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Messages - Drips

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1
thanks, i think we're on to something here.

we had this trace in unity 3: Shader wants normals, but the mesh  doesn't have them

in unity 4 it is being traced MUCH more often.

after investigating, this trace only occurs when there is one of these animated sprites being rendered.
as far as i can tell, the setup of the collection, atlas, animation, and material is the same as other animated sprites in our game which work fine and dont cause this trace.

any ideas fixing the trace?

2
This issue is present running in the unity editor on pc. 

There are approx 30 of these animated sprites, each using approx 60 png sprites. The sprites are

small pngs, 35px by 40 px, and are scaled up 6x in the animated sprite. The sprites compose the

animations which at played at 7 frames per second.

The game's fps drop occurs even when there is a single of these animated sprites being rendered by

the camera. It is not affected when they are present in game but not being rendered. For each

additional animated sprite being rendered, the fps drops more. I've seen it as low as 7fps with about

6 of these animated sprites present. With none the fps is at 50-60.

Here are the settings on the sprite collections:

premultiplied alpha unchecked
normal generation: normals only
target height 768
filter mode point

The atlas settings:

Texture type advanced
no mipmaps

The animated sprites are using the tk2d/LitBlendVertexColor material.

Once again, this issue only surfaced after upgrading to unity 4. The sprite animation settings havent

been changed after the upgrade.

Also, we are using tk2d version 1.9F. Today I'll try migrating to tk2d version 2.

Thanks Unikron I've been impressed by your level of support!

3
took a while but we are back to unity 4 as we need some of the new features. The issue remains the same.

96% of cpu usage is going to Camera.Render -> Drawing -> Render.TransparentGeometry -> RenderForwardAlpha.Render -> MeshRenderer.RenderDynamicBatch

96% of GPU usage is going to Camera.Render -> Drawing -> Render.TransparentGeometry -> RenderForwardAlpha.Render -> MeshRenderer.Render -> Mesh.DrawVBO


4
Today I tried upgrading our project to the newest unity version, 4.12. Our frame rate now drops as low as 6 fps calculated on the Update() function.

Prior to the update the fps was ranging from 50 - 60.

I tried removing different assets from the scene and it turns out to be caused by the amount of pedestrians (animated sprites). With a few of these animated sprites being rendered, the frame rate drops dramatically. This wasnt present in unity 3.57. The sprites are reasonably sized, and are animated at 7 fps.

Any ideas? Thanks!

5
Support / Re: Using github - is the library required by 2DTK?
« on: April 12, 2013, 12:20:18 am »
This is what my .gitignore file looks like:
Code: [Select]
/UnityProject/*
!/UnityProject/Assets/
!/UnityProject/ProjectSettings/
/UnityProject/Assets/-tk2d.*
/UnityProject/Assets/Resources/tk2d/*
/UnityProject/Assets/Resources/tk2d.meta

You must make sure to set the version control mode to Meta Files in the Unity Editor Settings and you shouldn't have problems.

You should also make sure to follow these instructions: http://www.unikronsoftware.com/2dtoolkit/doc/advanced/version_control.html

Hope that helps.

is that your entire gitignore file? ive read about requiring the metadata folder in the library.

6
Support / Using github - is the library required by 2DTK?
« on: April 11, 2013, 10:01:20 pm »
We've started using github for version control of our 2dtk project. We found that most people recommended ignoring the entire library folder. When we did this originally we had issues with sprite collections. Does 2dtk save any data to the library folder?

Thanks!

7
Support / tk2dButton change sprite when clicked
« on: February 18, 2013, 07:15:20 pm »
Ive had this issue a few times. I will create a sprite, then add the tk2dButton component. When the button is clicked, the sprite will change to another in the collection.

In the past ive solved this issue by creating a sprite collection with a single sprite in it - obviously not the greatest. The button down / up sprites are set to default "button_down" and "button_up".

halp :p

8
Support / Re: GetMeshDimensionsForString not returning height of textmesh
« on: February 04, 2013, 05:18:29 am »
thanks for the reply i ended up modifying FormatText to return the number of new line characters present in the string.

9
Support / GetMeshDimensionsForString not returning height of textmesh
« on: February 02, 2013, 01:44:26 am »
I may be missing something but,

GetMeshDimensionsForString is returning the same value for all strings i pass it.

I am trying to detect the number of lines of text present in the textmesh, so i can cut it off at a set line and show the rest of the text on the next page.

This is my function:

Code: [Select]
//Returns true if the next word will fit on the current line.
private bool isFitOnLine(string nextText)
{
float currentTextHeight = eventText.GetMeshDimensionsForString(eventString).y;

Debug.Log("isFitOnLine: " + eventString + " " + eventText.GetMeshDimensionsForString(eventString).y.ToString());

if(currentTextHeight != eventText.GetMeshDimensionsForString(nextText).y)
{
Debug.Log("isFitOnLine: false");
return false;
}

Debug.Log("isFitOnLine: " + nextText + " " + eventText.GetMeshDimensionsForString(nextText).y.ToString());

return true;
}

For all my traces it is giving me -0.1 for GetMeshDimensionsForString height. I can see the text is changing in the textmesh and is definitely going onto multiple lines.

Halp.

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