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 - Dakwamine

Pages: [1]
1
Support / How to select sprites with negative size?
« on: September 18, 2012, 02:38:25 pm »
Hi,

I would like to know how I can select sprites by clicking on these in Scene view if I set a negative size on X (in the Tk 2d Sprite component of course) without having to turn around the sprite to select it. Or is there an option to add backface polygons to make these sprites clickable?

Thanks!

2
Support / Big texture pixel dicing prevention
« on: June 16, 2012, 04:31:20 pm »
Hi unikron,

A few hours ago, I used the dicing feature and made a mistake when I set the dices values at X=1 and Y=0. So I suppose that the software is processing the dicing work at 1x1 pixel on a 1024x512 texture (it has not finished yet :P).

May I suggest adding a "Are you sure?" confirmation window or a yellow warning box when the dices values are really tiny to alert the user? :)

3
I didn't noticed that it was a feature included in the 1.75 beta 1 release. I tried the beta 3 and it works excellently. I am moving on this version as this functionality is essential for me. ^^

Thank you very much for your support!

Best regards.

4
Support / Re: Font Problems
« on: June 14, 2012, 03:35:37 pm »
If you have an OTF, can you consider generating a TTF (or any other font format that BMFont supports) by using this tool: http://www.fontsquirrel.com/fontface/generator?

5
To explain further what I am trying to do, I know that we can add a single sprite by using the GameObject>Create Other>tk2d>Sprite menu, but in my case, I would like to replace my old sprite system of existing assets with your system. These existing assets have several scripts and components attached to so I would not like to waste my time to create replicas which where created by the menu then add the same components and settings from the old asset then replace their old prefabs equivalent. So I got an error when I tried this on few of my assets even if I deleted all their components (except the Transform one of course).

But in a broader context, I find it could be very useful to have the possibility to add the sprite component to any asset / game object already created.

What is your position on this?

6
Hello,

I would like to know if it is possible to add tk2dSprite component to a GameObject, let's say an empty GameObject?

The tk2dSprite adds others linked components Mesh Filter and Mesh Renderer to the empty GameObject, but I have a NullException while I try to display the content of the Tk 2d Sprite component in the inspector:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteGuiUtility.SpriteCollectionPopup (System.String label, .tk2dSpriteCollectionData currentValue, Boolean allowEdit, Int32 spriteId) (at Assets/TK2DROOT/tk2d/Editor/tk2dSpriteGuiUtility.cs:197)
tk2dSpriteEditor.DrawSpriteEditorGUI (.tk2dBaseSprite sprite) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteEditor.cs:22)
tk2dSpriteEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteEditor.cs:11)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/300357e52574df36/Editor/Mono/Inspector/InspectorWindow.cs:888)
UnityEditor.InspectorWindow.OnGUI () (at C:/BuildAgent/work/300357e52574df36/Editor/Mono/Inspector/InspectorWindow.cs:243)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

Thanks for your help.

Best regards.

7
Mh... It seems that it is a false alarm. For some reason, the Exception has gone. :o

Anyway, thanks for your availability! You are the best. ;D

Best regards.

8
I mean modifying the script, then saving in MonoDevelop then return in Unity. Sorry for the lack of accuracy. :-[

I forgot to mention the Unity version: 3.5.2f2.
I use C# only scripts.

9
Support / DivideByZeroException when I update a script in my project
« on: June 13, 2012, 12:24:58 am »
Hi Unikron.

I was wondering what could be the reason for having DivideByZero exceptions at each frame whenever I update a script in my project in realtime (while the Play (and Pause) Button(s) is(are) pushed) in the Unity Editor. Here is the console text:

Code: [Select]
DivideByZeroException: Division by zero
tk2dAnimatedSprite.Update () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dAnimatedSprite.cs:345)

After that, when I restart the project, there are no problems anymore until I update a script in realtime like said above.

I currently use final 1.7 + patch 2.

Pages: [1]