Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jmenossi

Pages: [1]
Releases / Re: 2D Toolkit
« on: August 04, 2017, 06:08:31 pm »
Thanks!  :D

Releases / Re: 2D Toolkit
« on: July 28, 2017, 09:40:40 am »
Hi, I've just sent a sample project that reproduces the warnings (at least it does for me).
Hope this helps.

Releases / Re: 2D Toolkit
« on: July 27, 2017, 03:48:13 pm »
Thanks for the update!
Many warnings fixed, but I am getting this one:

Invalid AssetDatabase path: C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/VR/Android/unitygvr.aar. Use path relative to the project folder.
tk2dSpriteCollectionBuilder:RebuildOutOfDate(String[]) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:164)
tk2dSpriteCollectionTextureWatcher:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:24)
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[])

Looks like this is only 1 warning, but it appears about 1000 times if I rebuild the entire project
Not sure if this can be a problem or I can just ignore it.

EDIT: I am using and Unity 2017.1.0f3

Releases / Re: 2D Toolkit
« on: July 22, 2017, 10:34:13 pm »
Hi, I am getting some warnings with and Unity 2017.1.0f3...

>Shader warning in 'Hidden/tk2d/EditorUtility': Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance.

>Assembly: 'D:/PROJECT/Assets/TK2DROOT/tk2d/Editor/tk2dSkin.dll' uses obsolete Unity API (UnityUpgradable)

And this warning:
>SendMessage cannot be called during Awake, CheckConsistency, or OnValidate UnityEngine.MeshFilter:set_sharedMesh(Mesh)
for files:
tk2dSprite:OnValidate() (118)
tk2dSlicedSprite:OnValidate() (137)
tk2dTextMesh:OnValidate() (388)

Hope this can help.

Releases / Re: 2D Toolkit 2.5.7
« on: December 04, 2016, 07:09:35 pm »
Thanks a lot! You are great!  ;D

Releases / Re: 2D Toolkit 2.5.3
« on: May 27, 2015, 11:19:15 am »

There is no issue in 2.52 / 3 in Unity 5. The obsolete API message is only visible because we exported the package here using Unity 4.6, you can download the same thing from unity asset store and you won't get the message there. There is no known issue updating, post the error you get and should be able to work it out from there.

Well, I tried a different way to update:
I first updated to TK2.5.3 in my Unity 5.0.1 (it works fine).
After that, I updated Unity to 5.0.2 and, when opening the project I get the message on image 1 (attached) about obsolete API.
If I click "No thanks" and continue loading the project, I get the error on image 2 on the console, about "LoadAssetAtPath".

I tried to choose the "Go ahead" option (automatic API updater) and it seems to work, but it changed several code and prefab files in TK2D, and I am not sure about what it actually did.
Note that Integrity Check is success after automatic API upgrade.

Releases / Re: 2D Toolkit 2.5.3
« on: May 25, 2015, 10:52:52 am »
I had same problem with obsolete API on Unity 5.0.2...
I'm using tk2d 2.5.1 and tried to update to Unity 5.0.2, but got some errors in tk2d scripts.
Does tk2d 2.5.2 or 2.5.3 actually fix this?

Support / Re: Disappearing parts of tilemap in editor
« on: October 16, 2014, 06:51:22 pm »
Well, it is a 2D project and the scene window is in 2D mode, so I think this may not be the cause.
And this happened only with SOME tiles with prefabs, not all of them.
I will try to send a sample project if I face this again.

Support / Re: Disappearing parts of tilemap in editor
« on: October 16, 2014, 11:55:14 am »
I had similar issue. It happened only on some tiles with Prefabs.
In the scene window, I only could see the tiles when editing, but once commited tiles dissapeared. When playing, prefab objects were right.

The only way I found to fix my tilemap:
-Edit the tilemap and delete those tiles, then commit.
-Edit again, re-add tiles and commit.

Now I see the map correctly on scene window, but I have seen this issue twice already....

Support / Sprite going through tilemap colliders
« on: August 18, 2014, 11:24:48 am »
Hi, I'm having a problem with my 2D character (sprite): In some cases, it goes through Tilemap colliders.

I have attached a sample project, and I am using Unity 4.5.2 with tk2d 2.4.0

In the scene ('TestRoom') you have several points (marked with red arrows) where the character goes into tilemap colliders.
It doesn't happen everywhere, only at specific tile heights AND when colliding from left side.
I copied the same tile structure into different places, and the character can't break into all of them (only at red arrows, not the green ones).

I sent email to support, but wanted to post on the forum too, just in case other users have run into the same issue.

Any idea about this? Is it a bug with tilemap colliders? How could I fix this?


Support / Animation with Random Loop
« on: April 24, 2014, 12:06:28 pm »
I have an animation with 4 frames and would like it to play random frames.
If I set the "random frame" wrap mode, it only plays one frame and then stops. And with "random loop" mode, the animation always plays the frames in order from 1 to 4.
Is the random loop mode intended to work this way? Maybe I am using random loop the wrong way?


Support / Tilemap: Problem to detect tiles colliders
« on: December 01, 2013, 11:34:57 am »
I'm having some trouble to detect tile colliders in a tilemap (using Unity 4.3.1 and tk2d 2.3.0)

The scenario:
-I created a new Unity project with 2D settings.
-Created a simple sprite collection with 50x50 pixel sprites and set colliders on the sprites. Using Physics2D engine.
-Created a tilemap and painted some tiles on Layer 0.
-Also, for testing, I created a tk2dSprite using the same sprite from the collection as I used to paint on the tilemap.

* Both tilemap and sprite are on the Default Unity layer.

I need to detect whether a world point is over a tile collider. I tried using Physics2D.OverlapPoint() and Physics2D.GetRayIntersection().
Both functions return correct results when used over the tk2dSprite, but they return nothing (or null) when used over the tilemap.

* If I set the Sprite collection to use Physics3D engine, I can detect colliders on the tiles with function Physics.Raycast() (it works fine)
but I need to use the 2D physics...

Any idea why the Physics2D functions are not working on a tilemap? Maybe I missed something when creating/setting the tilemap?
Or is it just a bug?


Pages: [1]