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Messages - brussell

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Releases / Re: 2D Toolkit 1.92 beta 3
« on: March 22, 2013, 04:43:33 pm »
Actually, every single 2DTK and UITK package crashes my Unity 4.1.0f4. I didn't want to say anything since I didn't know if it was these packages (I have yet to import non-UnikronSoftware packages), but since it doesn't appear I'm the only one, it is worth noting. After Unity crashes, I get a bunch of erros and things are badly broken (materials seem to be jacked up), but then I just re-import the packages and then everything is fine.

How bizarre. So does it crash only when upgrading, or does it also do it when importing into a new project?

I get the crashing, too. When I create a new project and import 2D Toolkit, it's fine. Then when I went to update 2D Toolkit to the latest release, it crashed on import. When I opened Unity after two or three tries, it finished importing upon open. It did the same thing again when I tried to update to the beta.

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Releases / Re: 2D Toolkit 1.92 beta 2
« on: March 19, 2013, 04:35:17 pm »
Can do, I had originally put it here because the walls were lighting properly and just not the floor (new Tiled Sprite) and was just listing it as an issue. Now nothing in that sprite collection lights correctly.

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Releases / Re: 2D Toolkit 1.92 beta 2
« on: March 19, 2013, 03:59:42 pm »
Sorry, I'm a bit slow. This was working before I upgraded to Unity 4.1 and 2D Toolkit 1.92 beta 2. It is still working in the Unity simulator. I'm not sure what it is I need to do to get it working again.

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Releases / Re: 2D Toolkit 1.92 beta 2
« on: March 19, 2013, 03:02:49 pm »
Well, I'm closer. I remembered I had to edit the scripts for the other sprites in order to enable normals. So, I added mesh.RecalculateNormals();  to the tk2dTiledSprite and now the tiled sprite shows up lit, but now the tiled sprite and all sprites from that same sprite collection are fully lit on iOS. They're supposed to be dark in the corners.

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Releases / Re: 2D Toolkit 1.92 beta 2
« on: March 19, 2013, 02:08:51 pm »
I'm getting "Shader wants normals, but the mesh doesn't have them" warnings and my tiled sprite is black on iOS. It looks correct in Unity. I have applied tk2d/LitSolidVertexColor and have a spotlight to cast light.

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Support / Flickery fade out with Unity 4.1
« on: March 14, 2013, 07:06:20 pm »
I have been using a Unity animation to update the alpha property on 2D Toolkit Sprites to have them fade out. It has been working great. This morning, I updated to Unity 4.1 and the fade out is very flickery. I'm not sure if this is a Unity thing or a 2D Toolkit thing. I haven't done any experiments or anything yet to determine more. I just wanted to post to see if anyone else has noticed this. I'll look into it more tonight and I can provide video or samples or whatever if needed.

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Support / Re: Is there any demo unity package?
« on: March 14, 2013, 06:55:22 pm »
It's not a game, but 2D Toolkit comes with various scenes on using 2D Toolkit.

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Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 12, 2013, 10:34:47 pm »
This could be great! I was just thinking about buying NGUI, but if 2D Toolkit is getting this stuff, I might not need to.

Is this getting added to the 2D Toolkit we already own or is this going to be an add on purchase?

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That makes sense, based on your comments above. Thank you. That worked perfectly.

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I'm trying this and failing, too. I created an Animation in Unity. The animation is modifying the sprite's transform's scale and position correctly. Then it tries to fade out the tk2dsprite. I've put an animation curve on the color.a to go from 1.0 to 0.0 and the sprite doesn't fade out. In the Inspector, I can actually see the black bar move across the bottom of the color box for the sprite, but in the Scene and Game windows (and on device) the sprite stays fully visible.

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