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Messages - semiessessi

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1
Support / some small requests?
« on: January 03, 2014, 01:17:31 pm »
can we have tile x and y separately in the padding modes?

also it would be nice if it was set to extend by default rather than black zero alpha - on anything that isnt a standalone sprite I have to change it. IMO this is the sensible default, its what I always want unless I'm tiling something when I want to tile in x, y or both when I also don't want black with zero alpha on the edges either...

extend with black + zero alpha might be appropriate for particles sort of maybe... depends on how tight the texture cropping is. i'm pretty sure its a bad default.

maybe some other users strongly requested this or you have some specific reason for this which seems like an odd choice to me at least.

2
Contract Work / Re: [paid] Tilemap pathfinding
« on: January 03, 2014, 12:23:53 pm »
is this doing some kind of graph traversal at run-time?

do you have any dynamics that aren't just switching the collision on and off on a tile? you could cache everything offline as some kind of 'potential reachability set' data and partition the world up so that tiny little numbers like 4k x 4k are no longer scary but trivial to handle quickly... dealing with this kind of data efficiently can be slightly painful if you have a very large grid, but the combination of hierarchy and clever use of memory can help there - although given how much Unity consumes when it does nothing its probably not worth bothering with that until you confirm that you really have a memory problem first. :)

has this been adequately solved yet? i'm kind of curious just out of interest rather than any desire to make this for money - this is pretty standard games/AI programmer stuff so in theory it should be easy to solve with help from the internet - in practice I know that a lot of this stuff is pretty poorly documented in terms of practical implementation details.

(I'd do it, but I have a full-time job and I'm very expensive - I'd feel rude just to ask for even 10% of my usual rate from an indy).

3
Support / Re: about uv animation
« on: July 09, 2013, 04:20:09 pm »
You cant modify the material offset values in the default shaders, as that code is optimised out. Your textures may appear anywhere in the atlas, and may even be rotated and/or scaled, and as such its not very useful to offset/scale UVs. If you really need to do this, I suggest modifying the shader to add the one line required to enable this.

Can you share what this one line is?

I am interested in animating UVs in general... having done this from scratch and in several other contexts I find it surprising that there seems to be no 'easy' way to do this, nor any sort of functionality supporting this within Unity.

I am curious why the optimised shaders lock the texture offsets... unless you are using an atlas AND animating UVs or doing something else needing weird and wonderful tiling then I don't see any benefit to that since you can do all the work on CPU/VS/GS etc. depending on your target hardware, and prevent the overhead in the fragment shader from the parameter dependent operations.

Still... I'd still like to try and measure the performance when changing the offset - if it works it will work.

4
i have managed to work around this by creating a new collection 'foo0' with the same data. checking that i could see that on the dropdown then deleting that and recreating 'foo' now works fine. foo now appears...

i don't know enough about the internals to make any sensible guess about a cause here... its certainly not obvious like in the case where i had the empty texture and i am unfortunately no longer able to reproduce the problem.

i'm /guessing/ that some validation check of some kind failed, or the thing making the atlas failed in some unexpected way but silently (although i can certainly see an atlas texture)... if this is the case I would make the suggestion of failing loudly so the user is aware (e.g. like when sprites are too large to fit in an atlas)

EDIT: FYI my use of the empty texture was with dicing on and trimming off - my hope was that it would create a single small tile of nothing to build the larger sprite from so that i could use them as 'spacers' in some (admittedly fairly nasty) code we have which picks its sprites by index in their collection.

EDIT2: Although note - i still had the same problem with my animated sprite and animation clip/collection which referred to the sprite collection, remaking that fixed that as well.

5
what do you mean exactly by rebuilding the index? commiting changes to the sprite collection perhaps? i've tried making the same sprite collection from scratch as well as the 'reimport' right click menu option but with no luck.

my 'problem texture' was just 1024x512 empty texture... this one (assuming imgur has not rencoded it) http://i.imgur.com/8ebHhJY.png

it seems odd that i am getting this problem only now and on sprite collection/animation that worked fine in the past. i wonder if i have some bad state encoded somewhere which is screwing things up?

6
Sometimes - for reasons that are mysterious to me - sprite collections don't appear in the drop down for selecting them. The last time I had this I recreated the sprite collection a few times until eventually discovering that an 'empty' (0x00000000 for each pixel) texture I had disabled trimming for (as a lazy way to implement something with no code) was somehow responsible - at least that not adding it to the collection allowed the collection to be selected for use by a tk2dsprite.

I have had the problem since though - most recently a sprite collection which used to appear in that list no longer does and the sprite collection and its underlying textures have not been modified since it was last working... I am skeptical that rebuilding this will fix the problem (it does not - I've tried).

I wonder if there is something subtle I am missing in how to configure these things? I have tried a forum search and browsing the FAQ and have found no similar complaints - so I am guessing this is not likely to be a bug so much as user error.

Any help would be greatly appreciated.

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