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Messages - TheMightyGit

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1
Releases / Re: 2D Toolkit 2.5.5
« on: December 31, 2015, 11:58:23 am »
I too also get a crash when hitting Commit in any of my sprite collections ( Unity 5.3.1p1 ).

EDIT: kenglou.lee's fix seems to work, thanks :)

2
Support / Re: Collider Issue in 4.3
« on: December 10, 2013, 02:47:05 pm »
I've updated the code for the next version - it should detect this a lot better. Let me know how that goes once its released.

Thank you!

3
Support / Re: Collider Issue in 4.3
« on: December 05, 2013, 05:50:32 pm »
Very odd indeed - there could be some weird case I'm not handling properly. Please let me know if you find out whats causing this.

It was fine for a while, now I've got 20+ 2D Poly Colliders on my ship again. Was fine all yesterday, didn't notice when or why it started to happen again.  Will try and keep a sharper eye out.

Ahh! Got it. After I 'commit' my sprite collection, all subsequent 'play' presses cause an extra 2D Poly Collider to appear.

4
Support / Re: Collider Issue in 4.3
« on: December 05, 2013, 05:12:22 pm »
Very odd indeed - there could be some weird case I'm not handling properly. Please let me know if you find out whats causing this.

It was fine for a while, now I've got 20+ 2D Poly Colliders on my ship again. Was fine all yesterday, didn't notice when or why it started to happen again.  Will try and keep a sharper eye out.

5
Support / Re: Collider Issue in 4.3
« on: December 04, 2013, 10:49:17 am »
Setting the initial sprite to one with a 'force none' collider works around the issue.

Odder still, now when I switch back to an initial sprite with a collider - it still works properly!

6
Support / Re: Collider Issue in 4.3
« on: December 04, 2013, 10:43:02 am »
I get duplicated 2D Polygon Colliders on my main spaceship every time I hit 'play'. Without fail. As far as I know I'm not doing anything exotic. It's just a prefabbed tk2d sprite with an animator and 2 attach points (one of the attach points has a tk2d sprite in it).  However, it also happens to the baddies, but far less often (they tend to be inactive in edit mode, tho).

As yet I cannot identify the difference between when the excess ones get added to the ship and baddies.

Setting the initial sprite to one with a 'force none' collider works around the issue.

7
Support / Re: Collider Issue in 4.3
« on: December 04, 2013, 10:36:43 am »
This is expected use case and should work properly. It is likely a bug - I will investigate this. Thanks for the comprehensive repro case.
Edit: I've been attempting to reproduce this and I don't seem to be able to. Would it be possible to email a repro project where its at step 5? Should be able to catch it pretty easily then.

I get duplicated 2D Polygon Colliders on my main spaceship every time I hit 'play'. Without fail. As far as I know I'm not doing anything exotic. It's just a prefabbed tk2d sprite with an animator and 2 attach points (one of the attach points has a tk2d sprite in it).  However, it also happens to the baddies, but far less often (they tend to be inactive in edit mode, tho).

As yet I cannot identify the difference between when the excess ones get added to the ship and baddies.

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