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Topics - Arnold

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Support / Scrollable Area - Masks don't stop clicks to UIItems
« on: May 11, 2017, 09:30:40 am »

i have a weird issue with Depth Masks on Scrollable Areas. As you can see from my gif, i'm able to click the UIItem button even if it's below the mask.
I'm not sure if i encountered this before. Also in the Demo i can not see this behavior, but i also can't see why it would happen in my setup. Everything is on z-layer 0 and still the clicks go right through the mask collider. Any clue why this happens?



Nevermind i'm just stupid. Setting the Masks to a higher z value (-1) solves the issue.

Showcase / Card Crawl [iOS]
« on: March 22, 2015, 10:32:37 am »

i wanted to share our game Card Crawl which is mainly made with TK2D.

Card Crawl is a Dungeon Crawler build around a modified deck of standard cards. The basic idea of the game is to clear the Dungeon (a fixed deck of 54 cards) without dying and as much gold as possible. The gameplay evolves around managing your limited inventory and health, by using equipment and special cards. Monsters and equipment cards are fixed, but each play trough you can use 5 special ability cards that can be chosen by the player (mini deck building). Different ability cards can be unlocked by spending the collected gold.

Trailer: https://www.youtube.com/watch?v=Qc2TJoaDbJ4
Download: https://itunes.apple.com/us/app/card-crawl/id950955524


With Unity 5 i have finally accsess to the profiler with which i'm trying to optimize my game.
Now i'm not an expert on how memory management in Unity/Tk2s works but i have this strange issue
where i can not unload one specific atlas! I'm 100% sure that there are no GameObject referencing this atlas
in my scene anymore before i call Resources.UnloadUnusedAssets().

But the Profiler still says the Atlas references the original Prefab? Which is strange since i don't understand
why it would do that instead of only linking the atlas to acutal sprites within the Scene?

Maybe i'm getting something wrong here but how is that possible and how can i unload that freaking atlas :D?

Support / Middle Center Text Wrap misalignment
« on: August 01, 2014, 12:55:21 pm »

i've noticed a small thing with text which is word wraped and has a middle center anchor.
I seems that the space char in "Draw Hero" gets put at the beginning of the second row, thus leading to a misalignment.
If i put a second space at the end "Draw Hero " it aligns correctly. When text is anchored lower left the space gets deleted and everything looks fine.

Support / Gaps in Sprite Collection Atlas
« on: April 01, 2014, 10:38:43 am »
Hey there,

i'm trying to fit an iPad retina full screen image tiled in 512x512px images into a 2048x2048 sprite collection.
But it seems that between the images there are gaps, because the images are not aligned 100%, and the atlas can only hold 9 tiles but i need 12 tiles in there. Is it possible to do something about this?

Support / Advice regarding spritesheet size and performance
« on: February 08, 2014, 02:55:07 pm »

I have a basic question how i should setup my atlases.

In my iOS game i will have 30 characters which i'm going to animate via Spine. Each character is composed of 3 bodyparts, a pair of eyes and a mouth. The different mouth types are universal (same for each char), the rest is specific for each char.

I have several ways of setting up my animations:

1) the body animation (only the 3 bodyparts per sheet), the eyes and mouth in one animation ( specific eyes + the mouth sprites in one sheet) and combine them to a layered anim via code (not very good to animate)

2) bodys, eyes and mouth in one sheet (per character), which means i have to copy the mouth sets 30 times ( a lot of duplicates)

3) every thing in one sheet ( bodys, eyes, and the mouth, everything) which would work on a 2048x2048 sprite sheet.

As i understand less bigger sheets are better than more smaller ones, because you save draw calls right?
The problem with the approach 3 is that when i want to add more chars, the one big spritesheet due to ios limitations of 2048, could be full. What would happen then?

What do you guys think is the best approach. Right now i would love to build it like No. 3, because the animation part will be the easiest.

Support / Top Left anchored Sprites are displayed in as centered
« on: February 05, 2014, 02:58:06 pm »

Idk what happened and its not really game breaking but anoying for sure.
All my sprites and even the Camera Anchor get displayed as centered, even though they are all top left.

This happend somehow and it seems to be a unity wide thing, because in multiple games its the same "bug".
Which button have i pressed wrong?

Support / UI Button in Scrollable Area unresponsive in certain position
« on: January 25, 2014, 06:22:24 pm »

i have a really weird bug with my buttons inside a scrollable area.
Sometimes the button is unresponsive, then after moving the scroll list a bit, it becomes responsive again.
But it seems the unresponsiveness is related to the position in the scroll area.
The problem is, i can only test the functionally on the device and not in the editor. There is no collider at this
position that could eat the touches, so i really confused with this bug.

Support / Is there a way to change tk2dCamera origin to Top Left
« on: January 16, 2014, 02:29:33 pm »

as the topic says. Right now i can choose center, bottom left.
Is it possible to change it to top left?


Support / Button on top of UIMask
« on: December 28, 2013, 01:15:07 pm »

problem: i would like to have a button on top of a UIMask, which is part of a scrollable Area. Obviously the mask is denying clicks for all elements in its bounds. Is there a way to make the UIMask ignore stuff that is in a z order on top of it?


Fixed it by using a TK2D Ui Button!

Support / UIItem in Scrollable Area does not fire Clicks
« on: December 22, 2013, 03:35:26 pm »

I have a Prefab with which is a UIItem (target is another gameobj, which should fire a method with "on release" ) which resides inside a Scrollable Area. If i drag & drop the Prefab in the scene view manually and try to click it, everything works as it should. When i instantiate the same prefab via load from the resources it does not get recognized. I have checked if the Prefab Clone has different values than the one i drag & droped, but they are the same.

I'm completely lost on this on.


Problem seems to be another one i attached a screenshot. If the Sprite is below the Scroll area it don't get any clicks, if it's not below it works...

Support / Drag & Drop from Scrollable Area
« on: December 20, 2013, 07:09:16 pm »

I want to get some input from you guys. What i want is a scrollable area with several items, which i can drag out of this scrollable area. Ss that possible with such a scrollable area or should i go with a custom solution?

Support / Mouse Position with tk2dCamera
« on: October 13, 2013, 02:45:32 pm »

i'm trying to get the Input.mousePosition.x on a tk2dCamera with an upper Left Anchor. The script is attached
to a child of the Anchor. I'm using a iPhone 5 640x1136px Resolution, but the values i get from the mouse are not correct.
I tried some stuff with ScreenToWorldPosition() as suggested, than the values are correct but 0,0 is no longer on the top left.

What i want are the "real" positions of my click/touch based on the screen size (top left 0,0 or bottom right 640,-1136).

How do i do this?


*** Solved my own Question: Problem was that i had the tk2DCamera Origin to center instead of Bottom Left. Now my ScreenToWorldPosition Value is correct!

Support / tk2dCamera Anchor Question
« on: October 11, 2013, 05:37:33 pm »

I'm Arnold and i'm super new to Unity coming from a small Gamemaking tool called Stencyl.
Here's my noob question.

I have my tk2dCamera setup with an child Anchor with the upper Left setting. Attached to the Anchor
i have my GameController Gameobject which sits at 0,0,1 in the Scene (upper left). Now i spawn a prefab (Sprite) via code as a child of the GameController and want to set the Sprite's position. This works but if i set the position of the Sprite to 0,0,1 it gets displayed in the middle of the Screen. My sprite is basically ignoring the tk2d Anchor. I just want to freely position my Sprite with 0,0 being top left, like in the scene view.

What am i doing wrong?

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