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Messages - Allen

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1
Ah, perfect, I'll give it a shot. :) Thanks again!

2
Yep, that fixed it! Thanks for your help!

While looking at this bug, I also noticed that TOUCH_SCREEN_KEYBOARD is not defined for UNITY_BLACKBERRY... To me this suggests that Unity doesn't support blackberry's touch keyboard, but I don't think that's true.

Anyway, I'll give it a shot sometime latter so see if it is supported or not. Thanks again!

3
No, I can see the attachment now! Thanks for your help.

I'm sure it's my fault that I didn't read a sticky somewhere that you need to be a part of the group... But if there is any way to mod the forum so that it shows "Attachment hidden because you're not a part of the group" message where the attachment would normally be, that would definitely be a little less confusing.

Thanks for your hard work, I'll give this fix a try...

4
Thanks! ...Except I can't for the life of me find your attachment! Would you mind re-attaching?

5
Hello,

You can download a project that exhibits the problem here: Link removed

Type a space into the text input and you will get an index out of range exception because tk2dFontData.chars is empty. I am using a custom font that was generated from BMFont which is included in the attached project. It has been created in a sprite collection with all three platforms.

I am using 2D Toolkit 2.4.0.

This is the stack trace:

IndexOutOfRangeException: Array index is out of range.
tk2dUITextInput.SetCursorPosition () (at Assets/TK2DROOT/tk2dUI/Code/Controls/tk2dUITextInput.cs:426)
tk2dUITextInput.set_Text (System.String value) (at Assets/TK2DROOT/tk2dUI/Code/Controls/tk2dUITextInput.cs:158)
tk2dUITextInput.ListenForKeyboardTextUpdate () (at Assets/TK2DROOT/tk2dUI/Code/Controls/tk2dUITextInput.cs:304)
tk2dUIManager.Update () (at Assets/TK2DROOT/tk2dUI/Code/Core/tk2dUIManager.cs:324)

Please let me know when this is resolved so I can re-generate my font to not have this problem.

Thanks,
Allen

6
Hello,

Just starting out with 2D Toolkit and I'd like to make sure that my sprite collections are selecting the correct platform... But I'm having a hard time testing this, and I think this is because the "Platform" setting in the 2D Toolkit Preferences is overriding my in-game settings that I set using tk2dSystem.CurrentPlatform = "1x, "2x", or "4x".

Am I wrong about this? Is there any way to get the platform to behave like it will in a release build rather than using the Preferences setting?

Thanks,
Allen

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