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Messages - fsadeq

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211
Support / Re: Custom Shape Seams
« on: April 27, 2012, 12:49:27 am »
Yes, it does indeed get consistant light-colored lines when set to bilinear. What do I need to do?

212
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

213
Support / Re: Custom Shape Seams
« on: April 26, 2012, 01:16:33 am »
It is set to Point. Mip-mapping is also off.

214
Support / Re: Custom Shape Seams
« on: April 25, 2012, 05:55:26 pm »
Don't have access to the project until I get home, but they fluctuate between dark and white lines and flicker on and off depending on where you are. This is on iPhone 4 btw.

EDIT: This is also using the solid shader. I don't remember, but I *think* it goes away when using a transparent shader.

215
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.

216
Releases / Re: 2D Toolkit 1.70 beta 2
« on: April 16, 2012, 02:47:14 am »
These updates are AWESOME, thanks!

Small thing, I'm noticing I can no longer set a negative value for the depth field in the layer options of the tilemap. Is this a bug, or did you remove this for some reason?

217
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 08, 2012, 08:51:16 pm »
What other keys are you allowed to customize within unity? It it possible to just have a button for "move" mode, then have the user make a selection, then click/hold + drag to move it? If that makes any sense. Or just have the "move" button next to the "brush" button.

218
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 08, 2012, 07:25:18 pm »
I must be doing something completely wrong. I can ctrl+click a tile and it does indeed appear in the Brush dropdown, but it stays on the map, it doesn't actually "pick up" a tile. It will allow me to copy what I selected, but it doesn't actually move the tiles. It behaves as a "copy/paste" rather than a "cut/paste".

219
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 08, 2012, 03:24:55 pm »
Ah, ok thanks.

Another thing I'm noticing is the key commands still seem to act wonky on OS X. Command + left click deletes a tile and command + click and drag will delete a selection. This works fine. But the ctrl+left click doesn't do anything unless I drag for a selection. In this case it will just copy tiles, but only sometimes. Other times will just do nothing it seems. Is there a way to move a tile or selection of tiles?

220
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 07, 2012, 09:07:08 pm »
Neither of the objects were physically moved, just the "Origin" value in the tilemap settings was changed. I'm not at my computer right now, so I'm sorry if I misunderstood your question.

221
Releases / Re: 2D Toolkit 1.70 beta 1
« on: April 07, 2012, 05:57:03 pm »
Awesome, thanks for the update!

Quick question, though: When changing the origin of a tile map, for example the X value to -500. And you start painting on the far left side, it draws the tiles as if the origin was still at 0. Is this a bug, or am I missing the purpose of the origin value? Thanks!

222
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?

223
Support / Re: How can I repeat texture on sprite several times?
« on: March 23, 2012, 02:46:36 am »
Is this any different/better than just using the new Tile Editor?

224
Support / Re: What next?
« on: March 13, 2012, 04:48:22 pm »
Was the Raycast/tk2dButton issue ever addressed? This is when if the timescale was set to 0, then the button events never get fired. I think you suggested using some proxy class for setting the scale, but I believe the problem was with the Raycast itself ?

225
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.

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