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Messages - korn3l

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Support / Re: Depth Mask negative depth
« on: October 16, 2013, 03:58:32 pm »
I use a perspective camera and because of that the mask will "slide" over my sprite, because of the mask "moving" faster than the sprite just behind it.

Support / Depth Mask negative depth
« on: October 16, 2013, 03:08:59 pm »
Currently tk2dUIMask won't work if we set a negative depth. I tried modifying the depth mask shader ZTest to GEqual, but it won't work. I tried modifying the script changing all the "-depth" values to "depth", but it still won't work.
I'm starting to think that this isn't possible. Is there a workaround for this ?

Support / Re: Z-Order / Depth bug only when I build
« on: October 10, 2013, 10:08:42 am »
This seems like the problem I had. There seem to be some problems with tk2dCamera (at least in perspective projection).
I had problems with the camera resetting or changing to past values the values I gave in the Inspector when I played the game.

Support / UpdateAnimation deltaTime question
« on: October 03, 2013, 12:17:07 pm »
I have the timeScale set to 0 and I want the animation to keep playing, so I'm calling the updateAnimation manually in my game object's update :

Code: [Select]
if (Time.timeScale < 0.5f && state == UnitState.Celebrating)
            spriteAnimator.enabled = false;
            spriteAnimator.UpdateAnimation(1.0f / 60.0f);

The animation works, but it's faster than it should be. The animation has 30 frames, frameRate 30 and clipTime 1.
It get's better when I set the delta to something like 1/100.

What value should the delta time have to play the animation at the default speed ?

Releases / Re: 2D Toolkit 2.2 final
« on: September 19, 2013, 01:49:54 pm »
Sorry if I didn't make myself clear. I set the sort mode to orthographic in the inspector and when I press play it resets to default. I assing it in my script as a workaround.

Releases / Re: 2D Toolkit 2.2 final
« on: September 19, 2013, 10:57:03 am »
I upgraded to 2.2 and for some reason the TransparencySortMode resets to "Default" when I press play. I had to set the transparency sort mode manually in my start method. Any ideas why this happens ? I tested on an empty scene with just a tk2dCamera , no inherited config.

Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: September 03, 2013, 04:20:38 pm »
Why is there a Color and SolidColor Clear Flag?

Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 25, 2013, 08:48:06 am »
I really enjoy the Anchor Point feature, but it would be nice if you could select to manual set rotation. For example if you have an arm that is attached to the body using the anchor points and you want to set the arm to point to the mouse cursor. In this case you would want the anchor point to change only the position and not the rotation.

Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 24, 2013, 11:39:14 am »
I guess you are right. For my needs it works ok with wildcard and fit height.

I'm thinking that feature could be used for some specific overrides e.g. -1 x 480 "Fit Height" and 640 x -1 "Fit Visible"
You can't do that anymore I guess.
But I don't know if someone uses that anyway, so it works fine for now. Thanks for the reply.

Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 24, 2013, 11:25:15 am »
What happens if I want to match only by width or only by height?

Is this feature dropped ?

Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 24, 2013, 10:59:04 am »
Are the resolution overrides implemented different now ?
It doesn't work when I set resolution to match any height or width (-1).

From documentation:
int    width
    Screen width to match. Set to -1 to match any width.
int    height
    Screen height to match. Set to -1 to match any height.

Support / Diced Mesh Bug ?
« on: April 01, 2013, 02:19:34 pm »
I have a large ground texture and I use the dice option to make it fit in an atlas. I also enable platform specific images (1x and 2x).

When I change the platform I expect to see the same image, but with better/worse quality. But when I change the platform to 2x the image scales down ( half of what it would look at 1x).

I also add a polygon collider to it and it seems it has the same size, but it's position is offset somehow.

Is this a bug or it is not supported yet ?

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