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 - ds85

Pages: [1]
1
Hi,

Facing this issue in Unity 5.3.3.
After level loading i am preloading all the sprite collections used in scene,so as to avoid sudden large spikes during instantiating sprites.

tk2dSpriteCollectionData spriteCollection = tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>("Name")

Now after level ends in order to unload atlas textures i am giving call to :

spriteCollection.UnloadTextures();
spriteCollection.ResetPlatformData();

All the atlas are unloaded from memory as expected.

But now after reloading the level and following the above steps all the sprites appear as completely black textured.They didn't reload their texture and material information. :'(
Kindly suggest how i can rectify this issue.

Thanks,
DS

2
Support / Edge Bleeding in Sprites using solid shaders
« on: November 18, 2015, 06:02:14 pm »
My Game is using a lot of PNG's(Triangular shaped with alpha transparency), i am creating sprite collections to pack them together.But after that i cannot used solid shader to reduce the overdraw on the devices.Using solid shader cause the edges to bleed in all the sprites. :o :o

Right Now the game is slowing due to overdraw of parallax background layers which are using blendvertex shader to avoid the edge bleeding of the sprites.Can you please let me know how i can use the solid tk2d shaders with sprite collections without causing the edges to bleed transparent pixels.Is there any setting that i am missing here ??

Pages: [1]