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Messages - CoderBear

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1
Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: August 13, 2013, 07:41:44 pm »
You had fixed this in 1.92, isn't there a way to fix this in 2.1 since the issue has reappeared?

2
Support / Re: [URGENT] WTF Sprite being destroyed when visible?
« on: May 29, 2013, 01:41:49 am »
yes the gameobject itself is destroyed.  I found out that if the spawner is disabled. then the the sprite appears and stays on screen until it is deactivated (setActive(false)).

Though that still doesn't explain why it has just now started when it had no issues previously.  Nor why this is the only tk2d sprite to have this issue.

3
Support / [URGENT] WTF Sprite being destroyed when visible?
« on: May 22, 2013, 10:56:28 pm »
Ok so this happened today within about a couple of hours prior to this post.  I have a sprite that is kept invisible until an effect makes it visible (NGUI 11).  When the game runs all seems to be well (NGUI 12).  BUt you press the button with a shield and S on it and suddenly...
the object may appear for a split second and then immediately disappear and gets detroyed (NGUI 13).  My question is why is this happening and why is this the only sprite affected.

Unity: 4.1.2f
2Dtk: 1.92 + Patch 1

Before you go accusing me of destroying.  this is the only piece of code "I wrote" that touches the sprite.  Please note that sprite is the Shield Sprite, and icon is the Button Sprite.

The weird thing is this just happened randomly.

Code: [Select]
public void clickedFA ()
{
// tracker.AddProgressToAchievement ("Shielded", 1.0f);
// StoreInventory.TakeItem (itemId, 1);

// balance = StoreInventory.GetItemBalance (itemId);
balance--;
textMesh.text = balance.ToString ();
textMesh.Commit ();

icon.color = Color.gray;
cooldownActive = !cooldownActive;

Invoke("ResetIcon", 5);  // cooldown in 5 seconds.
ActivateShield();
}

private void ActivateShield() {
sprite.gameObject.SetActive(true);
Invoke("DectivateShield", 3); // last 3 seconds
}

private void DectivateShield() {
sprite.gameObject.SetActive(false);
}

4
Support / Re: Wierd Disappearing Sprite issue.
« on: May 03, 2013, 12:17:57 am »
nope it is orthographic.  and has the td2k camera script attached to it.

5
Support / Re: Are there any issues with NGUI + 2D Toolkit together?
« on: May 02, 2013, 11:09:41 pm »
Just make sure the NGUI camera size matches the camera size for the toolkit  other wise there will be a lot of going back and for between the two.

eg.

if tk2dcamera size = 368 (1/2 736 useable screen pixels on a Nexus 7)
then camera(NGUI) size = 368

or

if camera(NGUI) size = 1(1/2 736 useable screen pixels on a Nexus 7)
then tk2dcamera  size = 1

6
Support / Re: Wierd Disappearing Sprite issue.
« on: May 02, 2013, 11:05:26 pm »
Still unsure of what was causing this issue.  but it is fixed by doing as shown in the attached photo.  Still not sure why the happened to fix it or why it was happening at all.

7
Support / Re: Wierd Disappearing Sprite issue.
« on: April 28, 2013, 08:37:42 pm »
I have some additional information.  I tried moving one of the buttons to just above the pause button (NGUI006).  Now the pause button works fine every time (NGUI007).  However now when you press the now moved button.  You see that it now changes to the pause button when pressed (NGUI008), yet it will still do the function it is programmed to do.  (that is when it is pressed after the picture changes to the pause button it does not bring up the pause screen).  You'll see other buttons acting just fine (NGUI009).

8
Support / Re: Wierd Disappearing Sprite issue.
« on: April 28, 2013, 02:22:09 am »
They are all a z of -50 (camera is z of -150).

9
Support / Wierd Disappearing Sprite issue.
« on: April 28, 2013, 12:46:05 am »
OK I have this really weird issue going on when running on Android Devices (any of them).  There 4 buttons using the button UI.  The pause button when pressed for some reason it disappears when it is touched.

I showed how it is setup in the editor and the other pictures show one of the other 3 buttons that aren't affected.  The code it calls simple sets 2 bool variables.

Code: [Select]
public class PauseButton : MonoBehaviour {

public TimerCountdown script;

void OnClick() {
script.timerActive = !script.timerActive;
script.gamePaused = !script.gamePaused;
}
}

One thing to note is it seems to happen once the player starts moving.  and as I noted above and must stress this...

This is the ONE and ONLY button that is having this problem and I really DON'T know what is happening.  I need some help ASAP as this is holding me up from release.

10
Support / Re: Wierd Undrawn sprite issue (Unity remote vs From Device)
« on: April 04, 2013, 07:56:29 pm »
A Nexus 7.

You have hit upon something not considered.  I went back and reduced that sprite atlas to 2048 and suddenly the images are appearing without issue.

11
Support / Re: Wierd Undrawn sprite issue (Unity remote vs From Device)
« on: April 03, 2013, 06:38:50 pm »
The camera far clip is 1000 and position is  <0,0,-150>.

The backgrounds
sky Z = 0
ray Z= -5
tree z = -10

and that still doesn't explain why the ground is not rendering which is on the same z-Plane as the player and the falling objects.  Nor the treetop which is just behind the HUD elements and in front of the falling objects.

I would say it might be an issue with the atlases but then none of them should work.

It looks like for some reason BackgroundSpriteCollectionData there were 2 Collection files for some reason
BackgroundSpriteCollectionData    <- had no data
BackgroundSpriteCollectionData 1 <- had data

so I deleted the one with no data and renamed the other one (by removing the " 1").  However... it sadly had no effect on the situation.

12
Support / Wierd Undrawn sprite issue (Unity remote vs From Device)
« on: April 02, 2013, 09:13:11 pm »
When running the game on a device via the editor/Unity Remote combo the whole picture all elements render properly  (see 2DTK001 and 002 attached).  However... when you push it to the device and run it directly from there I get the following issue.

The background images and foreground images are no longer displaying.  The only things displaying are as show in the third picture?
Why is this happening?  There should be no difference between running this via unity remote and on the device.  Especially if the project is set to android.

13
Releases / Re: 2D Toolkit 1.91 final
« on: March 16, 2013, 10:35:08 pm »
Why when I attach the 2dTKCamera it leaves the scene in an unsaved state.  I noticed this post was also made on the release for 1.92b2 as well just thought I let you know it is also with this version as well.

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