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Messages - babarzor

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1
Hi! thanks for the answer.
Actually my first problem was that for an unknown reason Cltr+D was blocked with 2dtk collections :-(
Finally it came back and with a few amount of manual work i could get a alternative version of my sprite collection in deleting references (it was a first step) but as you said it doesn't work with animations indeed.
If i  want to do the same with an animation collection, not only each sprite must be exchange one by one but also after commiting the collection doesn't appear in the animator list :-(
Even If it is not possible to work with an unique collection may be  you have cool pointers to help me, i'm always interested :-)

About Data driven collection, this technique is very interesting but i think i will use this option maybe for some more smallest things than the main character because he hold a lot of animamtions, and also enter manually all parameters like all collisions, changing according the sprite shape, may be laborious and complicated.  as i said in an another topic (may be...)
i'm very beginner, my game is a little bit a gas factory and each modification still cause collataral unexpected effects :-p i keep the technique for the next one which should be better and better done :-p thanks

2
Hi, may be is it simple but i don't how to do.. So, is there a simple way to create an alternative version of a sprite collection, swapping easily beetween them and in sharing the same animation collection ? for example i have a character with different suits and i want to swap it just with alternatives version of sprites sheet images..

3
Support / Re: unity 2017
« on: August 02, 2017, 04:03:10 am »
Hi! Actually i don't know how to find the lastest version of 2dtoolkit. :-p on unity store is still the 2.5.8.1

4
Support / Re: unity 2017
« on: July 27, 2017, 04:56:43 pm »
Great! thx a lot! :-)

5
Support / Re: unity 2017
« on: July 25, 2017, 01:34:48 am »
Hi! I checked the version. So i was on 2.5.8, i updated to 2.5.8.1 and the warning persist but i noticed a new information about it:

SendMessage cannot be called during Awake, CheckConsistency, or OnValidate
UnityEngine.MeshFilter:set_sharedMesh(Mesh)
tk2dSprite:OnValidate() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:118)
UnityEditor.PrefabUtility:InstantiatePrefab(Object)
tk2dRuntime.TileMap.BuilderUtil:SpawnPrefabsForChunk(tk2dTileMap, SpriteChunk, Int32, Int32, Int32, Int32[]) (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMapBuilderUtil.cs:128)
tk2dRuntime.TileMap.BuilderUtil:SpawnPrefabs(tk2dTileMap, Boolean) (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMapBuilderUtil.cs:202)
tk2dTileMap:Build(BuildFlags) (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs:326)
tk2dTileMap:Awake() (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs:121)
UnityEngine.Object:Instantiate(GameObject)
SceneController:changeMap(GameObject, Boolean) (at Assets/Scripts/proto_scripts/SceneController.cs:117)
<goMap>c__Iterator3:MoveNext() (at Assets/Scripts/proto_scripts/SceneController.cs:93)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

it seems that the problem come from one of my scripts when i try to instanciate a tilemap from ressources :-p i know now it is very bad to do like this but i'am a very very noob coder :-p
i have to modify this part to use assetbunble instead as it is recommended. but i don't know if it will correct anything about the warning. to be sure, i also tried to open again the project on unity 5.6 and (except some asserts from migration) the warning disappear ;( ...

6
Support / unity 2017
« on: July 24, 2017, 05:14:14 pm »
hello, i tried to migrate my project on the new version of Unity. it works perfectly execpt a small detail: i have a warning at each update:
SendMessage cannot be called during Awake, CheckConsistency, or OnValidate
UnityEngine.MeshFilter:set_sharedMesh(Mesh)
tk2dSprite:OnValidate() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:118)

that doesn't seem to block the game...
(sorry for my english.. im french :-p )

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