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Messages - arvz

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I'm trying to use the Static Sprite Batcher to combine many many blocks into 1 big statically batched block, like this:

(I'm not using a Tilemap for a specific reason)

I've got a bunch of these in different shapes, all using the same 1 sprite which is in a sprite collection.

While I have all of them uncommitted the 'saved by batching' count in the statistics box is about 88. When I start committing the static sprite batch blocks this number starts go down instead of going up.

I would have logically expected the number to go up (The more you save the better, no?) Have I screwed something up or do I just understand this incorrectly?

edit: Oops, actually it looks like while the 'saved by batching' count goes down, the draw calls count also goes down drastically, so it appears to be working as it should?


Support / Re: Assigning a layer to tilemap sprites
« on: February 07, 2014, 12:30:21 am »
I'm really only using the 2D character prefab as a test, long term I won't be using it at all.

Did not know there was a Unity layer that could be assigned to tile map layers, this is exactly what I was looking for! Thanks for always providing quick support :)

Support / Assigning a layer to tilemap sprites
« on: February 06, 2014, 01:32:43 pm »

I'm building a 2D side scrolling prototype where the character is able to jump and land on the ground. Using the sample assets (beta) 2D Character prefab. I have created a new Unity layer called 'Ground' that is for all ground sprites that the character is able to land on.

How could I integrate this using the Tilemap? One way I have done it is to create a prefab of a tk2dprite that is going to be a ground, with a box collider and its layer assigned to Ground, and using the Tilemap Data feature to replace all instances of this sprite with the prefab I created. Is this the most optimal way? This becomes a problem for me currently as I'm using the same sprite for this ground that is turned upside down, and is not a ground, but of course since it's the same sprite the tilemap replaces them with the prefab I created.

If I do stick with the prefab/data method (if there is no better way) how would this perform? The levels are of course static - do tilemaps do static batching? Would they still be statically batched if they turn into my prefab?

Support / Re: Static sprite batcher not respecting layers properly?
« on: February 06, 2014, 09:11:46 am »
I see, thanks for that. Does this basically mean we must use z values?

Support / Static sprite batcher not respecting layers properly?
« on: February 06, 2014, 08:53:18 am »

I am following the Whack a Mole tutorial (http://www.unikronsoftware.com/2dtoolkit/docs/latest/tutorial/whack_a_mole/game_objects.html)

I'm doing this in Unity 4.3.x with Sorting Layers, so I'm sorting the sprites using 'Order in layer' rather than using z-values. When I click Commit on the static sprite batcher, the Sky Burst sprite moved itself on top of the landscape sprite, but if i hit Edit, then the sprite is fine again.

Does the static sprite batcher have a problem respecting layers? or did I do something wrong

Before Commit:

And After Commit:

Support / Can't left click to select objects behind the TileMap
« on: February 05, 2014, 11:54:41 am »
Hi guys,

I've got a 2D scene with a tilemap and a tk2d sprite object inside the borders of the tilemap. Everytime I left click on the tk2d sprite, it always selects the Tilemap object instead of the tk2d sprite. I then added a cube (standard Unity cube). I can select these cubes with left mouse click without any problems.

What can I do to fix this? It's actually driving me insane

Edit: It seems if I position the sprite's Z axis position in front of the tilemap it seems to work. Is there any other way?

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