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Messages - Clet_

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1
Support / tk2dFont characters offset
« on: June 10, 2014, 03:03:23 am »
Is there a way to modify each character's offset in a tk2dFont? I have slight adjustments to make to the font, so some character won't overlap on each other, but modifying values in the bmfont data does not seem to modify anything.

Any clue on how to proceed?

2
Support / Re: Clipped camera problem
« on: December 12, 2013, 12:50:07 am »
I went full retard.
I realised that some children of the gameObjects that I was attempting to clip were on a layer renderered by my main camera.

Problem solved. I need to go to sleep

3
Support / Clipped camera problem
« on: December 12, 2013, 12:44:58 am »
I am attempting to draw a certain portion of the screen (scissor test) and I tumbled upon the viewportClippingEnabled property of a tk2dCamera.
I realized it did exactly what I was looking for, but I just can't seem to figure out how the Rect works.

I have a main tk2dCamera, that fits the screen entirely, which my clipping cam inherits from, but as I modify the X/Y/Width/Height value of my clipping cam, it modifies the viewport rect of my main cam too. I don't seem to grasp everything that goes behing the clipping cam and I can't seem to find documentation on this feature.

Could you enlighten me as of how it is supposed to work?

4
As far as I'm concerned, we've always defined the platform throught pre-compilation commands such as:

#if UNITY_WEBPLAYER
tk2dUIManager.currentPlatform = "2x";
#elif UNITY_IPHONE
.
.
.


Note that the precompiled syntax is probably not exact, since I don't have my projects at hand and I wrote it as I remember, but you can get the feeling of it

5
Support / PNG atlases lead to memory leak
« on: December 02, 2013, 10:39:12 pm »
When building atlases in PNG instead of Unity textures, I've realized that they are not unloaded between each application's start.
The RAM get filled at each press of play, eventually leading to Unity's own "Blue screen of death".
This error does not occur when building atlases in Unity Texture.

I've noticed this leak while outputting materials name and InstanceId from Resources.FindObjectsOfTypeAll(typeof(Material)).

I hope it will help you to locate the bug.


6
Support / Re: Simple idea for tk2dUIManager.raycastLayerMask
« on: November 05, 2013, 01:30:06 pm »
Of course, but at first sight, it seemed counter-intuitive that affecting the raycastLayerMask of the tk2dUIManager with a new value did absolutely nothing. That's why I thought that turning it into a private member with getter/setter that automatically affect the sorted cameras' raycastLayerMask would be a simple, yet less confusing way to affect dynamically the raycast layer masks.

Thanks for your time and great job with 2D Toolkit

7
Support / Simple idea for tk2dUIManager.raycastLayerMask
« on: November 04, 2013, 07:06:01 pm »
I didn't know where to post this, but I figured it would probably be seen here, so here it goes.

As for now, the property "raycastLayerMask" of tk2dUIManager is public and is only assigned to sorted cameras' raycastLayerMask at tk2dUIManager's start. This caused a problem when I had to dynamically change the layer mask in-game.

Wouldn't it be a good idea to turn that public property into a private one with a Getter/Setter, that updates every sorted camera's raycastLayerMask when set to a different value?
That would greatly simplify tk2dUIItem disabling. This is a simple idea I got, and I thought that sharing this with the dev team, would maybe give you some hint on further updates.

Regards.

8
Support / Re: Disabling UIItem
« on: October 09, 2013, 07:40:22 pm »
I just realized that I could turn the collider off, and this would work just fine, but is there a native functionality that allow UIItem disabling?

9
Support / Disabling UIItem
« on: October 09, 2013, 07:38:20 pm »
I must be missing something, but I cannot seem to find an easy way to disable a UIItem.
As for example, I want a certain basic button (UIItem) that have a child sprite (UITweenItem). At a certain point, I want to disable this button, which means that the player would still see it, but it won't be clickable, no tweening, no callback.

As far as I checked, there is no explicit way to do it. I tried to unregister the button callbacks, which worked, but the button still tweened when clicked. I tried to switch the button on  a layer that is not used by the UIManager.raycastLayerMask, but this member did not seem to affect the raycasting, since every buttons are clickable wether the layer mask is set to Nothing or to everything. THe other option is to set UIManager.inputEnabled = false, but this turns off EVERYTHING, which is not the desired behaviour in my case.

Am I missing something? There must be an easy way to do something as I explained, since it seems very basic to me, and 2D Toolkit is a very deep, very good Unity plugin.

Regards

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