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Topics - jrhee

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1
Support / tilemap line tool
« on: September 06, 2017, 03:01:21 am »
Any chance the draw tool could be split into rect/line modes?

There are times when the default behavior of interpreting click+drag input as a rect is less than ideal: for example, creating longer diagonals can get pretty tedious. I tried using eyedropper/scratchpad to address this, but since brushes are always applied as rectangles, I always wind up wiping out adjacent tiles. Thanks!

2
Support / can't rename scratchpads
« on: September 06, 2017, 02:40:20 am »
Hi,

I'm trying to use the scratchpad but I don't see the little window to rename/resize in the bottom left corner. Is there somewhere else I should check? Thanks

Tk2D 2.5.8.6, Unity 2017.1


3
Support / diced sprites and batching
« on: June 11, 2014, 10:14:36 pm »
Hi,

Just curious- does setting render mesh to Diced break batching? I'm noticing when I have two diced sprites in a collection, it takes two draw calls to render them, but when I set render mesh to default they're drawn in one. Is this expected?

Thanks!

4
Support / Selecting from overlapping sprites
« on: February 06, 2014, 03:40:36 am »
Hi,

I've been running into issues with selecting the correct sprite out of overlapping groups of sprites, especially since my sprite bounds are fairly large due to my process for aligning them, and layer/sorting layer locking isn't supported at this point. Any chance there's a way to switch sprite selection in the scene view to be based on the render mesh (or at least trimmed bounds) rather than the main sprite bounds?

If not, is there a recommended way to correctly select from occluded sprites (apart from the scene hierarchy)? Ideally it would be nice if objects were only selected if there's a non-zero alpha at the clicked location, or there were some sort of mechanism to cycle through overlapping sprites (i.e. alt click to select next object behind) :)

5
Support / Scaling sprite groups
« on: February 03, 2014, 04:15:18 am »
Hi,

Just wondering if there are any plans to allow baking scale for nested sprites? I'm making modular buildings which are comprised of many precisely aligned, grouped sprites; when I scale the parent transform everything scales correctly, but when I try to bake the scale down to the child objects to keep batching intact, the alignment of the objects breaks.

Thanks!

6
Support / Sorting Layers and Static Batching
« on: February 01, 2014, 08:26:02 am »
Hello,

Couple quick questions regarding static batching and Unity 4.3's sorting layers:

1) Is there any way to preserve the sorting layer when using the static batcher? It seems whenever a static batch is committed, the sorting layer of the underlying sprites is reset to the default.

2) Is there any way Order in Layer can be used with a static batch?

If neither of the above are possible, is there a recommended approach to ensuring correct sort order for static batched sprites?

Thanks! 

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