Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - biggo

Pages: [1]
1
Support / Re: Lighting problems with Android
« on: January 08, 2016, 06:07:50 pm »
Found the reason! I forgot to add normals to the spritecollection. Funny it worked on iOS though?

2
Support / Lighting problems with Android
« on: January 07, 2016, 09:02:21 pm »
Hi, I can't get spotlight (or other lightsources for that matter) to work on Android.

I don't know if this is a 2DToolKit issue?

If I apply a spotlight on a sprite/diffuse shader on one of the demo Unity projects, it works.
If I do the same on one of the 2DToolKit demos, no light is seen.

No problems with iOS.

Any ideas, what I can try?


3
Support / Re: NullReferenceException in tk2dTileMapBuilderUtil
« on: May 04, 2015, 09:03:50 pm »
I have a similar problem where TilemapPrefabInstances sometimes are null:

I use a scene for each level. There's one TileMap per scene. All TileMaps are using the same SpriteCollection, tileMapData and tileMapEditorData, and they are all drawn the same way, with the same 4 prefabs placed onto the map.

From code I get to the prefab instance like so:             
var tilemapPrefabInstance = CurrentTileMap.TilePrefabsList.Single(i => i.instance.tag == "TagOfTheGameObject");

But in some scenes the TilemapPrefabInstanc.instance suddently is null. I have no idea when and why this happens.
I've tried editing and committing, unlinking the TileMap Render Data, and the advice mentioned here, but nothing helps. It's like, when the error appear, there's no way of getting rid of it again.

Any advice, what I could try next? ???

4
Support / Changes to spawned tilemap prefabs are not happening
« on: February 18, 2015, 07:13:39 am »
Hi.

My game consists of several scenes. Each scene has a tilemap. I have replaced some tiles with prefabs - similar in every scene, and drawned them onto the tilemaps.
In my understanding, I should be able to modify a prefab, and the changes should be effectuated across every scene, right?

However, it doesn't happen. In fact, nothing happens when I change a prefab! The prefabs are just spawned with the original settings, and I can't figure out what I'm doing wrong.

I hope someone can give my some suggestions. Thanks.

5
Support / Re: Tilemap layer opacity
« on: September 19, 2014, 07:02:59 pm »
Awesome! That works perfectly - thanks a lot! :D

6
Support / Re: Tilemap layer opacity
« on: September 18, 2014, 11:36:36 am »
Not directly, but if you use a different sprite collection / set of sprites per layer, you can override the the material to use use one with a tint parameter which you can tint to fade an entire layer.

I'm not sure what you mean by overriding the material? Could you elaborate a bit?

Also, how can I use a different sprite collection per layer? I don't understand how that can be accomplished?




7
Support / Tilemap layer opacity
« on: September 18, 2014, 06:42:34 am »
Hi there! :)

Is it possible to control the opacity of a layer in a tilemap? At certain parts in my game, I need to make a wall invisible - thus having it "fade away".

Can this be accomplished somehow? ???

Pages: [1]