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Messages - Kea

Pages: [1]
1
Releases / Re: 2D Toolkit 2.4 beta 1
« on: February 03, 2014, 05:33:53 am »
Get this error after update to 2.4b1 when working with sprite collections in editor.


NullReferenceException: Object reference not set to an instance of an object
tk2dEditorSpriteDataUnloader+TransientData.Purge () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dEditorSpriteDataUnloader.cs:41)
tk2dEditorSpriteDataUnloader.EditorUpdate () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dEditorSpriteDataUnloader.cs:134)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions ()


It generated many times, over 999+ errors.

2
Releases / Re: 2D Toolkit 2.3.3
« on: December 18, 2013, 01:35:36 pm »
2 unikronsoftware:

Dinesh, i send to you email with description of error. Do you get it?

3
Releases / Re: 2D Toolkit 2.3.3
« on: December 16, 2013, 02:18:54 pm »
NullReferenceException: Object reference not set to an instance of an object
tk2dTextGeomGen.GetMeshDimensionsForString (System.String str, .GeomData geomData) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextGeomGen.cs:39)
tk2dTextGeomGen.SetTextMeshGeom (UnityEngine.Vector3[] pos, UnityEngine.Vector2[] uv, UnityEngine.Vector2[] uv2, UnityEngine.Color32[] color, Int32 offset, .GeomData geomData) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextGeomGen.cs:298)
tk2dTextMesh.DoNotUse__CommitInternal () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:634)
tk2dUpdateManager.FlushQueuesInternal () (at Assets/TK2DROOT/tk2d/Code/Runtime/tk2dUpdateManager.cs:74)
tk2dUpdateManager.LateUpdate () (at Assets/TK2DROOT/tk2d/Code/Runtime/tk2dUpdateManager.cs:57)


Take this error after update.

4
I have same problem after update to 2.3:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dTextGeomGen.GetMeshDimensionsForString (System.String str, .GeomData geomData) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextGeomGen.cs:39)
tk2dTextGeomGen.SetTextMeshGeom (UnityEngine.Vector3[] pos, UnityEngine.Vector2[] uv, UnityEngine.Vector2[] uv2, UnityEngine.Color32[] color, Int32 offset, .GeomData geomData) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextGeomGen.cs:298)
tk2dTextMesh.DoNotUse__CommitInternal () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:634)
tk2dUpdateManager.FlushQueuesInternal () (at Assets/TK2DROOT/tk2d/Code/Runtime/tk2dUpdateManager.cs:74)
tk2dUpdateManager.LateUpdate () (at Assets/TK2DROOT/tk2d/Code/Runtime/tk2dUpdateManager.cs:57)

To to add InitInstance() - it is not help.

What i need to do?

5
Releases / Re: 2D Toolkit UI 1.0 beta 3
« on: April 27, 2013, 04:21:06 pm »
Please add OnTextChange event to TextInput control.

6
Showcase / Slingshot Puzzle
« on: March 01, 2013, 12:37:33 pm »
Slingshot Pyuzzle

Fire the amazing slingshot mechanism and release the ball, with the hopes of it ending up in the difficult ending zone!

http://www.alawar.com/ipad/game/SlingshotPuzzleHDFull

GAME FEATURES:
126 challenging levels!
7 gorgeous worlds!
Different types of boards: wood, iron, marble!
Intuitive touch controls!
Amazing HD graphics!

[youtube]http://www.youtube.com/watch?v=hK91pYLlbzQ[/youtube]


Using Unity 4 and 2d Toolkit 1.9 Final.

7
Releases / Re: 2D Toolkit 1.80 + patch 2
« on: November 11, 2012, 09:30:00 am »
In file tk2dSystem.cs:

Code: [Select]
set
{
if (value != currentPlatform)
{
currentPlatformInitialized = true;
currentPlatform = value;
}
}

mayby must be:

Code: [Select]
set
{
if (value != currentPlatform)
{
#if UNITY_EDITOR
currentPlatformInitialized = true;
#endif
currentPlatform = value;
}
}

?

The definition was:


Code: [Select]
#if UNITY_EDITOR
static bool currentPlatformInitialized = false;
#endif


And another thing:
I have animated sprite. On 1.76 it work fine. When i upgrade to version 1.80 patch 1 some frame was look like sprite height smaller that normal, and animation looks bad. I use iPad 3.

I can add you on testflight and made build for you, or made simple scene and send project to you. (project is big, in final stage, near 1 Gb).

8
Support / Different animation speed for objects with same animation
« on: July 23, 2012, 06:59:14 pm »
Hello.

My question:

There are a few sprites (balls), which move at different speeds (as in billiards for example). All use the same sprite animation. For each ball, I hope the animation speed (fps) in accordance with its speed, but when I change from one speed change at all. How can I assign a different rate for each animation?

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