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Messages - unikronsoftware

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31
Support / Re: Issues with Unity 2018
« on: January 21, 2019, 10:07:38 pm »
Yet another dead end :( This is proving way more messy than I thought it would be.
Back to the drawing board...

Maybe all is not lost. If anyone wants to try this patch please let me know. It works, and will get you through last minute fixes for your game. Dont know how stable it will be overall though - 2d toolkit grew a LOT over the years and there are tons of obscure features that I don't use any more.

Basically what works is -
you can now commit sprite collections and animations. It doesn't refresh in the scene automatically but if you reload the scene it fixes itself up.

32
Support / Re: Issues with Unity 2018
« on: January 14, 2019, 09:49:24 pm »
Cheers for the offer for help guys. Will let you know when the update is ready - still needs quite a bit of work as it requires so many changes.

33
Support / Re: Issues with Unity 2018
« on: January 11, 2019, 12:01:08 am »
By manual project upgrade I mean
1. Updating tk2d
2. Starting Unity and running a menu entry to upgrade (it will still work, but you wont be able to edit your collections until you upgrade)
3. Modify your code (potentially?) if you use some parts of the system (eg. if you use tk2dSpriteCollectionData directly, the class ref needs to be changed to tk2dSpriteCollectionDataV2).

I assume its less likely that people direclty access these data classes... the functions are EXACTLY the same, and none of the runtime classes should be affected, eg. tk2dSprite and friends are all exaclty the same.

I have V2 working, just need to sort the migration next, but will need volunteers to help test (BACKUP YOUR PROJECT PLEASE!)

34
Support / Re: Issues with Unity 2018
« on: January 10, 2019, 10:45:34 pm »
I think I have a solution to this. It will need a manual project upgrade after switching to 2018, but it should be a one off, and it should automatically upgrade everything. There may be caveats with assetbundles but otherwise should work as a one way upgrade step. That way I can support what is there, but deprecate it and provide a migration for users.

Also it would be unrealistic to support any version prior to 2018 in this update (quite possibly, but still unsure) as the changes will be so far reaching.

Thoughts?

35
Support / Re: Issues with Unity 2018
« on: January 08, 2019, 11:37:02 pm »
This is not looking great - its changed quite substantially and I'm running out of hacks that I can think of to work around this. Will keep plodding at this.

36
Support / Re: Issues with Unity 2018
« on: January 06, 2019, 05:02:24 pm »
Still investigating a solution. The new prefab system has busted it.

37
Support / Re: texture loses a line pixel
« on: July 09, 2018, 09:56:57 pm »
What is +200? An image? post the image here if you can.

38
Support / Re: Issues with Unity 2018
« on: July 09, 2018, 09:56:20 pm »
Hi there,

Apologies for the late reply, I have not seen this issue at all.
Can you try to create a repro case for this?

39
The originals should never be included in a build. Do you ever reference them anywhere in your scenes?

You shouldn't need to delete the sprites.

40
Support / Re: Animator.Play significant FPS drop on first call
« on: June 29, 2018, 11:13:54 am »
Init is where it loads the data. It does it on first enable. Easiest workaround is to have a sprite in the scene somewhere that is visible (enabled) during load. That will get it to load as the level loads.

41
Support / Re: Multi-Touch doesn't work
« on: June 29, 2018, 11:12:42 am »
Do you have more than one of the UI managers in your scene?

42
Support / Re: texture loses a line pixel
« on: June 29, 2018, 11:11:57 am »
That is really odd. Can you draw it in wireframe?

43
Support / Re: Leaving 1x assets out of builds
« on: June 18, 2018, 10:10:14 pm »
Hi, it is possible to do this but needs a bit of procesing trickery.
Basically the assets that are included in the build are in Resources/TK2D/...

If you run through the assets, find the ones you dont want to include and mvoe them out of resources - do your build and then move them back you should be able to automate this.

44
Support / Re: Animator.Play significant FPS drop on first call
« on: June 18, 2018, 10:09:02 pm »
Is this the specific issue, or the fact that your sprite collection isn't loaded at that point and it pauses to load? I recommend looking in the profiler to see what the bottleneck is at that point.

45
Support / Re: Sharing assets among multiple sprite collections
« on: June 18, 2018, 10:06:58 pm »
Hi,
It is not possible to share assets in this way sorry

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