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Messages - nachobeard

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1
Support / Re: 2D Toolkit No Longer Supported?
« on: August 16, 2019, 09:50:32 pm »
just wanted to say I updated to unity version 2018.4.6f1 and 2D Toolkit 2.5.8.16 about a week ago, and everything has been working fine for me since!

thanks again unikron for the extended support.

2
Support / Re: 2D Toolkit No Longer Supported?
« on: August 12, 2019, 11:35:03 am »
yep I'll be happy to pitch in if unikron provides us with the info to do so!
just as a "thank you".

3
Support / Re: 2D Toolkit No Longer Supported?
« on: July 29, 2019, 09:15:22 am »
thanks man that's really cool of you
is there a way we can contribute a small donation? just as a token of appreciation
PM me if interested, might be better to keep it private?

regards

4
Support / Re: 2D Toolkit No Longer Supported?
« on: July 19, 2019, 10:33:35 pm »
Hi

I am supporting this but Unity updates are making this a very taxing affair. We have to maintain backwards compatibility above everything else and I'm currently working out how much longer it is really viable to continue supporting new Unity updates.

Eg. the prefab update is causing so many problems across the board among so many users, and especially affects us as we use prefabs in a way that is sadly affected. Eg. The 2018 issues were almost totally out of our control, and we were at the mercy of unity to fix the bug. Finding workarounds is costly for us (hours spent trying to work around Unity bugs).

Sorry if this isn't the answer you're looking for but at some point its going to tip over and not worth the effort to keep up to date with unity's constant updates.


Hello

We're on the same boat as baconbanditgames, working with 2017.4 but it's looking like we won't be able to release before that particular version is phased out on consoles.

Hence we're also in need of a release compatible with 2018.4 (which is LTS), so that should be enough to bring all teams over the finish line.

regards.
nacho.

5
Releases / Re: 2D Toolkit 2.5.8.16
« on: July 19, 2019, 09:49:27 pm »
thank you for the release, a lot of us really need it and appreciate it

6
Support / extractRegion in sprite definition - ok to use?
« on: January 14, 2018, 10:51:58 pm »
Hello,

my question refers to the following members of tk2dSpriteDefinition:

public bool extractRegion;
public int regionX, regionY, regionW, regionH;


are they safe to use within a non-editor script?
I'm using it to find the size of the sprite at runtime, but there's a comment implying that they may only be intended to use from the editor side and it sounds to me like they could not be filled in when running outside the editor:

/// Speficies if this texture is extracted from a larger texture source, for instance an atlas. This is used in the inspector.


that's all

many thanks

7
hello!

was this something you were able to look at in the new release?
I looked at the notes but couldn't tell.

many thanks

8
hello,  I just updated to the new version of 2d toolkit, here are my findings.

I've tried running from the editor and also the windows standalone player (unity 2017.2.0f3).  here are the results:

-using d3d9: still get shimmering (if I just set halfTexel to 0 in the code, the shimmering goes away and it looks correct)
-using d3d11: no shimmering

it would seem d3d9 doesn't need the half texel offset, at least in my version of unity.
maybe old unity needs it like you were saying in a previous post.

do you think this issue might also appear in iOS? I can't check easily.

ty

9
ah, I missed this somehow, will test asap!
thanks for taking a look at it.

10
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 25, 2017, 11:24:47 am »
hello

is this still giving you trouble or did you manage to solve it?
thanks.

11
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 13, 2017, 12:18:12 am »
Hi

I have a temporary fixed, but there are a few platforms and hw combinations I can't test, so an official fix would be welcome.

Thanks

12
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 08, 2017, 12:04:51 am »
ok! glad I could help a little bit

13
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 07, 2017, 10:02:26 am »
hello again

seems this is something related to needHalfTexelOffset in line 664 of tk2dCamera.cs

Code: [Select]
// Only need the half texel offset on PC/D3D, when not running in d3d11 mode
bool isWebPlayer = false;
#if !UNITY_5_4_OR_NEWER
isWebPlayer = Application.platform == RuntimePlatform.WindowsWebPlayer;
#endif

bool needHalfTexelOffset = (Application.platform == RuntimePlatform.WindowsPlayer ||
isWebPlayer ||
Application.platform == RuntimePlatform.WindowsEditor);

it seems the texel offset is being applied on D3D9, which according to your own comment in the code it shouldn't be.
(switching to D3D11 gets rid of the shimmering)

could you do an official fix for this?

thanks

14
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 06, 2017, 01:07:32 am »
and here's another comparison shot of what the screen output looks like with x1 zooming, before and after.
for this one you'll really need to download the image and zoom in in photoshop or whatever, you'll see there's something's going on with the main character sprite in the chin and feet (compare to the left, which is correct).  it seems to be skipping some rows and duplicating others.

there's also something going on with the platform buttons, an entire row of pixels has disappared and one of the other rows has been duplicated.

incidentally I should mention I'm the guy who you sent some code to fix pixel seams in between tiles.  it was a while back.
anyway adding these code modifications doesn't seem to have any effect.  thought I should mention it just in case.

regards.

15
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 06, 2017, 12:11:30 am »
I took a screenshot of the old project running on the old version and compared to the new one.

you'll need to open the image and zoom in a little but you can easily see that in the new project the feet are misaligned wrt the shadow and the platform (where the pink arrows are pointing).

as you can see in the old version everything aligned perfectly.

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