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Topics - meta87

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Support / Issue with latest version and Flash
« on: December 06, 2013, 04:05:44 am »
I am having an issue when trying to build to Flash on Unity 4.31 with the lastest tk2d from the asset store.

This is the build error I get:

Code: [Select]
Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs(197,17): error CS0103: The name `BuilderUtil' does not exist in the current context

It works fine when building to PC. Thanks for the help!

Support / Jagged Line Issue
« on: June 02, 2013, 06:39:02 pm »
Thanks for this great product! I've been having an issue with jagged lines on a sprite. Wondering if it's possible to improve, or just inevitable because of the thinness of the line. I've tried different settings for the images in 2d toolkit without any changes.

Current settings are: Premultiplied alpha, Bilinear Uncompressed, Clamp, No Mip Maps.

I use a tk2dcamera and it happens whether pixel perfect or not. Its only a problem on the bottom side of the character, when rotated.

Thanks for any help.

Support / Camera Overrides and Unity Target Resolution
« on: March 20, 2013, 05:34:07 pm »
I'm running into some performance issues on the dreaded iphone 4. After doing some profiling I'm pretty sure its a gpu/fill rate issue. So I'm trying a few different things..

When I change the Target Resolution in the player settings to best performance it seems like the tk2dcamera overrides are still detecting the device's resolution as 960x640. Do they detect the native res no matter what the target resolution is set to?

Another idea I came up with was to use the tk2d platform options and load in lower res images that stretch specifically for the iphone 4. I haven't totally wrapped my head around the fill rate stuff though. Would that help with this issue in your opinion? Thanks!

Support / caching 2d toolkit commands
« on: January 27, 2013, 06:04:52 pm »
I've been using 2d Toolkit for a mobile game and so far everything is working great. Performance even better than I'd hoped.

One thing that I'm curious about is if it's beneficial to cache different commands in the start function instead of calling something like Play("animation") directly in update. I was reading on Unity's forum that calling strings frequently can be slow. I'm already doing this with thisTransform = this.transform for example.


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