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Topics - fsadeq

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31
Support / Recommended method for simple particle effects?
« on: August 14, 2012, 08:52:25 pm »
I am in the process of figuring out what is the best way to achieve "rain" effect or any other particles. Should I use 2D Toolkit for something like this, or am I better off using Unity's particle system? I'm trying for the most efficient method for mobile devices. I'm guessing I could have a sprite sheet with some particle textures, but not entirely sure what the best way to animate them would be.

32
Support / Strange tilemap bugs
« on: July 06, 2012, 10:48:00 pm »
Ok, so here is the deal: Sometimes my prefabs that are hooked up in the tilemap editor will get duplicated after committing the map. I have no idea why it does this, or how to reproduce the error. I just know that it happens sometimes. It will literally duplicate every prefab instance in the map, and once it is committed and I look at the tilemap render data, I see two of every prefab (with the same name, so it will say for example coin 1, coin 1, coin 2, coin 2, coin 3, coin 3, etc. Re-editing and re-committing does seem to fix the issue sometimes, but sometimes I won't even notice there are duplicates until I start noticing slowdown. Any ideas what could be causing this? Thanks!

EDIT: When I look at other tilemaps in other scenes, some of them I am seeing are duplicating up to 5 times! Eik..

33
Support / Collider caps?
« on: July 02, 2012, 06:57:38 pm »
Is there a way to have caps on my box trimmed colliders? Could have sworn this was a feature added a while ago, but I'm not seeing anything that allows me to do so. Thanks.

34
Support / tk2DCameraAnchor question
« on: June 19, 2012, 06:19:55 pm »
Hello, I was wondering if there could be some alternate version of tk2CameraAnchor where an UpdateTransform isn't needed every frame. I don't have any elements in my GUI that require constant updating and this seems like a waste of calculations, especially when I have several anchors. Is this possible, short of just extending the main class?

35
Support / Lost my sprite collections.. bug?
« on: June 12, 2012, 04:47:09 am »
I was cleaning up my file structure and moved one of my texture folders into a different directory. Little did I know it disconnected everything from the sprite collection and I've lost my entire atlas. The sprite collection still exists of course, but it is completely empty with no way of getting it back. Is this supposed to happen or is this a bug? I'm using the latest beta posted (1.75 beta 3).

36
Support / Any ideas on how to capture a screenshot of a tilemap?
« on: May 22, 2012, 03:58:16 pm »
Kind of unrelated to 2DToolkit, but I'm trying to capture a large image of an entire tilemap, like how old school games would have layouts of the entire level in magazines. Does anyone have any ideas of how I can do this short of taking a ton of screenshots of different parts and stitching them together? Thanks.

37
Support / Bizarre issue when upgrading Unity
« on: May 21, 2012, 10:54:18 pm »
I upgraded to version 3.5.2f2 just now and I am getting a strange issue where the x scale of the entire screen is stretched on an iPhone 4. This goes away when I reload the same exact scene, so it only happens on the initial load that Unity does. Any other manual loading by Application.LoadLevel and the problem goes away. I have changed nothing in the project and it started doing this immediately after upgrading. Any ideas if this is Unity's end or 2DToolkit? I'm really scratching my head on this one..

38
Support / Mobile slowdown with Animated Sprite?
« on: May 05, 2012, 03:55:04 pm »
I didn't really notice this until updating to the latest, but there is a noticeable decrease in framerate when I have several animated sprites going on at the same time. I have maybe 10, and the profiler is saying there is an additional 4-5ms in Update() happening. This goes back to normal when I disable the animated sprites. All the animated sprites are using the same solid texture and have maybe 3 or 4 frames running on loop. These are just simple background elements.

EDIT: Testing on iPhone 4

39
Support / Static Sprite Batcher with multiple materials?
« on: April 26, 2012, 04:43:14 pm »
I've been using the feature where we can add additional materials to the same sprite sheet. I am noticing for some reason when I create a StaticSpriteBatcher, then add some sprites to it that have a certain material, if I commit the Batcher, the material changes to the default material on that sprite sheet. I can switch out the material manually and it works, but it keeps automatically switching it out whenever I commit. Example of a scenario:

-Have a collection with a solid material and a transparent material
-Create an individual sprite, select the texture and the material auto-selects to the proper one
-Put them in a StaticSprite Batcher, commit, then the material switches over to solid for the whole thing

40
Support / Custom Shape Seams
« on: April 25, 2012, 03:35:50 pm »
I am seeing seams when using custom shapes on some of my textures. I am using the tilemap editor and everything is displayed pixel perfect. The seams go away if I disable the custom shape. Any idea why? I am pretty certain the shape itself isn't off or anything on the edges. Thanks.

41
Support / Sprite Collection Bug
« on: April 05, 2012, 04:45:38 am »
I am using 1.6 final + patch 1. When I select multiple sprites in the new Sprite Collection editor, it will not apply changes to all selected items..only one of them. I'm pretty sure this feature was working before the patch, I haven't reverted to check though. This just me?

42
Support / Box Collider Depth?
« on: February 24, 2012, 11:30:47 pm »
Hi, is there any way to set the Z size of a collider when assigning a sprite as a Box Trimmed? It seems to default to a value of 0.2, but I need it to be much deeper than that, especially when using tk2dCamera. Thanks.

43
Support / Resolution Override?
« on: February 22, 2012, 05:40:43 pm »
Does anyone know how the Resolution Override works for the TK2DCamera? I'm testing out a build and it looks perfect on an iPhone 4, but doesn't scale down on the 3GS. I'm assuming this feature controls that?

44
Support / Draw Call issues with Unity 3.5?
« on: February 22, 2012, 01:07:50 am »
Does anyone else have strange draw call issues after upgrading to 3.5? Before the upgrade, my draw calls were exactly what they should have been. After the upgrade they are more than doubled. I haven't changed anything, and I know for certain I'm doing everything correctly. Not sure where these extra draw calls are coming from.

45
Support / Small bug with Unity 3.5 and StaticSpriteBatchers
« on: February 20, 2012, 07:00:57 pm »
I'm noticing some strange bug where sprites will be "duplicated" temporarily when editing a StaticSpriteBatcher. Should be able to reproduce if you

1. Create a StaticSpriteBatcher
2. Add some sprites to it, then commit
3. Edit the StaticSpriteBatcher
4. Select one of the sprites and reposition it somewhere else. You'll notice it clones it and the "old" position one is still there.

This seems to fix itself after re-committing so I don't think anything is actually being duplicated.

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