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Messages - dustinbahr

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Support / Re: Dragging an instantiated item
« on: July 02, 2015, 10:46:00 pm »
We are using 2.4.0.

Support / Dragging an instantiated item
« on: July 02, 2015, 10:43:47 pm »
We have a situation where objects with tk2dUIItems can be drug around the screen, in a multi touch environment.

We listen for OnDown, use the tk2dUIItem.Touch to update position while dragging, and stop OnRelease.

This works great. However in other cases we want to instantiate one of these objects and begin dragging it immediately.

How do we simulate the OnDown and start dragging the instantiated object?

We tried tk2dUIItem.Press(), and while this did simulate the initial touch, the touch does not continue to get updated, so dragging isn't possible.

We found a working solution that involved adding to tk2dUIManager. We added this method which we call right after tk2dUIItem.Press();

Code: [Select]
public void AddItemToList(tk2dUIItem item)

However, it seems like this addition shouldn't be necessary. What are we missing?

Support / Re: Feature requests?
« on: April 27, 2015, 10:11:22 pm »
I am biased because I know zblack, and I also second this notion!

Support / Re: Shaders on Android problem?
« on: April 13, 2015, 03:58:02 pm »
Samsung Galaxy 3 and 5, LG tablet, Moto x 2013. I'm wondering if it's some project setting because it seems like Unity should be working well on these. I'm stumped.

Support / tk2dSlicedSprite scale edges
« on: January 23, 2015, 10:27:39 pm »
Is there a way to have a tk2dSlicedSprite behave in sort of the opposite way of default?

What I mean is I would like to stretch the outer edges instead of the middle. I guess the way I'm wanting to use it in this way is really a 3-slice instead of a 9-slice, But I think it could apply to either way.

Support / Re: Sprite Collection & Animation - Loadable Asset
« on: October 15, 2014, 09:33:35 pm »
I ended up storing only the Sprite Animation prefab in the Resources directory and then using the code below.

Code: [Select]
public void LoadAndPlayAnimation(string animationName)
string animationPath = resourcesDirectory + animationName + "_Animation";
loadedAnimationLibrary = Resources.Load<tk2dSpriteAnimation>(animationPath);
animator.Library = loadedAnimationLibrary;

This appears to have no problem. Is this a good way of approaching it.

Lastly, do I still need the Loadable Resource checkbox active for this to work properly?

(in case it matters, this is for mobile devices)

Support / Sprite Collection & Animation - Loadable Asset
« on: October 15, 2014, 03:20:04 am »

We are wanting to load sprite animations at runtime.

I tested putting the sprite collection data prefab and the sprite animation prefab in the resources directory and loading those to use them. This worked great.

Then I noticed the Loadable Asset checkbox in sprite collection settings.

The manual says:
"When ticked, the asset will be loadable using tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>("name");"
"It is a great way to load assets at runtime without resorting to moving objects into resources folders."

However, when searching the forums, I see you saying that it is not officially supported.

Which method should we use?

Support / Alternatives to Spine with 2D Toolkit
« on: October 08, 2014, 05:45:04 pm »
My team has looked into using Esoteric's Spine for animation in conjunction with 2D toolkit. We really loved their features and were excited about using it until we looked deeper into their licensing model.

Their licensing model would require each of our clients, to maintain a yearly license as long as the application we make for them is in distribution. We feel this is a ridiculous and unnecessary hassle to place on our clients.

Do you guys in the 2D toolkit community have any other suggestions for skeletal animation tools?


Support / tk2duiscrollablearea jerking back
« on: January 06, 2014, 03:30:20 pm »
I haven't found a solution yet even after looking through the code a bit, but whenever I'm scrolling the area, the content jerks back and forth (on ios and desktop).
Its almost like its trying to get back to a "start value" or something, but its set wrong or doesn't update so it jerks back really far quickly.

Support / Re: Unity 4.3 + tk2d Sprite depth
« on: November 22, 2013, 04:28:15 pm »
How would you switch the behavior of it back? Pretty far along on this project and don't have use for Unity sprites just yet. :)

Support / Re: Unity 4.3 + tk2d Sprite depth
« on: November 22, 2013, 04:06:49 pm »
As a quick addition to this, when I upgraded to Unity 4.3 and 2dtoolkit 2.3.0, my sorting order got all messed up. It doesn't seem to be changing the sorting order as intended anymore.

Is this a bug, or did Unity 4.3 change the functionality of this? (I just want to keep the default layer and order some things on the same Z)

EDIT: It seems almost like sorting order is totally independent of z-layering now. Is this intended?

Support / Re: Textmesh Letters - Rendering Order / Depth
« on: June 28, 2013, 11:31:05 pm »
Thanks much!
I just added a seperate SetIndicesBackwards function that gets called using your new code if it detects a certain script on the textmesh gameobject.

That way can have the best of both worlds!

Support / Textmesh Letters - Rendering Order / Depth
« on: June 28, 2013, 10:21:24 pm »

I was just wondering if it was possible to have a textmesh render its layers from right to left, instead of left to right?
I attached an example image of why this might be a problem, as the letters are overlapping and I wanted the shadows to be behind the letters.


Support / Re: General mobile performance
« on: June 04, 2013, 03:27:55 pm »
Also make sure you have

Application.targetFrameRate = 60;

somewhere in your application, otherwise some mobile devices (iOS) will limit your framerate to default.

Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 30, 2013, 05:29:02 pm »

The 2.0 release migrated swimmingly, great guides!

I had a quick question though, does the "create sprite from selected texture" support platform settings in any way?
I wanted to use it for a background that only appears once, but even if that's the case, I still don't want a massively sized texture on older non-retina devices if possible.

Thanks, its looking awesome!

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