every now and then:

NullReferenceException: Object reference not set to an instance of an object
tk2dTextMesh.NumTotalCharacters () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:428)
tk2dTextMeshEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Editor/Fonts/tk2dTextMeshEditor.cs:317)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/Mono/Inspector/InspectorWindow.cs:888)
UnityEditor.DockArea:OnGUI()

using unity 4.2.1f4
2d toolkit 2.2 final

If I change the max chars in the textMesh editor then the problem goes away for a little while, but then sometimes creeps back in once I hit play.

11
Support / Re: Sprite Visibility
« on: September 19, 2013, 07:34:31 pm »
thanks

12
Support / Sprite Visibility
« on: September 17, 2013, 03:00:35 am »
hey, just wondering if there's an easy way to set sprite visibility in 2d toolkit? I would still like my game object to be active.

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