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Topics - madclouds

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1
Hello,

I'm working on submitting my game to the Apple TV App Store.  Unfortunately I keep getting this message when uploading a build:

Quote
Thinned App Size is Too Large - The app bundle at /Payload/yarn-apple-tv.app exceeds the maximum allowable size. After app thinning, your tvOS app bundle must be less than 200MB.

My game currently support @1x and @2x resolutions.  In an attempt to thin out the build size, I was wondering if there was a way I could exclude the @1x assets from my Apple TV build without having to manually go in each Sprite Collection and deleting the @1x platform support.

Any other thoughts on how I may be able to thin out my build size?  I'd really like something like #if UNITY_TVOS - exclude @1x resources from build.  Then when I switch platforms, I wouldn't have to worry about re-adding @2x support. 


Here are my stats:

Rejected Build
IPA size: 141.8 MB
Payload Folder Size: 352.3 MB
Application File Size: 352.3 MB
OnDemandResources Folder Size: 0 MB
Re-zipped Without Application File: 0 MB

Cheers,
Erik

2
Just released a major update to the Animal Doctor Adventure game I build for my daughter called Vet Island.  It's FREE to download too!

http://VetIsland.com

App Store Link





3
Support / Build & Install App Size Optimization
« on: September 04, 2015, 05:15:22 pm »
Hello 2DTK!

I'm getting close to releasing a major update to my game that includes to conversion to using 2DTK.  I have some questions I was hoping you could answer.

For reference, my app's build and install sizes:
    Over the air install size = 125mb
    Installed on device = 749mb

From the unity editor build log:
    @1x = Textures      268.3 mb    97.3%
    @2x = Textures      604.3 mb    98.8%

  • Any general suggestions for Sprite Collection compression?
  • When using Sprite Collections are the source assets also included in the build with the atlas0.png?  (I would assume no)
  • What can I do to get my texture sizes down?

As always, thanks for the support!

Erik

4
Support / Platform Specific Build Sizes - Unity Editor Log After Build
« on: September 02, 2015, 04:50:52 pm »
Hello!

I noticed different build sizes in the Unity Editor Log when I have 2D Toolkit > Preferences > Platform > 2x vs 1x.

1x:
     Textures      268.3 mb    97.3%
2x:
     Textures      604.3 mb    98.8%

I noticed @2x atlases are not in the @1x "Used Assets, sorted by uncompressed size:" and vice versa.  How does this affect my final build submitted to the App Store?

Thanks for any info!

Erik

5
Hello,

I was wondering what the suggested way to handle platform specific sprite collections would be.  I went through the tutorial here - http://www.2dtoolkit.com/doc/2.5/advanced/platform_specific_sprite_collections.html - but it doesn't suggest how to select the CurrentPlatform.  Searching the forms, I found this code:

Code: [Select]
Application.targetFrameRate = 60;
 
if(Screen.width > 1136) {
tk2dSystem.CurrentPlatform = "4x";
}
else if( Screen.width > 480 ) {
tk2dSystem.CurrentPlatform = "2x";
}
else {
tk2dSystem.CurrentPlatform = "1x";
}
Debug.Log("CURRENT PLATFORM (main) : " + tk2dSystem.CurrentPlatform );
Debug.Log("Device data:");
Debug.Log("Screen resolution: " + Screen.width + " x " + Screen.height );
 

I saw another technique that monitored the device type and did a string match on the device to set the current platform, but that sounds brittle.

Is checking the Screen.width the best technique?  If so, I'd recommend adding that info to the tutorial page for other people to find.

Thanks for any feedback.

6
Support / SpriteCollection - Mobile Optimization
« on: July 21, 2015, 06:32:18 pm »
Hey 2DTK!

I'm working on a large task of converting my Unity3d project VetIsland.com to use 2DTK and I had some questions about mobile optimization.  I'm getting lots of reports of the first gen iPad mini's and iPhone 4's crashing, which is why I'm refactoring the project to use 2DTK which will hopefully fix the memory issues.

In my game, there are 6 environments and 16 animals.

What is the best way to organize Sprite Collections to be as effective as possible?
Should I have 1 sprite collection per Environment?  Or 1 sprite collection containing all environments?  (note, all environment assets can't fit inside a single 2048^2 atlas)
Should I have 1 sprite collection per animal?  Or 1 sprite collection containing all the animals?

Static batching sprite collections:
I use a parallax effect in my environments.  Should I static batch each layer of the parallax?  Does that gain me anything?

My environments are built by duplicating and tiling a large number of sprites.  Are there any settings I should be aware of for this to be better optimized?

As always, thanks for the great plugin and constant support!

Cheers,
Erik


7
Hey There,

When I created a new 2D Unity project and imported 2DTK, the option to create sprites is not available.

I can still create sprite collections and sprite animations in the project window, but in the hierarchy window create dropdown, the 2dtk menu item is not present?

Attached some screenshots.

Any thoughts?

Edit: Updated post title as updated to 2DTK 2.5.4 didn't fix the issue for me :(


8
Hello Forum!

I'm excited to be working on my first game with 2D Toolkit!  I could use some help understanding the SpriteAnimation feature and how it does, or does not play with the Unity Animator component?

In my game as you tap the screen, a 2d character runs.  The more you tap, the faster the run.  So the sequence would look like this:  Idle > Walk > Run > Sprint > Usain Bolt Speed - (Based on tapping speed).

I would love some help understanding how to tightly control the animations to give life to the character.  With a Unity Animation Controller, I would use a Speed parameter (float) and have Transitions based on the Speed value (0=idle, 0.1-0.3=walk, 0.3-0.9=run, etc).  I'd probably use a blend tree as well to perfectly match movement and animation.

Do you have any suggestions on the best way to animate my character smoothly through each movement speed using 2d Toolkit?

Thanks!

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