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Messages - mfcas

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1
Support / Committing changes to sprite collection takes ages
« on: March 16, 2016, 02:20:06 am »
I've got a lot of sprites in my sprite collection (I looked up the sprite def count and it's 2164), now I'm having an issue that when I try to commit any changes, I need to wait a long time (around 5 minutes).

Any tips on how to optimize this?

2
Support / Re: Offset Specific Frame in Sprite Animation
« on: September 18, 2014, 10:43:29 am »
Great to know this, thanks. I didn't look carefully enough, if you drop same sprite in the collection editor again then it asks you if you want to clone it.

3
Support / Re: Offset Specific Frame in Sprite Animation
« on: September 17, 2014, 09:12:00 pm »
Any updates on this?

I need to use same sprites for different animations, in which I need them to be anchored differently.

I just hacked together this feature and it seems to be working, but it'd be nice to have it well made and officially supported. I just added a vector to each animation frame, and based on that I offset the sprite's verts, attach points and thumbnail in the animation editor.

Another solution would be to allow sprites with the same UVs in the sprite collection. The name, settings etc. could be different then, but the texture space would be shared.

4
Support / "Unhandled clip wrap mode" error when accessing CurrentFrame
« on: February 11, 2014, 04:48:59 pm »
I get "Unhandled clip wrap mode" error when trying to access CurrentFrame value in an animation with wrap mode set to "single".  Is this a desired behaviour? Shouldn't it always return a 0 instead?

5
Support / Attach point feature request
« on: October 14, 2013, 09:14:02 pm »
Edit: Disregard this! It's already in, I was too quick to go to the forums :(

I'd love to be able to see where should I place an attach point so a sprite I need it for is precisely where I want it to be. It would be great if there was an option to display any sprite under the attach point gizmo.

6
Support / Re: Lots of sprites always on screen
« on: July 22, 2013, 01:01:38 pm »
Voted, and removed my vote from autotile just to make it stand out more. Even 90 degrees rotation would get me a long way because I can manage the rest with flipping.
The performance is so much better when using a tilemap! I have to switch back to the sprites though, but only until the rotation gets in.

Thanks for the help!

7
Support / Re: Lots of sprites always on screen
« on: July 22, 2013, 12:38:40 pm »
Can we expect tiles rotation by 90, 180, 270 degrees anytime soon?

8
Support / Lots of sprites always on screen
« on: July 22, 2013, 08:32:26 am »
I have a screen always filled with 16x16 sprites (for fullscreen full HD it will be 8100 sprites). I need to change the sprites' spriteID very often.

For now I create an array of sprites, but it takes very long to instantiate a big number of sprites, and also having such a big number of GameObjects on the screen slows things considerably.

What's the best way to make this run fast?

Can I use a tilemap and change tile's sprite id without rebuilding the whole mesh?

9
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 17, 2013, 08:39:34 pm »
2. I don't get any errors on a clean installation - likely due to the directory structure change and Unity leaving files in other directories. Please verify that all your tilemap runtime files are in the same directory. Default should be Tk2DROOT/tk2dTileMap/Code.

Yeah my bad, some files got changed but their names remained the same, after some name swapping the errors were no more.

10
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 17, 2013, 07:57:57 pm »
Some problems, needed to change:

toggleBtns[n] = toggleControls[n].toggleBtn;

to

toggleBtns[n] = toggleControls[n];

I don't really even know if that makes sense.

line 66 in tk2dUIToggleControlGroup.cs

And lots of errors when trying to build with monodevelop, which are alike this one:

TK2DROOT\tk2d\Editor\Tilemap\tk2dTileMapUtility.cs(7,7): Error CS0246: The type or namespace name 'tk2dRuntime' could not be found (are you missing a using directive or an assembly reference?) (CS0246) (Assembly-CSharp-Editor)

11
Support / Static sprite batcher question
« on: April 15, 2013, 06:56:23 pm »
How expensive is to change a single sprite in static sprite batcher during runtime? Is the whole mesh rebuilt?

12
Releases / Re: 2D Toolkit UI 1.0 beta 2
« on: March 22, 2013, 12:13:42 pm »
Hey, I upgraded the UI to 1.0 and see that you haven't fixed the tk2dUITouch constructors, maybe you didn't see my edit complaining about this problem. Adding a parameterless constructor call fixes those errors:

public tk2dUITouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime) : this() { ... }
public tk2dUITouch(Touch touch) : this() { ... }

Or is there another reason why the change hasn't been made?

13
Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 16, 2013, 06:11:21 pm »
I want to procedurally create some number of radio buttons in one group, but it seems that I can't add them to a button/control group during the runtime. Am I wrong? If not then is this going to be addressed?

Also, my mono develop throws an error on these constructors:

public tk2dTouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime)
public tk2dTouch(Touch touch)

Adding a parameterless constructor call fixes this:

public tk2dTouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime) : this()
public tk2dTouch(Touch touch) : this()

14
Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 13, 2013, 05:41:59 am »
Awesome. Going to test it right away.

15
Releases / Re: 2D Toolkit 1.91 beta 1
« on: February 11, 2013, 12:42:01 pm »
I should be OK with the new picker + autofill. Thanks for the explanation.

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