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Messages - Arnold

Pages: [1] 2 3
1
Support / Re: 2d Toolkit deprecated on store
« on: October 13, 2019, 09:31:50 am »
I'm really curious if open sourcing it would enable a community based continuation of the plugin.
I'm a super novice programmer and always used 2DTK because it is so easy and abstracts away most
of the bullshit you have to put up with Unity's 3D nature or it's 2D implementation.
This kind of community stuff still needs supervising so again i'm not sure how feasible it would be.

2
Support / Re: 2d Toolkit deprecated on store
« on: October 11, 2019, 01:23:24 pm »
Wow, this is the saddest news i had to read in a long time!  :-\

All my games are at least 75% 2DTookit and to lose such an awesome tool in the future, is really sad.
I understand your concerns and i guess there is not much fun in fighting Unity bugs instead of
improving the plugin it self. As other have asked is there any way to send you some money to support
your ongoing support for the older versions?

3
Releases / Re: 2D Toolkit 2.5.8.12 BETA (Updated 9 Apr)
« on: April 25, 2019, 06:12:08 pm »
Hi,

with the latest Unity 2019 i get this error when hitting save in a scene.
This has not stopped me from running my game and i don't know what Unity is erroring on:

Code: [Select]
InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
tk2dIndex.GetSpriteCollectionIndex () (at Assets/TK2DROOT/tk2d/Editor/tk2dIndex.cs:76)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:147)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:37)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:633)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()

4
Support / Re: Issues with Unity 2018
« on: April 24, 2019, 03:03:16 pm »
Reporting in on the latest 2019 build with Beta3, everything works so far on my end. Great work!

*Update

If i hit Save in a scene i get this error, but this hasn't stopped the game from running.

Code: [Select]
InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
tk2dIndex.GetSpriteCollectionIndex () (at Assets/TK2DROOT/tk2d/Editor/tk2dIndex.cs:76)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:147)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:37)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:633)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()

5
Support / Re: Issues with Unity 2018
« on: January 14, 2019, 01:04:15 pm »
I gladly help with any testing needed -> hello@tinytouchtales.com

6
Support / Scrollable Area - Masks don't stop clicks to UIItems
« on: May 11, 2017, 09:30:40 am »
Hi,

i have a weird issue with Depth Masks on Scrollable Areas. As you can see from my gif, i'm able to click the UIItem button even if it's below the mask.
I'm not sure if i encountered this before. Also in the Demo i can not see this behavior, but i also can't see why it would happen in my setup. Everything is on z-layer 0 and still the clicks go right through the mask collider. Any clue why this happens?

Thanks
Arnold

***EDIT****

Nevermind i'm just stupid. Setting the Masks to a higher z value (-1) solves the issue.


7
Just googled my own Topic...

Here's another gotcha for any future googles:

If you use a singleton and don't use

Code: [Select]
void OnDestroy()
{
    Instance = null;
}

Texture references to prefabs etc. are stored forever and you can never free this memory.

8
Showcase / Card Crawl [iOS]
« on: March 22, 2015, 10:32:37 am »
Hi,

i wanted to share our game Card Crawl which is mainly made with TK2D.

Card Crawl is a Dungeon Crawler build around a modified deck of standard cards. The basic idea of the game is to clear the Dungeon (a fixed deck of 54 cards) without dying and as much gold as possible. The gameplay evolves around managing your limited inventory and health, by using equipment and special cards. Monsters and equipment cards are fixed, but each play trough you can use 5 special ability cards that can be chosen by the player (mini deck building). Different ability cards can be unlocked by spending the collected gold.

Trailer: https://www.youtube.com/watch?v=Qc2TJoaDbJ4
Download: https://itunes.apple.com/us/app/card-crawl/id950955524


9
Ok thanks for the quick help, will try to find the issue - i have a guess already but lets see.

***EDIT

Ok, i found the problem. One of my GameObjects was referenced in a pooling script where it was linked to the GameObject Prefab.
I also found out that the Profiler is pretty correct when it comes to textures loaded. It pretty much is the same in the Editor and on the Device.

10
Interesting so "any" other object in the scene which could hold a reference to it would be able to block the unload. Even if the original GameObject is destroyed?

11
Ok i've attached it to the iPhone and it's the same problem. There are exactly 9 references which are the 9 parts my prefab is made of. But there is no GameObject of this prefab existing in the scene anymore.

https://dl.dropboxusercontent.com/u/1291801/iphone5.png[/img]]

12
Aha ok interesting. Would a standalone build be enough to be sure or do i need to build for iOS to actually see what happens? As far as i understand i can't attach the profiler to xcode somehow right?

13
Hi!

With Unity 5 i have finally accsess to the profiler with which i'm trying to optimize my game.
Now i'm not an expert on how memory management in Unity/Tk2s works but i have this strange issue
where i can not unload one specific atlas! I'm 100% sure that there are no GameObject referencing this atlas
in my scene anymore before i call Resources.UnloadUnusedAssets().

But the Profiler still says the Atlas references the original Prefab? Which is strange since i don't understand
why it would do that instead of only linking the atlas to acutal sprites within the Scene?

Maybe i'm getting something wrong here but how is that possible and how can i unload that freaking atlas :D?


14
Support / Middle Center Text Wrap misalignment
« on: August 01, 2014, 12:55:21 pm »
Hey,

i've noticed a small thing with text which is word wraped and has a middle center anchor.
I seems that the space char in "Draw Hero" gets put at the beginning of the second row, thus leading to a misalignment.
If i put a second space at the end "Draw Hero " it aligns correctly. When text is anchored lower left the space gets deleted and everything looks fine.


15
Support / Re: Gaps in Sprite Collection Atlas
« on: April 01, 2014, 04:34:28 pm »
Ok thank you, then i will split images into multiple atlases!

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