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Topics - mangoocean

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1
Support / 2D Toolkit No Longer Supported?
« on: May 20, 2019, 08:13:34 am »
Going by the zero response by the publisher to mine and other's questions on this forum and how messy the plug-in is now in Unity (so many errors in trying to commit / update sprites to their boards etc), I'm figuring 2D toolkit is slowly being wound down?

I would like to know before we start on our new project next week whether we drop 2D TK forever or not.


2
Support / Xcode Crash
« on: April 27, 2019, 01:40:54 am »
Hi,
I have a button when pressed opens up  (enables) a new camera/screen that contains 2d toolkit sprites and text meshes.
In the editor I get no errors on opening.
However, on Xcode I get the following hard crash:

Code: [Select]
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32)
 
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at tk2dTextGeomGen.GetMeshDimensionsForString (System.String str, tk2dTextGeomGen+GeomData geomData) [0x00000] in <00000000000000000000000000000000>:0
  at tk2dTextGeomGen.SetTextMeshGeom (UnityEngine.Vector3[] pos, UnityEngine.Vector2[] uv, UnityEngine.Vector2[] uv2, UnityEngine.Color32[] color, System.Int32 offset, tk2dTextGeomGen+GeomData geomData) [0x00000] in <00000000000000000000000000000000>:0
  at tk2dTextMesh.DoNotUse__CommitInternal () [0x00000] in <00000000000000000000000000000000>:0
  at tk2dUpdateManager.FlushQueuesInternal () [0x00000] in <00000000000000000000000000000000>:0
 
(Filename: currently not available on il2cpp Line: -1)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at tk2dTextGeomGen.GetMeshDimensionsForString (System.String str, tk2dTextGeomGen+GeomData geomData) [0x00000] in <00000000000000000000000000000000>:0
  at tk2dTextGeomGen.SetTextMeshGeom (UnityEngine.Vector3[] pos, UnityEngine.Vector2[] uv, UnityEngine.Vector2[] uv2, UnityEngine.Color32[] color, System.Int32 offset, tk2dTextGeomGen+GeomData geomData) [0x00000] in <00000000000000000000000000000000>:0
  at tk2dTextMesh.DoNotUse__CommitInternal () [0x00000] in <00000000000000000000000000000000>:0
  at tk2dUpdateManager.FlushQueuesInternal () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.UnhandledExceptionHandler:PrintException(String, Exception)
UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs)
 
(Filename: currently not available on il2cpp Line: -1)

Any ideas?

Update: Still looking for potential error on my end, but nothing. Can you confirm if this is a bug on 2d Toolkit end so i don't waste time searching through my code? Appreciate that.

Thanks

3
Support / Normalized View Port Rect multiple devices
« on: November 05, 2014, 03:06:37 am »
Hi,

I've read through the documents and forums but still very confused on how to ensure my normalised view port on my camera changes to suit each resolution/ration of all devices (iPhone 4s, 5, 6, Android).

it's important that I keep the rectangle the same on each device. My default camera is 1080x1920.

Should I be using an override?

Thanks.

4
Support / Developing for iPhone 6/6+
« on: September 21, 2014, 03:58:06 am »
Hi
I started my 2D game a month ago based on 5S as my native resolution. Now that 6 is out, I was wondering what I should do in terms of sprite sizes/cameras.

Do I use a camera native resolution at 1080 x 1920? Do I force a resolution? Should pixels per meter stay at 100?
If I use the figures above, will it get scaled down appropriately for iPhone5 and 4?

Thanks for your advice

5
Support / Animations have a jitter
« on: August 02, 2014, 03:36:57 pm »
Hi

I posted this in Unity forums but thought it probably best to bring here.

I have a UI icon animation created by 2D toolkit. The problem I have is that you can see a slight jump in some of the frames of the animation. I've quadruple checked my source art and each png is exactly the same size with the art in each sitting perfectly at bottom. I've tried everything but don't know what to do next to fix this. It's subtle, but it's there, and it shouldn't be as it looks awful. I've tried things like disabling trimming, but that makes no difference.

I've also tried things like disabling the trimming, but that makes no difference

I created a very simple (just a circle) animation - the circle is centred in every frame of the sprite sequence. Created a new animation using this circle in middle, and it too jitters.

I can send you my source PNGs as well if you want to test it.

Thanks for the assistance

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