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Messages - atmuc

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1
Support / Sliced and clipped
« on: August 01, 2014, 09:33:14 am »
how can i make a sprite both sliced and clipped? i will make a bar chart. i have a sliced sprite for single color bar. it has bevel effect so it is sliced. i want to use multiple color on this bar. so i need to clip top and bottom. how can i do that without preparing  top, middle and bottom images?

2
Support / Photoshop layers to 2d toolkit sprites
« on: July 02, 2014, 03:20:45 pm »
do you suggest any asset that converts Photoshop layers to 2d toolkit sprites? i expect it trims and position sprites to scene as on psd. i use Photoshop elements 12.

3
Support / Re: change sprite by code
« on: April 18, 2014, 07:07:40 am »
it is 2d polygon collider, but "void tk2dBaseSprite.SetSprite (int   newSpriteId)" does just change sprite graphics not collider. after i change sprite by code i still see the first collider.

4
Support / Re: change sprite by code
« on: April 18, 2014, 06:58:42 am »
i think i could not explain my problem. i set different polygon collider for each sprite on Sprite Collection Editor. on my game object inspector when i select collection and sprite, it changes polygon to what i edit on Sprite Collection Editor. i want to do that by code. like this;

change sprite
remove current collider
add collider define on Sprite Collection Editor

can i do that?

5
Support / change sprite by code
« on: April 17, 2014, 06:08:26 pm »
i can change sprite using "void tk2dBaseSprite.SetSprite (int   newSpriteId)". how can i change collider by code? when i chande sprite from unity inspector it also change collider that i set on sprite collection editor. i want to the exactly same operation that inspector dropdown change does.

6
Support / TextMesh Resize Bug
« on: April 13, 2014, 08:46:37 pm »
when i resize textmesh on Scene window it behave strange. i have multiline text (text that has enter in it). i select lower right corner of text mesh boundary. i click shift and drag to resize. when it change line count because of word wrap it lost scale sync between X and Y. when i hold shift key scale should be similar as X and Y.

7
Support / 2d collider for ui components
« on: April 04, 2014, 06:46:17 pm »
button component(tk 2d uiitem) uses 3d collider(box collider) when i change it with box collider 2d it does not work. how can i use it with 2d colliders?

8
Support / Multiple fonts in single textmesh
« on: March 27, 2014, 09:47:43 am »
is it possible or is there any workaround? i want to use 2 different font in a single textmesh.

9
Support / UI Gamepad support
« on: December 01, 2013, 12:20:32 pm »
can i use game pad to select and click buttons? is there any option that i can enable gamepad option and it highlights current button and i can change selected button with gamepad stick and click button with game pad button?

10
Support / Gradient For Fonts Problem
« on: December 01, 2013, 12:16:49 pm »
it draws gradient to visible range of each character. so s and S looks different. it should draw it in line range.can you change it?

11
Support / Re: Font Size
« on: November 19, 2013, 12:23:28 pm »
in photoshop it says 15 pt. i want to learn how to apply my photoshop design to unity with 2dtoolkit as pixel perfect. i do not know if image dpi or other things effect this.

12
Support / Font Size
« on: November 19, 2013, 07:46:35 am »
i have a background with a text. at photoshop i matched Arial Bold 15 to this text. at bmfont i generated Arial Bold 15. i used background in an atlas and used font with your font script not imported to an atlas. i used fixed same size and fixed same camera size on both. scale is 1 for all. they use the same orth camera. font is smaller than photoshop. when i generated font with size 18 in bmfont it is ok on unity.

what is wrong with this? which one is correct?

13
Support / Unity 4.3 and Mesh Renderer On 2D system
« on: November 18, 2013, 03:53:35 pm »
is it normal to use Mesh Renderer on Unity 4.3 2d System? so far i had no problem using mesh renderer but i wonder if i should use sprite renderer with new unity 2d system. will 2dtoolkit go on with mesh renderer?

14
Support / TestMesh and Unicode characters
« on: November 18, 2013, 01:48:20 pm »
i generated my font with BMFont. i added geometric shapes. how can i select them in textmesh inspector editor? they start at 25A0/9635. i tried \25A0 and \u25A0. it writes \25A0 to gameview.

15
Releases / Re: 2D Toolkit 2.3 beta 1
« on: November 11, 2013, 12:09:03 pm »
only beta program users can access it. it doesn't depend if you have pro or free.

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