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Topics - mfcas

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Support / Committing changes to sprite collection takes ages
« on: March 16, 2016, 02:20:06 am »
I've got a lot of sprites in my sprite collection (I looked up the sprite def count and it's 2164), now I'm having an issue that when I try to commit any changes, I need to wait a long time (around 5 minutes).

Any tips on how to optimize this?

2
Support / "Unhandled clip wrap mode" error when accessing CurrentFrame
« on: February 11, 2014, 04:48:59 pm »
I get "Unhandled clip wrap mode" error when trying to access CurrentFrame value in an animation with wrap mode set to "single".  Is this a desired behaviour? Shouldn't it always return a 0 instead?

3
Support / Attach point feature request
« on: October 14, 2013, 09:14:02 pm »
Edit: Disregard this! It's already in, I was too quick to go to the forums :(

I'd love to be able to see where should I place an attach point so a sprite I need it for is precisely where I want it to be. It would be great if there was an option to display any sprite under the attach point gizmo.

4
Support / Lots of sprites always on screen
« on: July 22, 2013, 08:32:26 am »
I have a screen always filled with 16x16 sprites (for fullscreen full HD it will be 8100 sprites). I need to change the sprites' spriteID very often.

For now I create an array of sprites, but it takes very long to instantiate a big number of sprites, and also having such a big number of GameObjects on the screen slows things considerably.

What's the best way to make this run fast?

Can I use a tilemap and change tile's sprite id without rebuilding the whole mesh?

5
Support / Static sprite batcher question
« on: April 15, 2013, 06:56:23 pm »
How expensive is to change a single sprite in static sprite batcher during runtime? Is the whole mesh rebuilt?

6
Support / Flipped tiles in a tilemap
« on: January 23, 2013, 04:38:51 pm »
I need to place a flipped tile from the palette on the tilemap, can this be done without creating additional sprite?

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