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Messages - Bigcheese

Pages: [1] 2
1
Support / Re: NativeScreenExtents And ScreenExtents
« on: April 27, 2014, 10:54:42 am »
Update!

Using the following working fine.
Rect nativeScreenExtents = tk2dCamera.Instance.NativeScreenExtents;
Rect currentScreenExtents = tk2dCamera.Instance.ScreenExtents;

However using this returns the same extents.
Rect nativeScreenExtents = Camera.allCameras[0].GetComponent<tk2dCamera>().NativeScreenExtents;
Rect currentScreenExtents = Camera.allCameras[0].GetComponent<tk2dCamera>().ScreenExtents;

Which is fine since it works. but I'm curious to why this should be the case.
Thanks.

2
Support / NativeScreenExtents And ScreenExtents
« on: April 27, 2014, 10:24:03 am »
Both NativeScreenExtents and ScreenExtents return the same value with override set to wildcard and autoscale set to Fit Visible.
Am I missing something or should the screen extents for my native resolution (e.g 2048X1536) be different than the extents for (e.g 1280 X 720) ?

Thanks

3
Support / Re: Platform Specific Sprite Collections Question.
« on: February 11, 2014, 10:49:40 am »
Alright, got it working properly now, it was a problem of not finding the scaled texture in the path.
However there's still a problem where if I had different materials in the atlas and I add more platform support, then tk2d will ignore the older materials and reset both atlases to the default material.

4
Support / Re: Platform Specific Sprite Collections Question.
« on: February 10, 2014, 03:38:02 pm »
Understood, however the plugin is not baking the atlas in twice the size, even though there are no restrictions on Unity's side.

5
Support / Re: Platform Specific Sprite Collections Question.
« on: February 10, 2014, 03:14:54 pm »
Alright I think it's something about that, so my atlas was 1024X2048 but half empty, so the 2X one was 1024X2048 but more filled. There are no restrictions in the unity texture editor, the max size is set to 4k

Then I tried to remove some stuff, so the size of the atlas was 1024X1024, and the 2X one was 1024X2048. and now for imported spritesheet it's showing 2 characters and 2 black blocks in the same billboard, as opposed to 4 characters with the previous one.
I also tried to force square, which resulted in the 2X size being 2048X2048 but with the same results.

6
Support / Re: Platform Specific Sprite Collections Question.
« on: February 09, 2014, 10:12:07 am »
v2.3.3 I guess that's the latest.

Also one more bug I noticed! If I have multiple materials and then I do multiple platforms, the materials are lost and I get errors in the console saying that some sprites can't be found. "Unable to find platform specific texture XXXX for platform XXX"

Thanks

7
Support / Re: Platform Specific Sprite Collections Question.
« on: February 06, 2014, 02:07:33 pm »
It seems to be an issue with imported spritesheets only, so the normal single sprites are fine, but the spritesheets get cut into more pieces.

Also it seems that with these single sprite changing between different platform options, changes the size of the billboard itself, is there a way to keep a uniformed scale across all of them whilst changing the quality of the graphics only?

8
Support / Platform Specific Sprite Collections Question.
« on: February 06, 2014, 12:23:37 pm »
I have an issue with using this, I tried adding a platform, anf making it the default one, however I'm getting an issue where if I'm using the 2X one, Instead of getting a better defined sprite, I get a sprite that represents 4 sprites from the atlas. So for example with my Character, I don't get one character, I get 4 different frames of the character in the same sprite. and in the case of 4X I get a 16 in the same sprite.

What Could the problem be?

9
Releases / Re: 2D Toolkit 2.3.0
« on: November 16, 2013, 01:42:18 am »
Alright, thanks a lot, I can't access this section of the website, I put in a request for member access with a new invoice (I know it's not the place to post, but this is kind of an emergency.) Many thanks :)

10
Releases / Re: 2D Toolkit 2.3.0
« on: November 15, 2013, 11:08:16 pm »
I'm having a massive issue, where when I have multiple materials in the atlas, if I assign a certain sprite to a different material and try to commit, all the sprites set the default material. actually just committing will reset all the sprites to the default material.

11
Support / Re: Edge bleeding with solid shaders.
« on: October 30, 2013, 10:57:56 am »
Yeah the extend thing fixed the issue, though I'm not entirely happy with the results, I'm thinking of trying the tilemaps feature, would that solve the rounding issue, if I snap the tile pieces to pixels?

12
Support / Re: Edge bleeding with solid shaders.
« on: October 29, 2013, 10:07:10 am »
Also one the thing to note, those flickering lines on the edges of the tile, only appear when running the game on a device, it does not show in the editor

13
Support / Re: Edge bleeding with solid shaders.
« on: October 29, 2013, 09:38:55 am »
Things that I've tried since then with no luck,
-Set all the tiles to pixel perfect.
-Changed the camera auto scale from "Closest Multiple Of Two" to "Pixel Perfect".
-Changed the camera type from "Orthographic Size" to "Pixels Per Meter". and laid the pixel perfect tiles perfectly next to each other. (with 20 Pixel per meters, I laid the 60X60 tiles to be +3 meters away from each other in both X and Y direction)

And I still get the flickering lines between the tiles while the camera is moving, when the shader is set to Solid, If I change it to Blend, the lines mostly disappear.
If I add padding the lines turn to black.

Thanks.

14
Support / Re: Edge bleeding with solid shaders.
« on: October 29, 2013, 07:46:28 am »
Sorry, should've explained that.

It's a retro style game, so the filter mode is set to point "Point", using a tk2dCamera with autoscale set to "Closest Multiple Of Two".
In scale all my tiles are set to pixel perfect, except some lower tiles (1 solid color) are stretched in the Y Axis. I'm guessing the bleeding might be happening because of that?
I can't tell why though.

thanks for help.

15
Support / Edge bleeding with solid shaders.
« on: October 28, 2013, 03:56:37 pm »
I have an issue with edge bleeding, the case is that I use a solid shader for the full color sprites, and blend for the tiles that have some alpha.
When I put all sprites on the blend shader I close to no bleeding. but with the solid I get lots of bleeding, if I try adding "Padding" from the settings, the bleedings turns to "black" lines.

What can be the issue behind this?
any recommendations would appreciated.
 
Thanks.

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