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 - Supagoat

Pages: [1]
Releases / Re: 2D Toolkit 2.5.4
« on: July 12, 2015, 04:35:44 pm »
Link to documentation is broken

Support / Re: Unity 4.6 tk2d 2.5 - IsMatrixValid error
« on: December 01, 2014, 12:35:28 am »
Update: I tried starting unity with a different project opened initially and no error, then I switched to the project that was giving me the error.... No error.  I just reimported all scripts and then restarted unity and no error.

So I guess the bottom line is: Not able to reproduce.

Support / Unity 4.6 tk2d 2.5 - IsMatrixValid error
« on: November 30, 2014, 03:52:52 pm »
I see this error in the console when I start up unity 4.6.  I can clear it away and it doesn't stop me from running my game and it doesn't appear to come back.

This is on a project that was originally created back in Unity 3.5 and updated, and likewise started with tk2d 1.x and upgraded.  I just created a new project in Unity 4.6 and included tk2d and it's not showing that error.

IsMatrixValid (matrix)
tk2dCamera:UpdateCameraMatrix() (at Assets/TK2DROOT/tk2d/Code/Camera/tk2dCamera.cs:801)
tk2dCamera:OnEnable() (at Assets/TK2DROOT/tk2d/Code/Camera/tk2dCamera.cs:275)

Support / Tips for moving to Unity 4.3?
« on: April 20, 2014, 04:08:36 pm »
I've been working on my game for over a year now (though I just took a couple month break) and now I'm getting back into it.  I decided since I'm not deep into anything now that I should bite the bullet and upgrade from 3.5.7 to 4.3 and also update 2dtk to 2.4.  Everything actually seems to have gone super smoothly, so I'm pretty thrilled.

Mostly I want to know what people have learned about converted projects like this.  For example, my project is considered 3D by unity.  From what I've read the conversion should be pretty simple, especially because I wrote my own 2d collision system so I'm not using any unity physics, rigidbodies, etc.

What's the best approach for sprites?  Do unity and 2dtk sprites interact/exist on the same object or do I just create everything as a 2dtk sprite as I have always done?


Support / Re: Sprite Layering
« on: December 25, 2012, 04:27:19 pm »
Why would it be dumb to change the z position?  That's how I'd do it.

Support / Re: 2D Toolkit 2.0 Backwards Compatibilty
« on: December 24, 2012, 08:13:19 pm »
I think it'd be fine to break backwards compatibility as long as you let us know what we need to do when we upgrade. :-)

As far as collision goes, I'm curious as to what you've done about it.  I've just written my own collision detection engine since as you've pointed out, the Unity3D engine isn't so good for 2d collisions.  I'm just about to see how my engine deals with sprite animations, but it's working great for static sprites.

Basically what it does is examine the mesh colliders created by 2DTK and eliminates the redundant triangles (since you had to make 2 sets along the z-axis to get Unity to detect collision) and creates a Vector2 array for the points and an int[] for the triangles.  Then it uses some linear algebra to determine if any edge of one sprite intersects an edge of another sprite.  There are some optimizations I need to put in, but it's working great for detection so far.  I also have an alternate version that creates edges from the last frame position/current frame position so small fast moving objects like bullets can be detected without going through a sprite in 1 frame.

So... Since I've put in all that work I'm very interested in either having it continue to work or replacing it with your new detection system.  Heck, I'd be happy to share it with you if it'll help at all. 

And that leads me to a question I'll ask in another thread. :)

Support / Re: ScreenToWorldPoint gives far off results
« on: July 12, 2012, 03:14:27 pm »
Ohhh, I was thinking it over and I'm 99% sure I know what I did wrong... I bet I had the sprite's origin point set to the middle, so of course if I put it a 64x64 sprite at 0,0 it won't be perfectly aligned with the  bottom of the screen.

BTW - I got the ScreenToWorldPoint info from http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,32.0.html which should probably be updated.  (Newbies like me figure that the tk2d camera counts as an ortho camera)


Support / ScreenToWorldPoint gives far off results
« on: July 12, 2012, 05:37:02 am »
I'm brand new (just bought tonight) to 2D Toolkit, and have only been using Unity for a week or so.  I'm still trying things out to see how they work.  I previously had a scene with cube prefabs with textures applied to them that I used a script to instantiate and put in the scene.  (Think procedurally created tile-based map)

I've switched to using 2D Toolkit sprites and have removed the old camera and put in a tk2dCamera.  Now when the script creates the map tiles they're too high by about 20 pixels (and maybe too far to the left too, haven't paid attention to that yet).

I tried using ScreenToWorldPoint as is suggested in the FAQ, but when I do they get positioned at around -900, -700 (and they aren't visible on screen) when I want them at 0,0 screen coordinates. 

Any ideas?


Pages: [1]