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Messages - J. Park

Pages: [1]
1
Support / Re: I want 2dtoolkit to use namespace
« on: July 30, 2014, 11:23:34 pm »
How about using "#if" keyword? (like #if UNITY3.5 ...)

2
Support / I want 2dtoolkit to use namespace
« on: July 30, 2014, 01:20:41 am »
Unity now supports namespace with Monobehaviour.
2Dtoolkit has too many classes that is not organized in class view in Visual Studio or other IDE
It would be nice if 2dtoolkit use it's own namespace to distinguish it from other class files.

3
Support / Re: Is it supported now?
« on: November 13, 2013, 11:47:10 am »
OK, Thanks.

4
Support / Re: Is it supported now?
« on: November 13, 2013, 11:27:06 am »
Then, Can I assign texture at runtime?

5
Support / Is it supported now?
« on: November 13, 2013, 07:22:34 am »
Long time ago, you said about other sprite collection mode. Is it supported now?

http://2dtoolkit.com/forum/index.php/topic,404.msg1837.html#msg1837

I want to use single texture directly to a sprite.
Where can I find it?

6
Support / Re: How to fix IndexOutOfRangeException?
« on: June 20, 2013, 09:53:21 am »
Thanks. It was fixed.

7
Support / How to fix IndexOutOfRangeException?
« on: June 20, 2013, 09:40:43 am »
I use version 2 beta 1
Today I get error message when I select specific sprite collection in SpriteAnimation Editor window.
What did I do wrong?
How can I fix it?

Error Message -----------------------------------
IndexOutOfRangeException: Array index is out of range.
tk2dSpriteGuiUtility.SpriteList (System.String label, Int32 spriteId, .tk2dSpriteCollectionData rootSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/tk2dSpriteGuiUtility.cs:186)
tk2dSpriteGuiUtility.SpriteSelector (.tk2dSpriteCollectionData spriteCollection, Int32 spriteId, .SpriteChangedCallback callback, System.Object callbackData) (at Assets/TK2DROOT/tk2d/Editor/tk2dSpriteGuiUtility.cs:102)
tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawFrameInspector () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:317)
tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawInspector () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:488)
tk2dEditor.SpriteAnimationEditor.ClipEditor.Draw (Int32 windowWidth) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:561)
tk2dSpriteAnimationEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationEditorPopup.cs:488)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
UnityEditor.PopupCallbackInfo:SetEnumValueDelegate(Object, String[], Int32)

8
Support / Re: Simple sprite without atlas build?
« on: June 28, 2012, 12:18:03 am »
It's great! Thank you.

9
Support / Re: Simple sprite without atlas build?
« on: June 26, 2012, 10:15:06 am »
OK. Thank you for reply.

It would be very useful if another sprite collection mode (you mentioned) is implemented, especially for large size background texture.
I'll look forward to it..

10
Support / Re: Simple sprite without atlas build?
« on: June 26, 2012, 12:49:54 am »
Sorry for my poor English..

Here I attached sample scene using "UITexture" component in free version of NGUI.
It doesn't need atlas. It can display 1 texture directly without atlas.
SpriteManager2 or EZGUI also have that kind of components.

11
Support / Re: Simple sprite without atlas build?
« on: June 25, 2012, 03:14:50 pm »
I have tested sample scene.
As mentioned above, it is not related to my question.
I just want to display a single texture not combined in SpriteCollection....

12
Support / Re: Simple sprite without atlas build?
« on: June 25, 2012, 01:45:18 pm »
I can't access that page

Here is error message...

An Error Has Occurred!
The topic or board you are looking for appears to be either missing or off limits to you.

-------------------------------------
Additionally, creating atlas in runtime is not what I want.
Background should be displayed in design time.
Doesn't 2DToolKit have that kind of component? (for simply displaying only 1 texture independently)
Building large texture into atlas is space inefficient.

13
Support / Simple sprite without atlas build?
« on: June 25, 2012, 04:05:32 am »
Is there a way to use simple sprite without atlas build for a large size texture background?
I want to display background with a large texture without atlas building just like "Sprite" in SpriteManager2 or "Simple Texture" in NGUI.

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