Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Smartphoneware

Pages: [1]
Support / Re: Can't select Font for TextMesh from SpriteCollection
« on: April 23, 2014, 03:08:33 pm »
Ok, I've just rebuild collection with font, looks like everything is ok now.

Support / Can't select Font for TextMesh from SpriteCollection
« on: April 23, 2014, 11:58:53 am »
I going to use TextMesh with custom font that have different textures and font-text-files for different platform resolutions.

All fonts are exported from GlyphDesigner v.1.9.1.
tk2d v.2.4.0.

I've followed this instruction

But font doesn't appear in TextMesh.Font property.
I've check tk2dTextMeshEditor, and found that this font is managed therefore it's excluded from fonts list.

Did I miss something? How to solve this?

Releases / Re: 2D Toolkit UI 1.0 beta 2
« on: April 07, 2013, 07:56:26 am »
"Fit collider" would be great solution.

Releases / Re: 2D Toolkit UI 1.0 beta 2
« on: April 04, 2013, 04:23:44 pm »
Thank you for UI.
I've try it, it have some issues, I hope you will fix it sometime.

In tk2dUITextInput for IOS (didn't test on Android):
1. better set
TouchScreenKeyboard.hideInput = true;
this will hide Unity's Accessory bar.

2. In TouchScreenKeyboardLoop:
add keyboard.active to check if keyboard is active
while (keyboard != null && !keyboard.done && keyboard.active)

tk2dUIItem - IMHO needs more convenient way to set / edit box collider.

Releases / Re: 2D Toolkit 1.92 final
« on: April 04, 2013, 01:37:46 pm »
Hi, here is one issue with Sliced Sprite.

It works properly if created via Hierarchy - Create - Tk2d - Sliced sprite.
In other cases (add component, Menu Component - ...) it doesn't. The problem is in incorrect state of "tk2dSlicedSprite.legacyMode".

Support / Re: Platform Support vs Quality Settings
« on: February 09, 2013, 09:14:41 am »
Thanks for detailed reply. So, using PlatformSupport will save around 33% memory bandwidth without mips. For mobiles it's really worth considering. Thanks.

Support / Platform Support vs Quality Settings
« on: February 08, 2013, 06:55:00 pm »
Hello Unikron support,

I have a question about platform support (1x/2x/4x) in tk2d (iOS target).

Is it easier/better to design a game in max resolution (4x+mipmaps) and just use Unity "Quality Settings" with "Texture quality: Half res" where 2x textures are required, and Quarter res where 1x are required?

I just did some quick research:

 - One 4x texture+mipmaps is smaller than 4x+2x+1x (without mipmaps)
 - When compressed (pvrtc4), quality of Half res and Quarter res (produced from mipmaps) looks slightly better than its compressed 1:1 variant.
 - looks like that highest resolution texture is not loaded into RAM, only a specific MipMap level is loaded and processed in the renderer. (At least iPhone4 that has 2048x2048 max texture size can load 4096x4096 texture in Half res normally)

Is there some serious issue I do not see, and we should use PlatformSupport feature instead of Unity Quality Settings?

Pages: [1]