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Messages - Izitmee

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Support / Re: Modify Camera Viewport Rect in javascript (tk2d 2.4 beta 3)
« on: November 05, 2014, 11:28:34 am »
Thanks for the info a55b0t, I was getting crazy trying to change the camera rect at runtime. CameraSettings.rect is the only way to go, otherwise tk2dCamera apparently resets its rect values at every frame.

Thanks for the insight. In the meantime, I actually had become afraid it might be something like that, unrelated to tk2d and unsolvable by a patch. I'm trying to recover everything, since it's a minigame I was doing quickly, and dumbly I didn't repo it. Luckily, deleting all sprites from the collections and reimporting them seems to be working, even if it's a pain in the ass and I have to rewrite all texts. Bad Unity, bad *_* Still, 2D Toolkit is awesome :)

P.S. on a side note, I'm using string serialization in a pool component I made. But in that case the strings weren't messed up. Which means, I suppose, that this giant Unity issue is random.

Help! I need that patch too, because the same is happening to me, even if I'm on 2D Toolkit v2.3.3 (and Unity 4.3.3). Unity crashed badly, and when I reopned it it started to throw billions of errors. I managed to fix the issue, but now I get the error the OP posted. Also, the SpriteCollections are actually in the Project folder, but every sprite name has been renamed to random numbers, fonts included.

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 27, 2013, 12:24:14 pm »
Hmm bizarre, can't say I've seen anything like that. Anything special in the scene? Any spew in the editor log after the crash?

Nope, Unity simply freezes and I have to force close it.

The scene contains an interface made with 2D Toolkit cameras and anchors (but no tk2dUI), my pooling system, tweens of various kinds, and regular 3D objects, and it's the same scene I work on since months (since it randomly generates content).

Again, it's quite bizarre indeed, and something might've happened unrelated to 2D Toolkit (I mean, that was the only asset/big-chunk-of-code I updated before this started happening almost immediately after, but still, Unity sometimes is strange). And Unity freezes a lot less since updating from 2.1 to 2.2.

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 26, 2013, 06:33:47 pm »
Random crashes when pressing PLAY or STOP in the editor.

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 26, 2013, 02:31:00 pm »
By the way, even with 2.2 Unity (4.2) is still kind of unstable, even if less than with 2.1. I don't know if it's just a coincidence and something else happened that corrupted Unity, but it started immediately after I updated 2D Toolkit (which anyway is awesome - I have to repeat this now and then :D)

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 25, 2013, 09:37:35 am »

just a note. I updated to v2.2beta because v2.1 had made Unity unstable (I'm not sure why, but now everything seems to be ok again). Only problem I found, is that "force resolution" was not remembered on my tk2dCameras, and I had to uncheck it again.

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 21, 2013, 10:19:25 pm »
It works great! And actually to get back to pixel-perfect I just had to uncheck "forced resolution" :) By the way, the new camera inspector and functions are really cool!

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 21, 2013, 12:40:29 pm »
Just a small feedback. I would suggest letting the camera being set with "forced resolution" at false by default, which is the default setting with previous versions I suppose? I had to go through all scenes of my project and let the new camera update after having set it myself (and after finding myself scared by the camera stretching instead than staying pixel perfect as I had it :D)

EDIT: ooops, sorry, this comment was meant for v2.1

Oh I see! Yes, I would definitely prefer to have direct access to events: I already do it with my personal UIManager and I find it "cleaner" :) But if it's just me, feel free to ignore it. It's not superimportant, and for now I'm still not even using your UI system (will try it with the next project).

I feel quite dumb, but I'm not sure I understand how that would work :B If you'd register to UIManager with some class that inherits from said base class, wouldn't UIManager end up calling every virtual function in there, even if not overridden, and thus be a waste? And wouldn't that prevent such usage in some situations where you're hindered by non-multiple inheritance, and don't want to inherit from said base class, but for example from MonoBehaviour?

Yup, I'm suggesting exactly that :) If an event has no event listeners, then it's not dispatched, so no harm done anyway? :P Would be useful in case you have tons of UI elements and you want to manage them from a single place.

Support / Alternative message subscribing directly on tk2dUIManager
« on: June 11, 2013, 12:38:01 pm »
Would like to suggest something for future releases. It would be nice if we could listen for events directly from tk2dUIManager also (using the On..UIItem event which also returns the involved item).

Releases / Re: 2D Toolkit 2.0 final
« on: June 11, 2013, 12:07:53 pm »
Wonderful! I updated Goscurry (my current game) to V2, and it works perfectly. As soon as I updated I got a "PPtr cast failed when dereferencing!" message. But then I closed and restarted Unity, as the upgrade instructions told to, and everything worked great :)

Releases / Re: 2D Toolkit 2.0 final
« on: June 01, 2013, 02:44:18 pm »
P.S. not to mention: thanks a lot for releasing V2 for free for existing users. That is truly awesome :)

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