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Messages - Sundaerae

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1
yeah, the textmesh is a part of prefab, I change the text in OnEnable function. But as my post edit above, it may be my fault, so you shouldn't think too much of this :)
thanks a lot :D

2
well, somehow the geomData.formattedText was null, so I kinda have a workaround by encapsulate the whole GetMeshDimensionsForString in conditional:
Code: [Select]
if(str != null)
{
//2d toolkit content
}
else return Vector2.zero

the strange thing is, the textmesh that fire an error have an initial text, and then I change the text to another string that is not null, so formattedText == null should've never happened, but it did.

EDIT: no luck, the error goes somewhere else, and the text indeed disappear. something must've happened when formatting the text that it set the formatted text to null even though the data is not.
EDIT2: ok, my fault, unity somehow set a class that are supposed to be null to non-null since the class only contain primitive (integer & string)

3
Hi!
any news for GetMeshDimensionsForString error?
In my case, I usually found this error when changing the textmesh's text. It's kinda random error so I can't pinpoint where the exact problem is.

4
Support / Re: inline text formatting?
« on: December 13, 2013, 08:26:03 am »
the main problem I found is the bold or italic parameter are always applied to the whole text, and not only a word or two.
how do I find:
-character height that is used in a textmesh (and also line spacing)?
-how many character it will fit if I have a TextMesh with x pixels/meters as width?
I'm thinking of just create several TextMesh and rearrange them so it would look like 1 big TextMesh, but actually compromised of several small TextMesh.

5
Support / inline text formatting?
« on: December 12, 2013, 09:58:42 am »
Is it possible to do this by any means possible (GUIText / 3D Text / TextMesh)?

since from what I see, when you change the formatting, you change it for the whole object, not part of it.
The content of the text will change dynamically (it's for conversation, not static UI)
Thanks!

6
Support / Merging Sprite Collections?
« on: December 06, 2013, 08:23:50 am »
How do I do that?
adding the asset to the final collection, then make a script that search all item in scene that use the asset, change the collection pointer, then delete the now-obsolete collection?
is there any easier way?

7
Releases / Re: 2D Toolkit 2.3.0
« on: November 13, 2013, 07:42:24 am »
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.

You can use sprite dicing to improve fillrate. helped me push fps from 12-ish to 60 even on 4thGen iPods.
check http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/sprite_optimizations/sprite_optimizations.html
Like I said, I do use the Render Mesh option. In my opinion, dicing is more useful to avoid atlas wastage, while using custom render mesh is more useful in optimizing fillrate. My only problem with the custom render mesh is that there are no automated process, so I have to check hundred of those sprites, making render mesh for each of them which is taking a long time. I'm asking how to make like what they show in Unite2013, or the alpha cutout in unity 4.3, an automated custom render mesh.

8
Releases / Re: 2D Toolkit 2.3.0
« on: November 13, 2013, 05:14:35 am »
When optimizing fillrate, is there any automatic way to do that in 2DToolkit like was shown in unity 4.3? (that alpha-cutout thing)
I do use the Custom Render Mesh in the sprite collection, but having an automatic way to do that would help a lot, and cut the time needed on production pipeline.

9
Support / Re: [2.1] Rearrange the tilemap palette
« on: August 08, 2013, 03:36:18 am »
hmm... I don't really understand how to use the scratchpad, I can put tiles in there, but how to save it, or use it as my current palette?

10
Support / [2.1] Rearrange the tilemap palette
« on: August 02, 2013, 06:14:39 am »
It is said in the document that "Don't worry if your tiles don't appear in the correct order, we can use some other features to help out there." but I can't find any option that allow me to switch around the tile in the palette. Help please?

11
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 21, 2013, 07:25:04 am »
is the pallete ordering for tilemap editor is available on this version?

12
Releases / Re: 2D Toolkit Integrity Checker
« on: May 17, 2013, 05:29:35 pm »
I'm waiting eagerly :D

13
Support / Using Tilemap Editor for Top Down RPG
« on: April 20, 2013, 05:32:24 am »
So I'm a newbie trying to use the Tilemap Editor (Beta) for my just-for-fun RPG project and so far I know that you can add depth between layers, and adjust the height.
here's my question:
1. How do I put a non-tiled sprite, such as trees, to that editor? If I put it on the collection, the tilemap editor and the pallete will go awry. If I cut the tree into tiles, I had to paint it per tiles everytime I need a tree.

2. How do I auto-create layers? I want to have a layer 0  for row 0, layer 1 for row 1, and so on until I have I have <tilemap.height> layers so I can put trees on layer 20, put a doghouse in front of it at layer 21, and then another tree but a bit to the right, several tile below it at layer 24

3. how do I know the 'tile coordinate' of the current tile that I hovered with mouse pointer on editor?

thanks a lot for the reply

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