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Messages - Arnold

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16
Support / Gaps in Sprite Collection Atlas
« on: April 01, 2014, 10:38:43 am »
Hey there,

i'm trying to fit an iPad retina full screen image tiled in 512x512px images into a 2048x2048 sprite collection.
But it seems that between the images there are gaps, because the images are not aligned 100%, and the atlas can only hold 9 tiles but i need 12 tiles in there. Is it possible to do something about this?


17
Support / Re: UI Button in Scrollable Area unresponsive in certain position
« on: February 17, 2014, 07:41:36 pm »
Hi,

just wanted to report back on how it went.
I wasn't able to find the bug and i still don't know what was wrong.
Still i was able to fix it with creating a new scene and rebuilding it the same way as it was in my old one.
Strangely enough everything now works as expected, without changing the individual parts (buttons, scroll area etc.).
But it was in general the second time where i could only fix a bug with setting up a new scene…

Anyways thanks again for your help!

18
Support / Re: Advice regarding spritesheet size and performance
« on: February 08, 2014, 10:39:35 pm »
thanks for the tips!
i evaluated my stuff and i will go with version 2, the overhead is ca. 2mb so it won't hurt my filesize that much, but makes everything else waaaay easier!

19
Support / Advice regarding spritesheet size and performance
« on: February 08, 2014, 02:55:07 pm »
Hi!

I have a basic question how i should setup my atlases.

In my iOS game i will have 30 characters which i'm going to animate via Spine. Each character is composed of 3 bodyparts, a pair of eyes and a mouth. The different mouth types are universal (same for each char), the rest is specific for each char.

I have several ways of setting up my animations:

1) the body animation (only the 3 bodyparts per sheet), the eyes and mouth in one animation ( specific eyes + the mouth sprites in one sheet) and combine them to a layered anim via code (not very good to animate)

2) bodys, eyes and mouth in one sheet (per character), which means i have to copy the mouth sets 30 times ( a lot of duplicates)

3) every thing in one sheet ( bodys, eyes, and the mouth, everything) which would work on a 2048x2048 sprite sheet.

As i understand less bigger sheets are better than more smaller ones, because you save draw calls right?
The problem with the approach 3 is that when i want to add more chars, the one big spritesheet due to ios limitations of 2048, could be full. What would happen then?

What do you guys think is the best approach. Right now i would love to build it like No. 3, because the animation part will be the easiest.

20
Support / Re: Top Left anchored Sprites are displayed in as centered
« on: February 05, 2014, 03:29:42 pm »
ahhh thank you, must have hit some hotkey by accident!

still a unity noob ;)!

21
Support / Top Left anchored Sprites are displayed in as centered
« on: February 05, 2014, 02:58:06 pm »
Hi!

Idk what happened and its not really game breaking but anoying for sure.
All my sprites and even the Camera Anchor get displayed as centered, even though they are all top left.

This happend somehow and it seems to be a unity wide thing, because in multiple games its the same "bug".
Which button have i pressed wrong?


22
ok cool i will give that a try and report back!

23
Support / UI Button in Scrollable Area unresponsive in certain position
« on: January 25, 2014, 06:22:24 pm »
Hi,

i have a really weird bug with my buttons inside a scrollable area.
Sometimes the button is unresponsive, then after moving the scroll list a bit, it becomes responsive again.
But it seems the unresponsiveness is related to the position in the scroll area.
The problem is, i can only test the functionally on the device and not in the editor. There is no collider at this
position that could eat the touches, so i really confused with this bug.



24
Support / Re: Is there a way to change tk2dCamera origin to Top Left
« on: January 16, 2014, 05:07:24 pm »
ok i see, thanks!

25
Support / Is there a way to change tk2dCamera origin to Top Left
« on: January 16, 2014, 02:29:33 pm »
Hi,

as the topic says. Right now i can choose center, bottom left.
Is it possible to change it to top left?

Best
Arnold!

26
Support / Button on top of UIMask
« on: December 28, 2013, 01:15:07 pm »
Hi!

problem: i would like to have a button on top of a UIMask, which is part of a scrollable Area. Obviously the mask is denying clicks for all elements in its bounds. Is there a way to make the UIMask ignore stuff that is in a z order on top of it?

Thanks!

*UPDATE:
Fixed it by using a TK2D Ui Button!

27
Support / Re: UIItem in Scrollable Area does not fire Clicks
« on: December 22, 2013, 04:44:32 pm »
Its definitely the scroll area collider who is stopping it, but how should i set it up. This is exactly like in the UI Demo, but i'm using a sprite instead of a UI Button.

*Update:

Ok wow i fixed it. My Sprite was on the wrong z. The scrollable area is on 0 my sprite on 1. That was wrong, after changing it to 0 it worked. An Afternoon wasted!

Thanks for hint ;).

28
Support / UIItem in Scrollable Area does not fire Clicks
« on: December 22, 2013, 03:35:26 pm »
Hey,

I have a Prefab with which is a UIItem (target is another gameobj, which should fire a method with "on release" ) which resides inside a Scrollable Area. If i drag & drop the Prefab in the scene view manually and try to click it, everything works as it should. When i instantiate the same prefab via load from the resources it does not get recognized. I have checked if the Prefab Clone has different values than the one i drag & droped, but they are the same.

I'm completely lost on this on.

*Update:

Problem seems to be another one i attached a screenshot. If the Sprite is below the Scroll area it don't get any clicks, if it's not below it works...

29
Support / Drag & Drop from Scrollable Area
« on: December 20, 2013, 07:09:16 pm »
Hi!

I want to get some input from you guys. What i want is a scrollable area with several items, which i can drag out of this scrollable area. Ss that possible with such a scrollable area or should i go with a custom solution?

30
Support / Mouse Position with tk2dCamera
« on: October 13, 2013, 02:45:32 pm »
Hey,

i'm trying to get the Input.mousePosition.x on a tk2dCamera with an upper Left Anchor. The script is attached
to a child of the Anchor. I'm using a iPhone 5 640x1136px Resolution, but the values i get from the mouse are not correct.
I tried some stuff with ScreenToWorldPosition() as suggested, than the values are correct but 0,0 is no longer on the top left.

What i want are the "real" positions of my click/touch based on the screen size (top left 0,0 or bottom right 640,-1136).

How do i do this?

Thanks!

*** Solved my own Question: Problem was that i had the tk2DCamera Origin to center instead of Bottom Left. Now my ScreenToWorldPosition Value is correct!


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