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Topics - vinnie035

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1
Support / When should I update my custom Advanced Colliders?
« on: July 09, 2014, 02:33:12 pm »
Hi,

I'm trying to use your advanced colliders system and it works very well. But I'd like to know what is the best strategy to update them at runtime. Should I do that in the regular Update() loop, or would it be more suited to do it during LateUpdate() to get in sync with the spriteAnimator or even in a FixedUpdate() to match the physics?


2
Support / Number of frames and CPU charge
« on: November 09, 2012, 11:07:33 am »
Hey,

I use 2D Toolkit intensively in my game project and I'm very happy with this tool. So, I'd like to thank you for your work.
Then, my questions...

I'd like to know if the number of frames used in an animation has an impact on the cpu charge.
1- Will 100 simultaneously active sprites with 24 frames be more heavy on the CPU than the same sprites with only 5 frames for the same animation?
2- What in your opinion is the best strategy to display sprites only when necessary (when they're inside the camera bounds)?

And finally, that leads me to a feature request: I'd like to have an option on tk2dAnimatedSprite to choose between several culling types (Always Animate, Based On Renderers, Based On User Bounds...).

3
Support / 'tk2dAnimatedSprite.isPlaying()' is obsolete
« on: July 25, 2012, 02:09:21 pm »
With the previous versions of 2DTK, I was using this kind of code :

Code: [Select]
if (sprite.isPlaying() && sprite.clipId == 1)
{
DoSomething()
}

Now that tk2dAnimatedSprite.isPlaying() is obsolete, what should I use to get a similar result while staying compliant with your new API?

4
Support / Atlas quality problem on iOS platform
« on: April 05, 2012, 04:29:15 pm »
As you can see on the attached screenshot, the larger size i use for the Atlas texture, the uglier the sprites are becoming.
This behavior happens when the selected platform is iOS but if I switch to PC/MAC, the quality remains the same whatever Atlas size is used.
I'm using Unity 3.5 with the latest 2DTK release 1.60 patch1 with following settings:
Target Height : 768
Target Ortho Size : 1
Orthographic Camera Size : 384

I tried with different settings but always I ended with the same behavior.
I checked the quality settings too and the texture is set to full resolution on each platform.
I also checked the Atlas generated by 2DTK, but it looks perfect, whatever its size. It seems that the problem is only affecting the sprites display.

5
Support / Use sprite dicing and scroll UVs
« on: March 05, 2012, 06:25:23 pm »
I'm currently using 2D the dicing feature to split large textures and make them fit into smaller spritesheets. But I'd like to scroll some of these diced textures, using the scrolling UVs technique. Would there be one way to keep the benefits of this feature while making it work as wanted, or is it completely impossible to achieve such a thing?

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