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Topics - etoreo

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1
Add-ons and Extensions / New Run-Time Graphing Plugin for 2dTK - NGraph
« on: February 05, 2014, 02:32:50 am »
Hello everyone.  This is a shameless plug for a plugin I released to the Asset Store.  It allows you to put dynamic graphs right into your game.  It gives an API to dynamically change the data, colors, styles, etc, etc.  I'm sure you won't lack for options with the amount of configurability this plugin gives you.

Asset Store: http://u3d.as/5QL
Documentation: http://www.niugnepsoftware.com/ngraph

Let me know if you want any more information and I am always interested in making it a better product if you have input,
~Eric

New in Version 1.3.0:
[NEW] Grid lines!  You can now effect grid lines via the custom Inspector or programatically.
      Options exist for:
      - Grid line separation (in both the x and y directions)
      - Grid line thickness
      - Grid line color

New in Version 1.2.0:
[FIX] Plots now constrained to plot area (values lower and higher than the plot area will not draw).
[NEW] Equations!!! An Equation Plot type has been added.  Most functions are sported - sin, cos, tan, log, ln, PI, E, etc.
[NEW] 2D Tool Kit GUI system support.
[NEW] Reveal speed added.
[NEW] 2DTK, NGUI and Daikon Forge graph types all have sported editor customizations - this makes it much easier to change the look and feel of the graph from the editor.



2
Support / addComponent<TextMesh>() doesn't render text
« on: January 30, 2014, 09:37:10 am »
I am dynamically creating a Game Object and calling addComponent<tk2dTextMesh>() on it.... but it doesn't draw.  Inspecting it there doesn't seem to be a MeshFilter on the object - and when I manually change any value on the tk2dTextMesh object, the MeshFilter populates and the text is drawn.  I have called Commit() on the tk2dTextMesh object after creating it and it still won't draw.

Any advice?

3
Support / Crash on set color on iOS
« on: September 19, 2012, 06:22:19 am »
I have this code to change the color of a white sprite that works in the Unity debug player and Windows player:
Code: [Select]
   void redrawTank()
   {
      if(mTankConfiguration == null)
         return;
     
      TankScript pTankScript = mTank.GetComponent<TankScript>();
      if(pTankScript == null)
         return;
      pTankScript.Configureation = mTankConfiguration;
     
      float percentSpeed = (pTankScript.Configureation.getSpeed() - TankConfigureation.MIN_SPEED) / (TankConfigureation.TOP_SPEED - TankConfigureation.MIN_SPEED);
      if(SpeedSprite == null || percentSpeed > 1.0f || percentSpeed < 0.0f)
         return;
     
      tk2dSprite pSprite = SpeedSprite.GetComponent<tk2dSprite>();
      if(pSprite == null)
         return;
     
      Color pColor = pSprite.color;
      pColor.b = 0.0f;
      pColor.g = percentSpeed;
      pColor.r = 1.0f - percentSpeed;
      pSprite.color = pColor;
   }

On the very last line of that function, it crashes on iOS devices.  I have tried everything I can think of and I do nearly the exact same thing in other places in my code, but this is the only place it crashes and I can't figure out how to make it play nice on iOS.  The stack trace is given in the image attached.

Any thoughts?

4
Support / .color not responding like it should?
« on: May 27, 2012, 07:24:04 am »
I am trying to set the color of a white sprite.  It should be a smooth transition from green to red and back again, but when I run it, it only has 3 solid colors: green, yellow, and red.  No colors in between - even though the values I am setting should give a smooth transition.  Am I doing something wrong?  The value os percent and colorPercent of the following code are correct when I debug it.

Code: [Select]
      // Change the color based on health
      float percent = mHeath / mMaxHealth;
      float colorPercent = percent * 255.0f;
      Color pColor = mHealthSprite.GetComponent<tk2dSprite>().color;
      pColor.b = 0.0f;
      pColor.g = colorPercent;
      pColor.r = 255.0f - colorPercent;
      mHealthSprite.GetComponent<tk2dSprite>().color = pColor;

5
Support / Checkbox "button" and other GUI elements
« on: May 05, 2012, 07:46:49 pm »
It would be nice if a Check Box button was available.  It would need to take the same parameters as Button, but also have a "check" texture and an offset on where to place that texture.

I would also be nice if buttons could be disabled and have a disabled texture parameter available.

6
Support / tk2dCamera Preview does not match game view
« on: May 03, 2012, 10:12:34 pm »
I have set up a few background sprites and am trying to get my camera to behave correctly.  The problem I am running into is that the preview that the tk2dCamera is giving me is not what I see when I hit the Unity "play" button to test out my scene.  When I am in play mode, I see a blue background and tiny little sprites in the lower left had side of the screen.  These sprites should take up the entire screen and then some.  Why does my game differ from the "Camera Preview" shown in Scene mode?

7
Support / Large textures
« on: May 03, 2012, 07:29:47 am »
I am new to 2D toolkit and I am having a problem with very large textures... I have a 1024x1024 texture that refuses to draw anything more than the 512x512 bottom left corner.

Is there something I have done incorrectly setting up the texture atlas?

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