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Messages - jacky

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Support / Re: How to disable ui multi touch?
« on: December 05, 2013, 02:41:13 am »
I am having the same issue and I used that code and it makes all of the buttons stop working and one button plays it's sound. I would probably be here for a while trying to figure out everything that is going on in that code. Any ideas?

Unfortunately, I can't send my project and a repro case would take forever so that makes things a bit tough. Hopefully either tobia88 got it working or Unikron, perhaps you have some idea of what could be causing it.

Nevermind, it was a bug in my code...

I was just wondering if this is still a known issue. I am having the same problem but it could be a bug in my code. Thanks!

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 22, 2013, 01:49:54 am »
But the Unity text mesh (not tk2d text mesh) will work with this. Doesn't that play well with dynamic fonts?

Sorry, I have not had a chance to work on this too much. I tried putting a TextMesh into the layout but the text was extremely pixelated. It could be an issue with something that I did but I had some other things come up so I haven't had a chance to work on it too much. I will update when I back to it! Thanks!

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 20, 2013, 06:13:19 pm »
Ouch. I was worried that might be the case! This is quite a dealbreaker for apps that need to be localized in languages such as Chinese. I saw an old post with talk of using packed fonts. Even doing it that way you would still have to have a quite a few textures to hold all of the characters in the Chinese language!

Any suggestions on how to use tk2d with languages like this? Is it even possible? I love what you have done with the layouts and I would love to be able to use it in all of my apps!

Thanks again for the amazing product and support!!

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 20, 2013, 05:33:41 pm »
It works with gameobjects, and will position but not scale them in exactly the same way that a tk2dTextMesh currently behaves. In fact, I don't think the system really supports tk2dTextMesh at all, but positions the gameobject regardless of what component is on it (unless it's a sprite or layout) - so yes it should work with GUIText in the same way.

I was hoping this would be the case but I tried throwing a GUIText in and it did not move with the button. I am assuming that this has something to do with the transform. The GUIText uses a transform from 0 to 1 (with 1, 1...ignoring z) being at the bottom right(?) of the screen. I am thinking that I could create a custom class by extending GUIText and calculating the transform but I am hoping there is an easier solution that I am missing!

Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 19, 2013, 11:41:43 pm »
First of all, the new layout system looks great!

One question though, is it possible to use non-tk2d elements in the layout? The first that comes to mind is the GUIText. We need the ability to display, for example, Chinese characters. This is pretty impractical with bitmap fonts.


Releases / Re: 2D Toolkit 2.1 beta 2
« on: July 23, 2013, 08:18:41 pm »

Sorry it took me a while to respond. I had a deadline on another project. I started a new project with the 2.1 beta 2 and I am using the tk2dCamera with a tk2dSprite as well.

- jacky

Releases / Re: 2D Toolkit 2.1 beta 2
« on: July 18, 2013, 06:46:42 pm »
I think I found a bug in the new version. I am not sure if this is where I should report it or not.

When I move a sprite in my project, it does not clear the previous images in the game view. Basically, it acts as if I have clear flags set to "don't clear". When I hit play it refreshes and clears the old images.


Releases / Re: 2D Toolkit 2.0 final
« on: June 04, 2013, 12:43:41 am »
FYI, I had the same error (PPtr cast failed...) and it did in fact only happen once.

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