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Messages - stilghar

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1
Support / Re: Lightning problems
« on: January 14, 2015, 05:18:44 pm »
This seems to have been solved in 4.5.5 according to the issue tracker. Can anyone confirm that in fact this works now with latest version of Unity?

2
Support / Re: Static sprite batcher not respecting layers properly?
« on: March 03, 2014, 11:10:29 am »
Yeah thats what I'm leaning towards. It would have to handle people setting the render layers on sprites internally while expanded, etc. Its just annoying that Unity doesn't let you inherit stuff like that. Eg. what happens when you create a new sprite internally? It will sort incorrectly until you assign the correct layer to it.

Totally true, but it is at least better than not even having the option of using layers with the batchers as it is now...

3
Support / Re: Static sprite batcher not respecting layers properly?
« on: March 03, 2014, 10:51:38 am »
I don't understand...

What I'm proposing is to have in the inspector the possibility to set the layer and layer order of ONE SINGLE the static sprite batcher (everything in it will have that layer and layer order). As you say it is one renderer when committed and the layer setting is done per renderer, can't this be done simple using something like the following?

myStaticBatcher.renderer.sortingLayerName = "Background";

When you are in edit you will simply assign the layer and layer order to all the children sprites. Is there no possibility of only changing the layer and layer order of the children when you change the one of the batcher? Having something constantly checking I agree is very bad. Maybe in that case something manual can be implemented (similar to the commit)? A manual button saying "assign layers"?

Just throwing some ideas for a possible implementation.

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Support / Re: Static sprite batcher not respecting layers properly?
« on: March 03, 2014, 10:26:01 am »
Ideally it should also respect layers when not committed. Is it doable? Once you assign a layer and layer order to a static sprite batcher all the children sprites should get this from the parent batcher when not commited.

Let me know if it can be done like this.

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Support / Re: Static sprite batcher not respecting layers properly?
« on: February 28, 2014, 10:13:44 pm »
What about having different static sprite batchers in different layers? Or in the same layer but in a different order? I don't see the option once I commit...

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Support / Re: Level design advice ready to update art periodically
« on: February 27, 2014, 01:41:11 pm »
tk2d detects this and rebuilds your sprite collections automatically.

This is even more amazing/easy that I was thinking. You really need to do more publicity on the capabilities of tk2d. The fact that it will do this automatically is a major time saving!

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Support / Level design advice ready to update art periodically
« on: February 27, 2014, 09:14:46 am »
Hi,

I'm loving the toolkit so far. I managed already to set up my camera to work properly at all the different resolutions and aspect ratios that I want to target. And it was supereasy with the tk2dcamera.

The artists that are working with us want to have the ability to change the art of the game from time to time when they do updates to it. The source textures keep always the same size and filenames when they update them. What would be the best way to set my scene so that I only have to replace the old textures in the assets by new ones? I assume I have to recommit my sprite collections again? What is the process to follow in such a case? Delete the old textures, drag new ones and commit the spritecollection again? Just drag the new textures without deleting the old ones?

Is it better to just create prefabs for everything with the sprites as child objects and just replace those? Any tips on what is the best approach when art is not final but will keep the sizes and filenames?

Thanks!

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Support / Re: Unity Texture problem
« on: February 06, 2014, 10:48:28 pm »
Thanks Unikron, I see you already replied also in the private support thread.

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Support / Re: Unity Texture problem
« on: February 06, 2014, 10:38:28 pm »
Guess I'm also having this issue, shall I set the proyect as 3D then? I thought also it was a problem with the shader and changed it to the Blend one...

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