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Messages - Martin

Pages: [1] 2
1
Support / Re: Profiler spikes for tk2dUIManager.SortCameras()
« on: October 11, 2013, 01:55:53 pm »
Thanks, I'll run this benchmark again when 2.2.1 is out.

2
Support / Re: Profiler spikes for tk2dCamera.OnPreCull()
« on: October 11, 2013, 01:54:42 pm »
Thanks, that clears it up. It's peace of mind to know I can ignore this one while profiling :) 

3
Support / Profiler spikes for tk2dCamera.OnPreCull()
« on: October 10, 2013, 06:26:55 pm »

I have spikes of activity for  tk2dCamera.OnPreCull() in the profiler, what might cause this?


4
Support / Profiler spikes for tk2dUIManager.SortCameras()
« on: October 10, 2013, 06:21:28 pm »

I have spikes of activity for  tk2dUIManager.SortCameras() in the profiler, what might cause this?


5
Support / Rotation of a 3d object using tk2dUITouch
« on: September 05, 2013, 01:24:11 pm »

How coul I rotate an object using tk2dUITouch from a tk2dUIItem?

I would like to achieve something similar as the code below, to rotate the object on 3 axis when dragging over it (either mouse or finger).

Code: [Select]
public class ModelViewer : MonoBehaviour
{
public Transform rotateMe;
private float speed = 200.0f; //how fast the object should rotate
  private Vector3 axis = new Vector3();

void Update ()
{
axis.x = Input.GetAxis ("Mouse X");
axis.y = Input.GetAxis ("Mouse Y");
rotateMe.Rotate( axis  * Time.deltaTime * speed);
}
}

Code from: http://answers.unity3d.com/questions/10443/how-to-rotate-an-objects-x-y-z-based-on-mouse-move.html

6
Support / Re: Closing dropdown with script (tk2dUIDropDownMenu)
« on: September 04, 2013, 08:49:20 pm »
Yep, that works! Thanks :)

I'm using code on a collider to close the dropdown if the user click outside of the dropdown. Any chance CollapseList() to be made public on future release?


7
Support / Closing dropdown with script (tk2dUIDropDownMenu)
« on: September 04, 2013, 02:11:46 am »

I could not find it in the documentation, is that something possible? I tried to use CollapseList() but nothing happen.

8



Our first game using Unity and 2D Tooklit, a whack-a-mole with physics and power ups. Tap bunnies and their payload to get enough points to reach the next level.

Free on iOS for today instead of the regular price of $1.99 :)

Trailer : http://www.youtube.com/watch?v=0tbzkwYW4pY
Android: https://play.google.com/store/apps/details?id=com.cococucumber.bunnybonker
iOs: https://itunes.apple.com/app/bunny-bonker/id633197786

Feedback welcome!




9
Support / Re: tk2dUIItem support mesh collider?
« on: July 06, 2013, 09:14:46 pm »
I changed it to Front and all working perfect now, thanks!

10
Support / Re: tk2dUIItem support mesh collider?
« on: July 06, 2013, 08:55:04 pm »
I turned on "Convex" and now it is working, is that the front cap?

11
Support / tk2dUIItem support mesh collider?
« on: July 06, 2013, 07:50:06 pm »
I'm trying to use a User Defined Collider Mesh with a tk2dUIItem but can't get it to work. If I replace it with a box collider it works as expected. Are mesh collider supported with tk2dUIItem?

12
Support / TileMap Z Depth
« on: April 01, 2013, 03:28:43 pm »

I would like to give a tile map some height for the Npcs to walk on, similar as this:

Is that something possible to achieve with a Tk2D?





13
Also interested in normal map for our next project!

14
If I delete or change the sprite collection the animation is referring to, there is no way to fix it as the Animation editor disappear and the console spam errors. Would it be possible in case of missing frame to keep the animation clip but just reset the collection or clip it tries to refer to?

Edit: I could get the SpriteAnimation to work again by opening the .prefab in a text editor and deleting the clip with the missing frames.

IndexOutOfRangeException: Array index is out of range.
tk2dEditor.SpriteAnimationEditor.TimelineEditor.DrawFrameGroupEx (Rect r, .tk2dSpriteAnimationClip clip, tk2dEditor.SpriteAnimationEditor.FrameGroup fg, Boolean highlighted, Boolean showTime, Boolean playHighlight) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:525)
tk2dEditor.SpriteAnimationEditor.TimelineEditor.DrawFrameGroups (Int32 controlId, Rect frameGroupRect, .tk2dSpriteAnimationClip clip, System.Collections.Generic.List`1 frameGroups, Single clipTimeMarker) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:211)
tk2dEditor.SpriteAnimationEditor.TimelineEditor.Draw (Int32 windowWidth, .tk2dSpriteAnimationClip clip, System.Collections.Generic.List`1 frameGroups, Single clipTimeMarker) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:158)
tk2dEditor.SpriteAnimationEditor.ClipEditor.Draw (Int32 windowWidth) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:564)
tk2dSpriteAnimationEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationEditorPopup.cs:480)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

15
Releases / Re: 2D Toolkit 1.92 final
« on: March 26, 2013, 06:39:34 am »
Updated and compiled for Android with no issues so far (Unity 4.1). Thanks for the update!

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