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 - fsadeq

Pages: 1 2 [3] 4 5 ... 16
31
Support / Re: Tilemap chaos
« on: May 20, 2014, 02:19:04 pm »
Unity crashed and now my scene is completely missing - I swear I'm not crazy. Going to pull yesterday's version from GitHub.

32
Support / Re: Tilemap chaos
« on: May 20, 2014, 02:10:10 pm »
I'll try to - project is pretty massive at this point. Thanks.

33
Support / Tilemap chaos
« on: May 20, 2014, 01:58:44 pm »
Ok - I have NO idea what I did, so I am completely unable to replicate but one of my Tilemaps is beyond broken right now and I have no idea how to recover it. All I know is that I saw two instances of the same tilemap object in my scene (assuming I accidentally duplicated it in the scene doing some keyboard shortcuts without realizing it). So I removed one and now I keep getting this error:

Code: [Select]
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
tk2dRuntime.TileMap.BuilderUtil.HideTileMapPrefabs (.tk2dTileMap tileMap) (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMapBuilderUtil.cs:280)
tk2dTileMap.BeginEditMode () (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs:547)
tk2dTileMapEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapEditor.cs:1152)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty)
UnityEditor.DockArea:OnGUI()

I have tried everything and my map is corrupt. If I try and edit/commit it it keeps adding a new instance of the TileMapRenderData. Everything is spiraling out of control and I have no idea how to regain access to the tilemap. The render data is visible, but colliders aren's showing up and I am unable to paint. Please if there is anything to do that doesn't require me completely re-doing the map that would be great. Thanks!

BTW - using the latest version 2.5.1

34
Support / Re: Tilemap select multiple layers?
« on: May 16, 2014, 01:02:12 am »
Is this something I can enable myself? Or is it removed in the current version?

35
Support / Tilemap select multiple layers?
« on: May 15, 2014, 01:44:22 pm »
Do you think this will ever be implemented? Would be great if we want to move a group of tiles without having to individually select and move each layer. Thanks for the continued support.

36
Showcase / Re: Ghosts'n DJ's
« on: May 07, 2014, 11:18:12 am »
Haha I think this looks really awesome.

37
Support / Re: Broken TextMesh
« on: April 29, 2014, 03:01:58 pm »
As far as I can tell, yea the metadata files were transferred ok. Everything else is working fine, nothing is wrong with the sprite collections themselves or anything. Just the tk2dTextMesh's are broken in the inspector (I'm missing half of the options).

To clarify, I did an SVN export to a different location. Not sure if this was the problem.

38
Support / Broken TextMesh
« on: April 28, 2014, 08:20:49 pm »
I moved my project from SVN to another location and now all of my TextMesh's are broken apparently. They don't show up at all and I get this error for every mesh:

Code: [Select]
MissingReferenceException: The variable material of 'tk2dFontData' doesn't exist anymore.
You probably need to reassign the material variable of the 'tk2dFontData' script in the inspector.
UnityEngine.Object.Instantiate (UnityEngine.Object original)
tk2dFontData.Init () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dFontData.cs:156)
tk2dFontData.get_inst () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dFontData.cs:130)
tk2dTextMesh.Awake () (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:394)

Any ideas? Thanks much.

39
FYI Niko, I'm in a similar situation. I just make sure the camera is properly snapped - couldn't care less about the objects themselves. Looks fine.

40
Support / Pixel alignment issue with camera
« on: April 04, 2014, 05:13:01 pm »
Hello, I'm working on a pixel perfect game and have a camera that follows the player. I used to use a 1:1 pixel projection ratio - but things were getting too massive to work with, so I recently switched to a 1:64 projection. Everything is working great, except now when the camera moves or smooth follows the player, the tiles are sometimes slightly distorted because of what I'm assuming is the camera sitting on half pixels sometimes. I fixed this before by just rounding the values, but since now the scale is way smaller I can't round any of the positions. Are there any suggestions on what to do about this? Thanks.

41
Support / So, uh, Unity 5?
« on: March 23, 2014, 07:59:34 pm »
I feel like Unity 4 was just released, now we have the announcement for 5. Is there any word on new features that will affect 2DToolkit?

42
Support / Re: Do you work in units or pixels with tk2dToolkit?
« on: March 19, 2014, 02:34:06 pm »
Used to work in 1:1, but recently switched to a different scale. Mainly because it was getting completely absurd working with giant numbers. Keeping GUIs/menus as 1:1, though.

43
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 18, 2014, 05:11:04 pm »
Not really sure, was just speculating if you were doing 1:1 scale the numbers would be massive. I've never had a problem with the 3D physics and a large scale, but for the Physics2D I brought it way down to 1:64 and everything collides perfectly (box colliders with edge colliders - not using circles). Precision wouldn't be an issue at your scale, though.

44
Support / Re: Having an issue with TileMaps' Colliders on Unity 4.3
« on: March 18, 2014, 03:45:52 pm »
I haven't noticed any issues with collision and am using rigidbody2ds and edge colliders. What scale are you using? 1 unit = 1 pixel?

45
Support / Why do I struggle with UI components?
« on: March 18, 2014, 03:27:10 pm »
So I've been using 2DToolkit since pretty much it's inception and I love it to death - but for some darn reason I can never get any of the UI components to work on my first try (except for a plain ol' button). Even if I simply drag one of the prefabs from the demo scenes into my project - they don't work. I eventually get them to work, but I can't even explain how - it just happens after fiddling forever. Is there some glaring step I am missing from getting these to work? I never get errors or warnings, the components just do nothing when I try to interact with them. Examples include ScrollAreas and TextInputs.

I never have struggles with any of the other aspects of 2DTK, no issues with tilemaps, fonts, sprites - just UI components. Please if anyone can chime in on if there is something I am missing, would appreciate it. Thanks.

Pages: 1 2 [3] 4 5 ... 16