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Messages - DarkSlash

Pages: [1] 2
1
Support / Re: Sliced sprite
« on: August 12, 2015, 07:14:12 pm »
Can this be done only with 2DToolkit?

2
Support / Re: Sprite mask with custom shape
« on: July 24, 2015, 08:51:55 pm »
Wanted to know the same. Sad that can't be done, Unity mask supports custom shapes but only for images objects, not for sprites :(

3
Support / Re: Button doesn't work on ScrollArea
« on: May 31, 2015, 03:12:29 pm »
I just taked out the Default layer from the UI Camera and worked!

4
Support / Button doesn't work on ScrollArea
« on: May 31, 2015, 03:00:01 pm »
I use the scrollarea from the examples and it works fine. But then, I created a button inside the Content, and the button is not receiving the click. If I move the button outside the content bounds (the "visible area lenght") the portion of the button that is not inside it works perfect. Even when I move the button, it's still a child of Content. What I'm doing wrong?

5
Support / Re: Using Unity 4.3 Animator and 2dtk Sprite
« on: May 14, 2015, 07:55:32 pm »
How should I use this class?

6
Support / Sprite collor doesn't change on animation
« on: May 14, 2015, 02:46:39 pm »
I have a character that I want to change color through animation. The sprites are managed with 2DToolkit. I created a clip, I put the change color at 1 second from the beginning (so the sprite will fade to that color) and I set the animation to NOT loop. The animation doesn't work in the preview mode (clicking play in animation clip) nor in the game view. What I'm doing wrong?

7
Support / Re: Fade In effect
« on: April 30, 2015, 12:22:01 am »
I understand that. The question is how to access to the alpha color property in the script. I tried GetComponent<tk2dSprite>().color.a and doesn't work. Also doesn't respond when I apply a new color with GetComponent<tk2dSprite>().color = colorVariable. So, how is the correct way to access to a sprite color?

8
Support / Re: Fade In effect
« on: April 29, 2015, 10:46:05 pm »
Don't understand what you're saying. Is not this?


9
Support / Fade In effect
« on: April 29, 2015, 10:26:59 pm »
I want to create a fade in/out class (don't know why the ones in iTween doesn't work for me).  I wrote this code but this doesn't affect the alpha color of the sprite. What I'm doing wrong?

Code: [Select]
    public int      speed = 4;

    bool            isFadeIn = false;
    bool            isFadeOut = false;
    float           alphaColor = 0;
    Color           spriteColor;

    void Update()
    {
    if(isFadeIn == true && alphaColor < 255)
        {
            alphaColor += Time.deltaTime * speed;
            spriteColor.a = alphaColor;
            GetComponent<tk2dSprite>().color= spriteColor;
        }
    }

    public void FadeIn()
    {
        isFadeIn = true;
    }

    public void FadeOut()
    {
        isFadeOut = true;
    }

10
Support / Sprite stretch to fullscreen
« on: April 12, 2015, 02:26:17 pm »
In the new Unity GUI I can set a layout that adapts to the device screen (and, so, the images, buttons, etc inside). There's a way to do same thing with 2DToolkit? I need a background to fill the whole screen.

Thanks!

11
Support / Fonts texture
« on: April 10, 2015, 02:43:25 pm »
In this tutorial http://www.unikronsoftware.com/2dtoolkit/doc/2.5/tutorial/importing_a_font_into_a_sprite_collection.html the step 4 is drag the font texture. How do I get the font texture? Because BM Font gives me a .fnt file!
Thanks!

12
Support / Sprite with border
« on: February 12, 2015, 06:28:17 pm »
I have a Sprite and, In a certain moment, I want to get that sprite with a black border. I think it's something like this: http://docs.unity3d.com/ScriptReference/Sprite-border.html
It can be done? Don't need the border thigh to the mesh (like a toon border) just a square border around the sprite.

13
Support / Change root directory
« on: January 15, 2015, 03:30:09 am »
Can I change the root directory of 2DTK? I rename TK2DROOT and an error appears. Also, if I create a directory Plugins, and drop the TK2DROOT folder there, the same error appears.

14
Support / Empty GameObject difference
« on: December 13, 2014, 03:04:33 pm »
What is the difference between:

-Create -> 2D Object -> tk2d -> Empty GameObject

and

-Create -> Empty GameObject

Im asking this because on your tutorial always suggest to use the first version. I see both GameObject are empty with one transform component attached. I see them as the same thing! What's the difference?

15
ok, and that it's done with 2DToolkit or just with Unity?

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