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Topics - zblack

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Support / tk2dSprites render behind other meshes with 2 cameras
« on: November 03, 2018, 09:44:41 pm »
I have one camera that renders all 3D stuff set to a depth of 1. The UI camera renders tk2d sprites with a depth of 2. In Perspective mode (3D camera), the order is obeyed. But if I change the 3D camera to orthographic, the tk2d sprites are occluded. I have tried setting Camera.transparencySortMode but the issue isn't fixed.

Support / Bug fix for tk2dUIScrollableArea
« on: November 24, 2017, 10:50:29 pm »
In the function BackgroundButtonRelease(), the following line should be added right after tk2dUIManager.Instance.OnInputUpdate -= BackgroundOverUpdate;

swipeCurrVelocity = 0;

Without it, child uiItems will get un-pressed by tk2dUIManager's OverrideClearAllChildrenPresses() if you try to click after scrolling.

Support / tk2dUITextInput OnTextChange not firing on Android
« on: July 21, 2015, 06:54:38 pm »
I found a couple of topics from last year about this not working on iOS, but I'm having the opposite problem. Works fine on desktop (editor) and iOS - not on Android. Any help?

Support / tk2dUITextInput SetCursorPosition() with scaled objects
« on: July 21, 2015, 04:49:53 pm »
Noticed that the cursor would not position properly at the end of the entered text when I had the tk2dUITextInput embedded in a slightly scaled down parent object. The fix is to divide the extent of the renderer bounds by the lossyScale of the game object at the end of SetCursorPosition(). I split it into a var with 2 lines just for readability:

Code: [Select]
float renderBoundsRight = inputLabel.GetComponent<Renderer>().bounds.extents.x/gameObject.transform.lossyScale.x;
cursor.transform.localPosition = new Vector3(inputLabel.transform.localPosition.x + (renderBoundsRight + cursorOffset) * multiplier, cursor.transform.localPosition.y, cursor.transform.localPosition.z);

Support / Feature requests?
« on: April 27, 2015, 08:31:53 pm »
  Not sure if this is the right place but I have a couple of minor requests: On mobile we exclusively use ETC2 texture compression for all of our atlases. Problem is every time the sprite collections update, they revert back to the TK2D settings. We have some very large projects and having to go through every SC for a build and reset all of this is very time consuming. On this same topic, a button near the "Revert" and "Commit" that was just "Save" to only save the data settings without re-dicing the entire atlas would also save a tremendous amount of time. Most of our atlases are 2048x2048 and diced at 32x32, which can take a LONG time to commit when sometimes all we are doing is updating single polygon collider. Hope you have time to consider these.  Cheers!

(Note: for our projects, we ended up adding: ETC2_Alpha and ETC2_NoAlpha to the compression settings, which correspond to ETC2_RGBA8 and ETC2_RGB4 respectively.)

Support / Shaders on Android problem?
« on: April 13, 2015, 12:19:28 am »
Not entirely sure what's causing this, but 99% of my images/sprites are using the standard tk2d shader, BlendVertexColor. Android users of my latest app are getting black bars, pixel artifacts, and a strange "noise" pattern over the top of images.  See photos:

This is happening randomly (but frequently) in the "5 - ScrollableArea" test demo scene. If I swipe very quickly I get the scroll area moving but also get a click event on my uiItems.

Heading says it all: When trying to swipe/flick to scroll, the content will just dead-stop the instant you release your finger. Happens anywhere between 10-20% of the time depending on the device. Has anyone else encountered this and found a fix?

(Previously, when I coded my own scrolling area for iOS in Xcode using C++, I ran into this problem as right away, and had to do some trickery to prevent it from happening. I was surprised to see that it had not been addressed in tk2d.)

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