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Messages - arkanoid87

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1
Hi,

I'm using 2D Toolkit v 2.3.3

I have the problem described in the attached screenshot. Basically the pivot of the generated tk2dTextMesh is not in the center if its bounding box. I've tried several options but the only solution I've found is to play with:

public static float GetYAnchorForHeight(float textHeight, GeomData geomData)
public static float GetXAnchorForWidth(float lineWidth, GeomData geomData)

in tk2dTextGeomGen. But it doesn't smell like a solution, at all.

May you help me in fixing this problem?

Thank you


2
Support / get rid of tk2dSpriteCollectionData textures[] references
« on: September 25, 2012, 09:59:58 am »
Hello

I'm developing an app that requires me to handle texture loading/unloading manually (via Resources.Load), so I need to have a texture-reference free project on startup. The problem is that I have texture references inside data.prefab(s) in tk2dSpriteCollectionData that I'm not able to remove, and it causes dependencies.

I've already tried to remove references manually, but those re-appears when I restart Unity Editor or when I trigger the build.
I've also tried to remove them procedurally inside the preprocess phase of my continuous integration script, just before procedural build trigger, but references seems to come back automatically in between the dereference and the build trigger.
I've also tried to remove or refresh ~tk2d index file, but it hasn't helped at all.

How can I get rid of those?

thank you

3
Support / Re: Mesh.CreateVBO Frame Rate Spikes
« on: August 03, 2012, 02:45:42 pm »
Hi,

I'm facing the same problem:

when displaying one or more tk2dTextMesh or even a single large one (500 or more characters) I have per-frame Mesh.CreateVBO spikes on iPad1 that cause stuttering and eventually crash (see attached screenshot). The problem seems not visible while profiling the application inside the editor.

Actually I'm working with Unity 3.5.2f2 and 2D Toolkit Version 1.7 final + patch 2.

Upgrading is not never my favorite choice in the middle of a production, so I'd like to ask if I could solve the problem by upgrading Unity or TK2D (any  preferred version?).
Otherwise I'd like to ask any possible solution for my problem: I have to display kind of in-game manual, so I need a lot of static text.

thanks

4
Support / Sprite extrusion
« on: June 27, 2012, 01:42:49 am »
Hello

it should be given an option to "extrude" each (or better just the selected) sprite border by N pixel like "TexturePacker" do or any other solution like those proposed at page 11 here: http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf

I'm asking this as I'm facing the problem of upscaling (actually doubling - iPad -> iPad3) a pixel perfect GUI (no-mipmap) while leaving bilinear filtering on (I need to blur fonts border when needed). Actually I'm adding a 1 pixel extrusion manually in atlas0.png and works, it would be nice to make it a selectable option.

thanks

5
Support / Re: Hiding a tk2dAnimatedSprite
« on: June 19, 2012, 07:00:31 pm »
I've solved by enabling/disabling the gameobject only when starting animations.

my problem now is quite different, inside a coroutine I launch:

Code: [Select]
myTk2dAnimatedSprite.gameObject.active = true;
myTk2dAnimatedSprite.Play( "myAnimationName" );

but during the following frame myTk2dAnimatedSprite.spriteID is shown and only the next frame myAnimationName displays the first frame. This makes the previous sprite flashing on screen for one frame.

Is there any provided solution for this or I should "yield return null" to skip one frame before enabling the gameobject?

thank you

6
Support / Re: Hiding a tk2dAnimatedSprite
« on: June 19, 2012, 11:25:33 am »
I've found out that I need at least one tk2dAnimatedSprite playing any animation to use renderer or gameobject toggle. If no animations are playing (no mesh update cycle I suppose) the toggle checkboxes won't work.

7
Support / Hiding a tk2dAnimatedSprite
« on: June 19, 2012, 11:06:08 am »
Hello

I'm trying to hide a tk2dAnimatedSprite.

With tk2dSprite I can disable the renderer or the entire gameobject, but the same option seems not not available on animated sprites. Am I wrong?

Currently I'm hiding the object by moving it outside the view, is it the supposed way of hiding it?

Thank you

8
Support / Re: Large projects and crowded atlases for IOS development
« on: June 18, 2012, 12:41:24 am »
thank you. In the meantime I will try to re-commit & re-export on the atlas builder project.

9
Support / Re: Large projects and crowded atlases for IOS development
« on: June 17, 2012, 12:38:43 pm »
I've sent you the "data" prefab.

If you think that I should give a try to a "beta" version of 2D Toolkit please let me know.

10
Support / Re: Large projects and crowded atlases for IOS development
« on: June 17, 2012, 10:55:07 am »
Hi,

I've inserted       

Code: [Select]
index = newIndex;
tk2dSpriteGuiUtility.ResetCache();

at the end of static void CreateIndex() in static class tk2dEditorUtility, but I see no changes: Unity still loop around create index, debug message is displayed and I have to forcefully close the whole editor

This is how I reproduce the problem:
1) Start scratch new Unity project: target PC/Mac
2) Import 1.70 patch2 from asset store
2a) Apply your code modification (apparently does nothing for this bug)
3) Import my unitypackage that contains _data folder (3 objects)
4) From menu: 2D Toolkit -> Rebuild Index
5) From Hierarchy: Create -> tk2d -> Sprite
- ) A sprite with the "spider" body from demo assets appears
6) I click on the Sprite, I see the options in the inspector according to the "spider" body configuration, everything looks ok
7) I click on the "Collection" drop-down popup and I select my _data imported collection, Unity starts looping forever as I said

I cannot exclude that the bug is caused by a malformed _data export, but everything I can see from the inspector is a material slot and a texture slot over the "data" prefab

PS: as soon as I get access to the invoice number I will add my user to the registered users group

thank you

11
Support / Re: Large projects and crowded atlases for IOS development
« on: June 16, 2012, 09:38:48 pm »
I'm using 1.70 patch2 but I'd say that your solution is not working for me.

After importing *_data folder (atla0, atlas0_material, data) from an external unitypackage, if I create a new sprite from menu (Create -> tk2d -> Sprite) and I click on it Unity logErrors "Unable to find sprite collection. This is a serious problem" and begin looping forever on "Rebuilding index" and I have no other solution apart from forcefully close Unity.

Do I have to look for a problem into the unitypackage or inside my unity+tk2d bundle (even if I confirm this bug into a clean empty new unity project)?

thank you

12
Support / Large projects and crowded atlases for IOS development
« on: June 16, 2012, 01:20:37 pm »
Hi,

we're using TK2D for an iOS project where we need to pack over 15K images into atlases.

First problem: unity + TK2D cannot handle easily such a large asset (slowdown/crash/starvation even in PC/Mac destination, scared about trying in IOS mode), we had to discard "multiple atlases" option and separate manually over N atlases. So far, so good.

Second problem: we use uncompressed source images to build our atlases. The major problem is moving around sprite collections as it brings thousands of dependencies (slowdown/crash/starvation here too). We would really like to export just the data + material + texture atlas (*_data folder) unitypackage out from out "Atlas builder" project and use it into our destination project. Actually I'm trying to archive this by playing with TK2D source code but I prefer to look for a "bundled" solution first.

Thank you

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