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Messages - fsadeq

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1
Releases / Re: 2D Toolkit 2.5.7
« on: December 08, 2016, 11:35:14 pm »
After upgrading to this, I am getting runtime errors when changing a Sprite's sorting order:

Code: [Select]
InvalidOperationException: This cannot be used during play mode.
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty (Scene scene) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorSceneManagerBindings.gen.cs:156)
tk2dUtil.SetDirty (UnityEngine.Object object) (at Assets/TK2DROOT/tk2d/Code/tk2dUtil.cs:128)
tk2dBaseSprite.set_SortingOrder (Int32 value) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:183)

Any ideas? Thanks.

2
Support / Unauthorized access to path??
« on: October 29, 2015, 02:39:32 pm »
I've just upgraded to Unity 5.2.2 and now when I try to commit any sprite atlas, I get this error:

"UnauthorizedAccessException: Access to the path "<long path here>/atlas0.png" is denied.

Any idea what could be going on? I think some project files may have gotten corrupted in the upgrade and/or something weird happened in version control. Are there any files I can safely delete associated with this to "reset" things? I had the same unauthorized access exception for one of the solution files at the root of the project - I merely deleted them and the error went away.

Thanks!

3
Support / Re: Minor bug with Unity 5
« on: May 02, 2015, 12:58:31 am »
Thanks!

4
Support / Re: Minor bug with Unity 5
« on: April 30, 2015, 05:10:34 pm »
Hate to bump, but I must  :-\

5
Support / Minor bug with Unity 5
« on: April 08, 2015, 07:46:49 pm »
I've noticed that I can no longer drag/drop folders from the Project view into a Sprite Collection when adding sprites. I definitely used to be able to do that, but now I have to drill into each sub-folder and manually make a selection of textures, then drag/drop that.

Thanks.

6
Support / Re: updating coliders , performance
« on: March 10, 2015, 01:29:31 pm »
Actually, you do indeed get some spikes when moving colliders via transform instead of rigidbody.MovePosition(). At least from my profile tests. There's a physics "UpdateTransform" (or something like that, I don't recall exactly) call that is expensive (relatively speaking) that doesn't happen if you move via rigidbody. This is regardless if the collider is a trigger or not.

That said, you probably wouldn't notice anything unless you had a ton at once.

7
Support / Re: Advanced colliders in sprite collection
« on: March 03, 2015, 02:48:16 pm »
Any idea? Hope my question makes sense.

8
Support / Advanced colliders in sprite collection
« on: February 28, 2015, 08:44:08 pm »
Hi - is it possible to apply Advanced colliders to more than one sprite at once? If I select many sprites and change the collider type to Advanced, then add a new collider, it only applies it to one of the sprites. Furthermore, if I give the collider a name - it doesn't save the shape of the collider. In other words, if I select a different sprite, then change the collider type to Advanced > Click "Add" > the name of the saved one appears in the dropdown menu, but selecting it resets the collider to the default size.

Is this intended, or are these bugs? Thanks.

9
Support / Re: Large TiledSprite with Animator?
« on: February 28, 2015, 08:40:28 pm »
Thanks.

10
Support / Large TiledSprite with Animator?
« on: February 26, 2015, 06:23:29 pm »
I know it's possible to create large tiled sprites: We have a 64x128 tile that is animated and want to create a large waterfall with this same repeated sprite. So I've made a Tiled Sprite, changed the dimensions to really large, and added the animator. It works, but wondering if this is the best way to achieve this? I feel like this is performance heavy and I notice garbage collections on the TiledSprites. Should I be doing something like this outside of 2DTK? Thanks.

11
Support / Re: tk2dCamera woes
« on: February 04, 2015, 09:27:30 pm »
So, I ended up resizing the source assets and everything is peachy except for one thing: I'm getting the weird half pixels/broken pixels on an iPhone 6 only. It looks perfect on an iPhone 5 and iPhone 6 Plus, but the 6 gets strange pixels. I'm using the 5/5S as native res and then the camera override is a wildcard with Fit Visible / Center. Any reason why just the iPhone 6 (and not the 6 Plus) would do this?

Thanks, again, for the 100th time  :)

12
Support / Re: How to change a sprite to grayscale in a atlas runtime ?
« on: February 04, 2015, 02:19:40 pm »
My project started a long time ago and I've only slowly been working on it, but it's since become quite a mess and I'm always having odd issues - I think my best bet is to create a new project from scratch and then import only relevant assets. Do you have any recommendations for this process? I'd rather not have to re-create collections and animations, there should be no issues if I just export and import a package with all the sprite stuff, right?

13
Support / Re: How to change a sprite to grayscale in a atlas runtime ?
« on: February 04, 2015, 12:23:42 pm »
Very strange, must be a bad bug going on. I have some old atlases being loaded in that are supposedly referenced by some sprites - if I select the references in the profiler, they take me to the sprites that are clearly not using the atlas. Not sure what's going on here.

14
Support / Re: How to change a sprite to grayscale in a atlas runtime ?
« on: February 04, 2015, 02:54:18 am »
I'm getting similar results with the Unity profiler. I've attached two pictures, the first one is of the Resource Checker Util and the second is the Unity profiler. It seems I should only have 6 atlas textures loaded in, but Resource Checker is reporting 13, and Unity Profiler is saying 10. Thoughts? Many thanks.


15
Support / Re: How to change a sprite to grayscale in a atlas runtime ?
« on: February 03, 2015, 11:02:07 pm »
Nope, Unity.

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