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Messages - Finnegan

Pages: [1] 2 3
1
Support / Re: 2d Toolkit deprecated on store
« on: January 26, 2020, 02:30:27 am »
2D Toolkit is a project very dear to me.

Hi Dinesh, thank you a lot for all the hard work! I worked with 2D toolkit full-time in 2013-2015 and it was a pleasure to use.

Best of luck with your next projects!

2
Support / Re: Making a build with only 1x or 2x graphics?
« on: June 25, 2015, 03:12:15 pm »
Put this inside the Editor directory and use "Tools ->Move 2x" menu to get @2x out of your resources. To return @2x into build just drag the temp folder content back (from TempTk2dAssets to Resources/tk2d).

You MUST create TempTk2Assets folder manually or the script will not work.

For Unity 4 use Resources.LoadAssetAtPath instead of AssetDatabase.LoadAssetAtPath.
Code: [Select]
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class Move2x : ScriptableWizard
{

public string filter = "@2x";
public string path =  "Assets/Resources/tk2d";
public string tempPath = "Assets/TempTk2dAssets";

[MenuItem("Tools/Move 2x")]

static void CreateWizard()
{
ScriptableWizard.DisplayWizard <Move2x>("Move 2x", "Move");
}

void OnWizardCreate()
{
string[] assets = AssetDatabase.FindAssets("tk2d", new string[]{path});
List<string> oldPathList = new List<string>();
List<string> newPathList = new List<string>();

for (int i = 0; i < assets.Length; i++)
{
string guid = assets[i];
string oldPath = AssetDatabase.GUIDToAssetPath(guid);
tk2dResource res = AssetDatabase.LoadAssetAtPath<tk2dResource>(oldPath);

if (res != null && res.objectReference != null && res.objectReference.name.Contains(filter))
{
oldPathList.Add(oldPath);
string newPath = oldPath.Replace(path, tempPath);
newPathList.Add(newPath);
AssetDatabase.MoveAsset(oldPath, newPath);
}
}
}
}

3
Support / Re: 2-sided sprite?
« on: June 20, 2015, 03:40:44 am »
It's also possible to simply switch the sprite in the middle (localScale.x==0) of transition. ;)

4
Releases / Re: 2D Toolkit 2.5.1
« on: May 19, 2015, 04:37:25 am »
I moved from games to apps for my day job (still doing Unity games as a hobby) and I want to say: tk2d UI is an incredibly clean and flexible library compared to iOS / Android awkward and inconsistent native UI frameworks.

Getting even complex UIs done in tk2d is a pleasure. Thank you for the great work!

5
Support / Re: Sprite Collection & Animation - Loadable Asset
« on: March 17, 2015, 08:21:09 pm »
That will work fine. Resources.Load is a preferable way of doing this, and yes you only need the sprite animation in resources.

For some reason, Resources.Load is not working for "Loadable asset" collections.
Code: [Select]
tk2dSpriteCollectionData bgCollection = (tk2dSpriteCollectionData) Resources.Load("Bg_" + colorName);
Debug.Log(Resources.Load("Bg_" + colorName)); // returns null

This works fine:
Code: [Select]
tk2dSpriteCollectionData bgCollection = tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>("Bg_" + colorName);
So LoadResourceByName now is a preferable way for me because the other one is not available. :) Is it dangerous to use?

6
Releases / Re: 2D Toolkit 2.5 beta 2
« on: February 09, 2015, 02:07:14 pm »
Could you please add "Uncompressed_NoAlpha" for Sprite collection?

Hunting for accidental semi-transparent pixels is tedious, so I added this option to tk2d sources. Still will be great to have it "natively".

Thank you!

7
Support / Moving sprite collections to a different project
« on: November 03, 2014, 11:22:36 pm »
I'd like to migrate my menu system to another game, preserving all the sprites on the scene and their respective sprite collections.

Is it possible?

Thank you!

8
Support / Unload atlases by temporary removing references from sprites
« on: August 22, 2014, 01:54:29 pm »
We have memory pressure problems on some iOS devices. Many collections have been optimized already, but the inability to unload atlases without destroying sprites keeps us from effective memory management.

I got an idea about this kind of hack:
* use "Loadable Asset" in collection settings
* add vars "originalSpriteName" and "originalCollectionName" to tk2dBaseSprite
* cache current name and collection to them
* switch the sprite to some tiny placeholder sprite from tiny collection
* references to the original atlas are gone now
* Resources.UnloadUnusedAssets();
* reload original collection and sprites on demand with tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>(collName) and SetSprite

Will it work? Thanks.

9
Releases / Re: 2D Toolkit 2.5 beta 1
« on: August 21, 2014, 06:40:42 pm »
Hi!

What's your plans on Unity 4.6 UI system?

10
Ouch.

Could it get better if we split the largest 4096 textures into multiple atlases?

11
Support / "Fatal Error! Could not allocate memory" during building
« on: July 16, 2014, 05:53:50 pm »
Project size is about 2.7GB (but only 200mb compiled to iOS .ipa file). All worked fine until recent addition of one more 4096x4096 texture for Retina.

Any workarounds? I don't know how to manage it besides removing HD assets from build or waiting for 64bit Unity.


12
Support / Re: Disable input globally
« on: May 23, 2014, 06:41:55 pm »
Oh, that's simple.  ??? Thank you!

13
Support / Disable input globally
« on: May 23, 2014, 04:45:15 pm »
I would like to have a flag for disabling all input for tk2dUIItems.

Should I just return from Press, UpdateTouch and Release when this flag is on? Or it can be done more effectively/safe?

14
Support / Re: Do you work in units or pixels with tk2dToolkit?
« on: March 19, 2014, 09:05:48 am »
Pixels, because we have many complex menus and lots of animations with pixel-perfect positioning. Also supporting many platforms and resolutions using points will be kind of hard.

15
Support / Re: Unity 4.3 vs 2Dtoolkit
« on: January 18, 2014, 04:30:31 pm »
Native 2d in Unity3d is doing a nice job for simple platform or action games.

But 2D Toolkit can use most of the native 2d functionality AND it has many great features like powerful UI, platform-dependent atlases, tile maps and pixel-perfect resolution-independent camera. There's no way you can create a complex cross-platform 2d game with only native 2d tools.

And of course the support is amazing.

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