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Messages - unikronsoftware

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61
Hi,

This won't be an issue in iOS as far as I am aware. Its a d3d9 issue to be specific.
Its weird that you can still see issues with the version submitted here, it was 100% reproducible on mine and behaved as I expected it (I had / still have a test case that demonstrates this).

I will look in 2017.2 and see what it does in there...

62
Support / Re: Window Script
« on: November 11, 2017, 10:09:50 pm »
Hi,
Did you try that thing I suggested in the email?

63
Releases / Re: 2D Toolkit 2.5.8.7
« on: October 17, 2017, 05:09:53 pm »
Hello! Why there's no new version on Asset Store?

Hi, turns out I forgot to press submit! Doh! Done now.

64
Support / Re: Advanced Collider Shapes Workflow
« on: October 10, 2017, 09:33:01 am »
The name dropdown was built so you could have shared names whilst avoiding typos in the different colliders that were added. This is so if you were moving a hand collider you could move it rather than destroy (disable) and re-create it. The tickbox selects the collider currently being edited.

In terms of performance, I would just write a simple script to pool initally (create if not exists, or disable when not needed). Depending on your use case, editor scripts might not be necessary.

65
Support / Re: Advanced Collider Shapes Workflow
« on: October 09, 2017, 02:21:35 pm »
Hi,

The advanced collider system was created for a particular customer who was using it for a fighting game - basically they wanted to use it to mark hit boxes on the character. What it does is it lets you create the shapes in the editor but doesn't do anything further than that with the data.

You will have to write code to create the colliders at runtime. "The data isn't used by the actual runtime, but you can hook into the system to tell you when the sprite (and as a result the attached colliders) have changed. Please note that the system will not create the colliders for you - you will be responsible in doing that should you wish to create colliders."

To get you started, here's a script that will create and destroy colliders at the correct positions. Its not complete, so doesn't respect rotations. And you should really pool these.

66
Apologies for the delays but I have released an update with this issue fixed and tested with all the combinations of supported Unity versions (5.5+) and permutations. Let me know if it works for you

67
Releases / 2D Toolkit 2.5.8.7
« on: October 04, 2017, 11:50:50 pm »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html

Documentation available at:
http://2dtoolkit.com/docs/2.5


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Fixed sprite picker in Unity 2017
  • Added shader define to stop auto upgrade in > 5.6
  • More Unity 2017.1f3 compatibility fixes
  • Fixed up Unity 2017.1f3 warnings
  • Exported in Unity 5.5. Previous versions of Unity are no longer supported
  • Removed tk2dSkin.dll dependency. Dll has been emptied out for backwards compatibility
  • Lots of bug fixes and improvements
  • Added experimental support for polygon colliders in tilemap. In the tilemap edit page, Edit > Settings > Tile Properties > Use 2D Polygon Colliders to turn this mode on.

Bug fixes and improvements
  • Fixed tilemap editor and scratchpad on highdpi displays
  • Fixed half texel offset in tk2dCamera in new Unity
  • Fixed texture watcher bug on Windows
  • Fixed tilemap prefab instantiation bug
  • Fixed tk2dCamera rotation issue, added support for WSA
  • Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
  • Inertial scrolling fix for scrollable area
  • Removed platform specific functionality for WebPlayer, WP8 and Flash
  • Fixed negative box collider warning
  • Fixed input field string doubling up on Android
  • Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
  • Fixed deprecation warnings for Unity 5.4 and 5.5
  • Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
  • Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
  • Texture importer supports "Sprite" textures as input in Unity 5.5

68
Support / Re: Custom renderer for tiles
« on: October 04, 2017, 11:40:36 pm »
Hi

Apologies for the late reply. A per pixel draw order should work, but I can't really advise about the other asset as I've not used it.

What are your precise requirements? Do you need a char to always draw on top of bg elements, but sort in some fashion with other objects? Are your sprites alpha cutout (no blend?) While i may not be able to advise about other assets, I might be able to give you some ideas on how to implement this.

69
Support / Re: Can't select Sprite animation
« on: October 04, 2017, 11:35:35 pm »
Hi, this sounds really odd but - Unity consistently lets you change the names of objects in your project (not hierarchy) but will not save this. The name of the object is always pulled from the filename of the asset - so if your SpriteCollection is called SpriteCollectionA in the OS, that will be the name next time unity restarts. The correct way to "rename" an object is rename using F2 like you found.

70
Support / Re: Warnings
« on: October 04, 2017, 11:32:57 pm »
Hi,

I am just about to release the next hotfix, but I can't seem to find that file anywhere. WHich version did you download, and where from?

71
Support / Re: Why doesnt 2dtk hierarchy sort?
« on: October 04, 2017, 09:35:14 pm »
Hi Unity UI draws and sorts in a different way to the rest of Unity. Unity UI should draw on TOP of tk2d sprites in the game window though, unless you've set it to be a world space UI? I can't really tell from your screenshot how you have set this up..

72
Support / Re: sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 25, 2017, 11:36:40 pm »
Hi,

I have a solution thats more or less tested, but I am travelling until this weekend. I would very much like to run some final tests before releasing this, it could have huge repercussions to lots of people if I make any mistakes. Hopefully this weekend.

Apologies for the inconvenience.

73
Support / Re: 2d toolkit and new unity ui system
« on: September 17, 2017, 11:43:40 am »
Here's a simple implementation of it -
1. Import the unity package (Unity 5.4 minimum)
2. drag the tk2dUnityUI to a Unity UI rect transform (make sure there is no image script on it)
3. drag the sprite collection data object into the slot and select the id.

The inspector isn't pretty - if this works for what you're trying to do I'll try and get a better looking inspector UI in the next week. It supports most tk2d features including dicing.

If its stable enough, maybe this could go into tk2d as well.

74
I've not seen this issue before.
Have you raised this with Unity support? Please do that - this sounds like Unity crashing on the platform. Tk2d doesn't do anything particularly odd there, so I don't know how it could cause a crash there.

75
Support / Re: Can't get world ray to identify tile
« on: September 17, 2017, 09:29:36 am »
Hi,

The GUI functions require a GUI Layer component I think.
You don't need GUIPointToWorldRay.

Assuming the tilemap is perpendicular to the camera (i.e. no rotation on camera or tilemap) you don't need the plane intersection either. If your camera is perspective you'll need the line that does mousePos.z, otherwise you can remove that too. This gives you the X, Y tilemap coordinate where the mouse is on.

Code: [Select]
Vector3 mousePos = Input.mousePosition;
mousePos.z = tileMap.transform.position.z - cam.transform.position.z;

Vector3 worldPos = cam.ScreenToWorldPoint(mousePos);

int tileX = 0, tileY = 0;
tileMap.GetTileAtPosition(worldPos, out tileX, out tileY);


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