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Messages - coshea

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1
Hi

I updated TK2d to 2.5.8.9 on Unity 2017.4.40 project and now get this error:

Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMapBuilderUtil.cs(120,38): error CS0117: `UnityEditor.PrefabUtility' does not contain a definition for `GetCorrespondingObjectFromSource'

I'm actually not using tilemaps at all, I tried deleting the tk2dtilemap folder but then I get a whole bunch of errors for tk2dEditorUtility.cs

Do you know how to fix the above issue?

Thanks
Chris


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Support / Re: Removing a platform texture from builds
« on: February 06, 2019, 10:58:57 am »
Bump, any thoughts? Thanks  :)

3
Support / Removing a platform texture from builds
« on: January 24, 2019, 09:15:48 pm »
Hi

I built my game when the iPhone 3GS was out, so all game objects are built in Unity editor at 1x scale, with 2x and 4x platforms (higher res textures) in toolkit2d for hi-res iPhone and iPad.

As I don't support low end devices now, like the 3GS, that used the 1x scale, I was wondering if there's any way to remove the texture atlas before building and if that would cause errors. I would only ever set tk2dSystem.CurrentPlatform = "2x" or "4x".

Atlases are stored in Resources/tk2d/ as .asset files correct? Or am I wrong there?

I can see the asset file is named after the Data Guid from the collection data,

Anyway perhaps you could advise?

Many thanks
Chris






4
Support / Issues with Unity 2018
« on: June 04, 2018, 02:56:56 pm »
Upgraded from 2017 > 2018 using TK2D 2.5.8.9

This is the error (editor console, not playback)

NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteAttachPoint.HandleSpriteChanged (.tk2dBaseSprite spr) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAttachPoint.cs:77)
tk2dSpriteAttachPoint.Awake () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAttachPoint.cs:35)

Thanks




5
Support / Re: Blend2TexVertexColor on instances of objects
« on: March 06, 2018, 02:11:16 pm »
Thanks.

I *think* it is working, although the gradient texture needs to be the same size as the atlas? If I have lots of small sprites in an Atlas, lets say 1024x1024, and a gradient texture that is only 100x100, when using this modification to the shader, it only works for sprites on the atlas in the first 100x100 of the atlas image. Is this because of the vertex position used for the gradient?

ideally you want to use the vertex pos from the atlas for the base sprite, but on the gradient texture starting at 0,0 rather than the atlas position.

Any idea how to fix that? Many thanks

6
Support / Re: Blend2TexVertexColor on instances of objects
« on: June 22, 2017, 11:52:08 am »


Will any of your shaders allow me to achieve this shown above? Or could you recommend how to edit Blend2TexVertexColor so that alpha of the base sprite isn't effected by the gradient?

Thanks!

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Support / Re: Blend2TexVertexColor on instances of objects
« on: June 13, 2017, 05:30:55 pm »

Thanks for the reply.  I want to change it per sprite, not over a whole sheet (or group of sprites).

So I figure then that I could use the Blend2TexVertexColor shader for everything, but then use MaterialPropertyBlocks to set the overlay texture only on certain sprites, leaving the other ones empty?

Thing is with Blend2TexVertexColor is that the alpha from the gradient texture also effects the base texture alpha, so the base texture becomes transparent in those places. What I actually want to do is overlay my sprite (keeping the texture underneath the same alpha) with a texture on top that has some alpha in it. Does that make sense? Not the right shader to use?

Thanks

8
Support / Blend2TexVertexColor on instances of objects
« on: June 02, 2017, 09:50:17 am »

Hi

So I have a bunch of sprites in one atlas that uses BlendVertexColor.

Via script I would like to take some of those objects and change it to Blend2TexVertexColor, but still leaving the other objects having their single texture.

If I change any object material to 2tex shader, they all change of course.

I was wondering if you know any way I can do it with instancing, either setting the shader/material per object, or maybe all sprites using Blend2TexVertexColor but then setting the gradient texture per object instance?

I've just been reading about MaterialProperyBlocks, do you think that could work if I modify the shader?
http://thomasmountainborn.com/2016/05/25/materialpropertyblocks/

Thanks

9
Support / Re: Edit collider points issue with dragging sprites
« on: March 10, 2017, 03:09:36 pm »
Ah, you can turn off the tk2dsprite gizmo, that will stop the mouse dragging the sprite 😊

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Support / Edit collider points issue with dragging sprites
« on: March 10, 2017, 02:50:26 pm »

Sorry if this has been asked before, I couldn't find in search.

If you have a 2dtoolkit sprite with a 2d collider attached, when you go to edit that point position (dragging the green box on the collider outline), if the point lies within the bounds of the sprite as they often do, the mouse moves the sprite rather than the collider point.

I've tried locking layers/sort layers, no effect.

Any ideas? Thanks

11
Support / Re: Atlas Compression
« on: November 24, 2014, 12:35:32 pm »
+1 vote for this as a possible feature too, would be great :)

12
Support / Re: Dicing and Android Texture Formats
« on: July 18, 2014, 01:45:08 pm »
Sorry to bring up an old thread, but didn't want to start one on the same topic (texture formats).

I've been looking into this too, as would like to try sprites that have compression on android. I'm surprised more people aren't asking here as many android devs making 2d games. Could be another good selling point to go on your feature list to get people to buy tk2d?

Anyway, found these links:

http://answers.unity3d.com/questions/139359/displaying-2d-graphics-sprites-on-android-with-etc.html
http://answers.unity3d.com/questions/45955/combine-two-etc-textures-with-custom-shader-one-wi.html

also here...
http://tocaboca.com/2014/03/toca-pet-doctor-the-story/
"But the thing I’m most proud of was our texture compression solution, where we packed pieces of the animals into atlases to save space and separated the RGB & Alpha information into separate textures, to allow for transparency even with ETC on Android, plus the benefit of higher visual fidelity on iOS"

The thing is, I guess you'd have to make an alpha image for each spritesheet at the different sizes 1x 2x 4x etc based on the pixels of the sprites. How hard would that be to do?

13
Support / Re: tk2dUI woking with 2D physics
« on: January 30, 2014, 11:32:37 am »

I'm making a 2d game so want to use 2d physics, so only want to use 2d colliders. I'm worried if I make this change to tk2d then when I update later it will get overwritten, plus if I ever want to use it with a 3d game it would be broken.

I noticed in sprite collection generation, if you use 2d physics it makes a 2d collider, but when it comes to mouse/touch interaction you can only use 3d colliders. This took me a while to realise and is a little confusing.

Would be amazing to have a toggle option to 'only use 2d colliders' in future, if you wish.

All the best

14
Support / Re: tk2DCameraAnchor question
« on: January 30, 2014, 10:19:00 am »
I was wondering about this too, a google search led me here.

Perhaps the tk2dCameraAnchor could have a tick box option of update at runtime that you can disable?

I only need to update my anchors once at the start based on the camera dimensions, not every frame.


15
Support / Re: Unity 4.3 sorting layers
« on: December 17, 2013, 12:02:53 pm »
+1 the ability to honor the locked sprite layers in Unity 4.3 would be great

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