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Messages - Serge

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1
Support / Tilemap data prefabs lose connection to tilemap
« on: April 02, 2018, 09:12:03 pm »
Sometimes the prefabs that are placed by a tilemap data functionality will lose their connection to the tilemap and be mispositioned and fly losely in the highest layer of the hierarchy instead of being in the TilemapRenderData. This is issue is fixed as soon as i "Edit" and "Commit" the Tilemap. But this happens out of the blue for some of my tilemaps from time to time, like often i only see this happened again here and there when i playtest a build of mine. It happens for quite a few tk2d versions now. How can i fix/prevent that?

2
Support / Re: bug report
« on: July 18, 2017, 11:38:57 pm »
is there any way to cleanup this data? i really want to get rid of all those unused sprite definitions.

3
Hey, if i change a sprite sheet in an sprite collection to have less sprites, the old sprite definitions in the tk2dSpriteCollectionData object still stay there. How can i get rid of them? Those are currently empty sprites that i want to get rid of for my tilemaps.

4
Support / Weird Shader bug in tk2d?
« on: January 31, 2017, 09:16:32 pm »
Hey, i've encountered a weird shader bug in the BlendVertexColor shader.

Reproduction steps:

Have a plain white sprite (255,255,255) with alpha 255. On top of that, display a black sprite (0, 0, 0) with 128 alpha. As a result i would expect a gray tone, 128, 128, 128.
But what i get is a blueish gray tone of 107, 114, 125. (not sure if the blue unity background is shining throught or so)

I had a look into the shader code but couldn't determine whats wrong there.

edit:
Ok i had a look into Unity's own sprite shader and think i found a way to have the shader work properly:

Set Blend to:
Blend One OneMinusSrcAlpha

and

Code: [Select]
fixed4 frag_mult(v2f_vct i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
  col.rgb *= col.a;
return col;
}

seems to deliver the expected results.

5
Found the issue:
While my render quality settings had anti alising disabled, my render texture had still anti alising on - that was the difference between rendering onto texture or directly onto screen :)

6
Support / Re: How to display same amount of pixels on different resolutions
« on: February 24, 2016, 07:54:37 pm »
thanks so far,
i finally found time to try around with Render Texture and i have the following issue:

If an object in my game has an off float position (like 5.5) it is displayed sharp if i don't render to texture (the bars displayed left on my attachment)

But if i render onto RenderTexture for some reason the image drawn onto the texture is different then the one that is displayed directly (the right bar displayed right in my attached image has a y position of .5)



any idea what causes that?

7
Support / How to display same amount of pixels on different resolutions
« on: December 20, 2015, 03:20:07 pm »
Hey,
when my game is played on a resolution that is a multiple of my native's resolution and i scale down an sprite, you can see more pixel then you could in the native resolution.
As displayed in the attachment, the first sprite is the my sprite with a scale of (1,1) - the second sprite has a Scale of (1, 0.5) how it is displayed right now in the game: you can still see all the pixels of the sprite, just scaled down.

The 3rd sprite displays how i want it to be: You would see the same result independent if you play the game in the native resolution or a multiple of it. How can i achieve that?

edit: Attachments seem no to work...

8
Support / Likning to sprites in ScriptableObjects
« on: November 06, 2015, 08:54:12 pm »
Hey,
i have some data stored in ScriptableObjects and want to store Sprites from a sprite collection in there, so i can later display this data object by switching the displayed image of an Sprite Instance. How can i do that?

9
Support / Using z value or layer for render ordering?
« on: November 06, 2015, 12:49:18 pm »
Hey,
when managing the rendering order (what is drawn in front, what is in the back) - should you rather use the z coordinate of the gameObject or the "layer" field of the sprites? Is one of both more efficient?

10
Support / Doors to other scenes in tilemaps
« on: October 26, 2015, 10:35:40 pm »
so if i have multiple scenes with tilemaps and i have for example a door from one tilemap scene to another tilemap scene, how can i define the entry point in the exit scene? I could go for coordinates but that seems rather awkward, is there a more elegant way?

11
Support / Re: Game is blurry when not using the native resolution
« on: October 26, 2015, 10:20:34 pm »
Solved: Needed to change the setting in the SpriteCollection to Point

12
Support / Game is blurry when not using the native resolution
« on: October 25, 2015, 10:57:36 am »
Hey,
as soon as i use the non-native resolution the game appears blurry. How do i solve this? (i want it to be allways pixelated)

Thanks!

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