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Messages - Neeko

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1
Support / Re: Vertex lighting
« on: January 08, 2016, 02:03:21 pm »
Yep, that seems to be it. I'm guessing there's no way to increase the number of lights that can affect a chunk?

2
Support / Vertex lighting
« on: January 06, 2016, 04:22:14 pm »
My tk2dSprites are using the provided LitBlendVertexColor shader. When I place a point light in my scene that's using vertex lighting (rendering mode set to Not Important), I often get these hard lines (notice on the window)



I was just curious if there was anything that could be done about this, besides switching to per-pixel lighting?

Edit: Probably worth nothing those hard lines are were the tile map is partitioned. The light affects only one of the partitioned chunks.


3
Support / Re: Clamping tk2dCamera to the bounds of a tk2dTilemap
« on: July 08, 2015, 06:44:08 pm »
I'm not able to get this working correctly. I obtain p0 and p1 just as you have it, but I'm not understanding how they come into play. I sort of get how ScreenExtents is used to determine which minimum values to use to clamp the x and y axis of the camera. I guess I don't see how to obtain the maximum values. 

Does anyone have a full working example of this?


4
Support / Re: tilemap tearing even with large amount of padding
« on: June 21, 2015, 04:19:20 pm »
So which classes would you start debugging? You mention "work out the coordinates of the points being fed into the renderer" so where would I look to debug that, exactly? RenderMeshBuilder.BuildForChunk?

5
Support / Re: tilemap tearing even with large amount of padding
« on: June 20, 2015, 05:47:20 pm »
I have the same issue, which I can't seem to figure out how to resolve either. I'll try putting together a project that reproduces it.

Edit: This is seemingly too difficult to reproduce without sending you my entire game project, which I can't do. So given that, is tilemap padding setting the only thing that would be causing this? Lets say I was able to give you a project that reproduced this, where would be the first place you start looking? Could you explain why this is happening and why padding is suppose to help?

6
Support / Re: Getting particle systems to be lit
« on: May 17, 2015, 11:50:52 pm »
I tried that as well, but the particles are still not being lit.

I wasn't aware I could get away with just using a regular unity material (I thought a normal map always had to be generated, which is easy to do with sprite collections). You can ignore this thread then since this isn't a tk2d issue. Thanks anyways.

7
Support / Re: Getting particle systems to be lit
« on: May 17, 2015, 06:42:23 pm »
Desperation bump  :-[

8
Support / Getting particle systems to be lit
« on: April 22, 2015, 01:49:08 pm »
I have a sprite that I want to use in my particle systems (it's just 4x4 white square). I'd also like for the particles to be lit.

So I create a sprite collection of just the single texture, generating normals for it, set the shader for the atlas0 material that's generated to LitBlendVertex and attached the atlas0 material to the particle system.

However, the particles are not reacting to light. I've tried different shaders (both Unity and tk2d) but to no avail. I also messed with the particle systems normal direction setting but still nothing.

Is there something I'm missing to get particles in a particle system to be lit?

9
Support / Re: Some sprites not being lit by directional light
« on: April 13, 2015, 12:13:49 am »
Never mind, just realized I can flip the sprites scale on the x axis through the tk2dSprite script to achieve the same thing.

I do have some sprites that I rotate through Transform.Rotate, which will have the same issue of not having normals generated on one side though, but I have a feeling that there's not much I can do about that.

10
Support / Re: Some sprites not being lit by directional light
« on: April 13, 2015, 12:01:03 am »
So the sprite the looks like it's missing normals was rotated 180 degrees along the y-axis (to mirror its neighboring sprite). I reset the rotation of the sprite to 0, and it was being lit again.

So I'm guessing normals are generated for just the one side? Is there a way to generate normals for both sides of a sprite or am I going to have to explicitly provide a separate sprite now for sprites I want to rotate?

11
Support / Some sprites not being lit by directional light
« on: April 12, 2015, 11:20:03 pm »
I'm having an odd issue with some sprites in a scene not reacting to a directional light (they appear as if there's no light in the scene), yet a duplicate of the same sprite will be lit just fine.



As you can see, the tombstone and background silhouette sprites on the left are being lit, but the same (duplicate) sprites on the right are not. Their settings are exactly the same, minus transform position.

Any ideas on why this would be occurring? I can confirm that the sprite is setup properly, generating normals, and with the proper shader. I'm using latest version of both Unity and tk2d (2.5.1).

12
Support / Re: LitBlendVertexColor broken in Unity 5?
« on: April 11, 2015, 11:21:42 pm »
To anyone experiencing this issue-- I was able to fix it by checking "Premultiplied Alpha" in my Sprite Collection.

This was still occurring for me with the March 7th asset store build, after deleting (hopefully) all traces of 2D Toolkit and re-importing.  I wasn't able to get the issue to occur on a clean project, so I'm not sure what the deal is..

Worked for me as well, thanks!

13
I update tk2d to 2.5 and this error went away, so false alarm I suppose!

14
I upgraded my project to Unity 5 (was on 4.3.4 prior) and I'm now getting the following exception. It appears frequently, though I haven't pin pointed exactly how to reproduce yet. I'm actually not 100% sure which version of 2Dtk I'm using, I believe at least 2.4.

I'm curious if this is a known issue yet? A quick search didn't come up with anything.

Infinity or nan floating point numbers appear when calculating matrices for collider.
UnityEngine.BoxCollider:INTERNAL_set_center(Vector3&)
UnityEngine.BoxCollider:set_center(Vector3) (at C:\buildslave\unity\build\artifacts\generated\common\modules\NewDynamics.gen.cs:2210)
tk2dBaseSprite:UpdateCollider() (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dBaseSprite.cs:542)
tk2dBaseSprite:set_spriteId(Int32) (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dBaseSprite.cs:235)
tk2dBaseSprite:SetSprite(tk2dSpriteCollectionData, Int32) (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dBaseSprite.cs:277)
tk2dSpriteAnimator:SetSprite(tk2dSpriteCollectionData, Int32) (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dSpriteAnimator.cs:739)
tk2dSpriteAnimator:SetFrameInternal(Int32) (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dSpriteAnimator.cs:703)
tk2dSpriteAnimator:UpdateAnimation(Single) (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dSpriteAnimator.cs:588)
tk2dSpriteAnimator:LateUpdate() (at C:\workspace\Overtime5\Assets\TK2DROOT\tk2d\Code\Sprites\tk2dSpriteAnimator.cs:735)

15
Support / Re: Mesh Leak
« on: November 22, 2014, 01:44:03 pm »
Okay thanks for clarifying. I'm not exactly sure what's going on then.

To be honest, I may be mistaking how the (grossly antiquated version) Mono GC allocates memory (just keeps increasing the heap and never gives it back to the OS while running, and never compacts) with an actual memory leak.

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