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 - MattGogii

Pages: [1]
1
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 29, 2013, 08:37:08 pm »
I did manage to get it working.  I wasn't calling setdirty on the modified assets to unity wasn't saving the changes.  I did have to delete the main collection with the platform info and just keep the @1x and @2x collections.  If I didn't remove the main collection it was getting included into the asset bundle for animations for some reason and was causing script errors when checking for platform data in the bundles.

2
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 26, 2013, 07:46:12 pm »
Everything was set up in the main project.  I've got characters with animations, buildings and cutscenes that I want to turn into asset bundles (hd and sd).  I've moved those assets into another project (everything, the collections, frames, prefabs) and I'd like to use that side project to build the asset bundles. The main game no longer needs to have any references to the assets in the editor since it can just load from the asset bundles.  This is working for regular sprites but I can't get the animated sprite bundles to include all the required assets it seems.  My editor script to toggle the sprite animation by looping through all the clips and changing the collection.  I may need to set the collection somewhere else as well, I'm not sure.

animatedspriteobject.anim.clips.frames[j].spriteCollection = data;  is how I'm changing the frames to point to the @1x or @2x collection.

for changing regular sprites with an editor script I'm using

spriteobject.SwitchCollectionAndSprite(data, 0);

Another thing is that tk2d is constantly rebuilding the index now that I've linked some of the platform collections to my sprite prefabs.  So the sprite points directly at the @2x or @1x collection instead of the reference.  Is there a way to prevent the constant rebuilding, right now it scans the folder, then seems to finish, then does it again, forever.

3
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 26, 2013, 06:57:37 pm »
So I branched the assets out of the main project into their own project and use the branch to create the asset bundles.  I made some editor scripts to force the sprites to use either the @2x or @1x collection and that works fine for regular sprites but I can't seem to get the setting to stick for animated sprites, or I'm missing something because when I use the asset bundles in the main game it errors out on

 platformSpecificData.Init();

in tk2dSpriteCollectionData inst

In the inspector the sprites are all set to a default animation and not the one included in the bundle.

Any ideas?

4
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 24, 2013, 07:55:26 pm »
That does seem to work which is great.  I've got a new issue though in that the textures that I'm adding to the asset bundle aren't being removed from the build even though the game objects are no long in the resources file.  I'm guessing this is due to the resources/tk2d folder that seems to have pointers to all platformed collections.  I would remove that whole folder but only some of the tk2d sprites are going to be in bundles while others will remain in the resources folder.  Is there anyway to split those or not have all the collections be pulled into the resources directory?

Thanks

5
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 23, 2013, 08:41:05 pm »
Awesome, I'll give it a shot.  Thanks.

6
Support / Re: Asset Bundles / Sprites with platform issue
« on: April 23, 2013, 08:02:04 pm »
So rather than using the platform system, create 2 of every sprite? Or is there an easy way of telling the sprites to depend on one platform or the other and then building the bundle after that. I'm find with building an asset bundle for each platform is there's a way to split them using the platform info that's already there.  I'd rather not duplicate all the sprites and rebuild a 2nd set of everything if possible.

Thanks

7
Support / Asset Bundles / Sprites with platform issue
« on: April 23, 2013, 07:08:17 pm »
Hi, I'm having an issue building an asset bundle of a tk2dSprite.  The sprite has 1x and 2x platform information but when I select the game object with the sprite attached to add it to the asset bundle (tracking dependencies) it doesn't include the atlas or material for either platform, just the sprite collection data.  If I add an animated sprite game object the bundle is built with the atlas and material for both platforms seem to be included. Using Unity 4.1.2 and 2dToolkit 1.90.  Should I be updating the the latest plugin or is there something else I can do?

8
Support / Issues with SVN
« on: September 25, 2012, 02:43:22 pm »
Hello, we recently added another programmer to the game I'm working on.  We're having an issue with sprite collections and animations when we try and merge our code with svn.  What's happening is when he created an animation and checks it in, when I update and load the project the collection he created is broken in my version.  The links aren't there for the collectiondata and editor shows no frames.  The collectiondata prefab doesn't have a material or texture and the animations can't find the collection and delete all their clips.  I'm sure we're missing a step somewhere.  Any suggestions would be greatly appreciated.

Pages: [1]