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Messages - mitralone

Pages: 1 [2]
16
Support / Re: Washed out colors on IOS
« on: March 04, 2014, 01:08:53 am »
Well I am using tk2d shaders but the issue is not limited to Unity. I see it in all apps, games.

Just try to upload the image I posted to you ipad 2 or iphone 4s or lower. Then compare the image to the way it looks on your computer. The problem is more obvious on purple shades. I tested with games of Disney etc as well. Same result.

Also check this very interesting article.

http://regex.info/blog/2012-03-27/1964

Do not forget to read this both on your computer and your ios device. :)


17
Support / Re: Washed out colors on IOS
« on: March 02, 2014, 06:22:28 am »
Well I have already checked off all IOS overrides and everything is in truecolor.

To check one more time, I simply sent my atlas file to the device with dropbox and the same problem exists there as well. I did the same thing with other images and same issue is there. When I take a screenshot from my game and then I transfer that image to my computer, everything looks as it should. Very strange.

You can do the same test. Just take a screenshot from any game or simply transfer an image from your computer to ipad and then look at both pictures on both devices. I tested this with an ipad2 and an ipad mini(non retina) and both had the same results. Images are non unity generated(simple background I found on internet for ipad). I am attaching the bg for you to test out.

I just tested on a 5th generation Ipod and it seems it is not effected. So far Iphone 4, ipad mini and ipad 2 seems to be effected.

18
I remember reading somewhere that using sphere colliders in slopes produces the smoothest collisions. Can you try changing your colliders to sphere?

19
Support / Washed out colors on IOS
« on: March 01, 2014, 02:54:55 am »
Hello all,

I am experiencing a strange problem. My graphics seem to lose color info when transferred to ipad. I even tried transferring my atlas image directly and the problem exists. Its like you have decreased the saturation on all textures. Everything seems perfect in unity but on ipad, images are crystal clear but with bad color.

I have read that IOS devices do not manage color profiles in images so is there a way to overcome this? I want my graphics to look as I have them in PS.

Thanks


20
Support / Scale fields in Sprite Editor not accepting numbers
« on: November 29, 2013, 10:28:53 am »
Hello,

Is anyone experiencing this? When I import new images into my sprite editor, when I try to adjust the scale to be used, I simply can not enter any numbers. I can slide left & right to adjust the value or paste in values but just can not enter numbers. Any ideas or fixes?

PS: It works in the first time the editor is opened but after first number entry, it stops working.


21
Just thinking out loud without seeing your cards. Would it be not possible to generate cards on the fly if certain parts of the cards are shared? If it was regular playing cards, I think just putting the four symbols, the images for the Jack Queen and King would suffice to generate all 52 cards. Oh and a suitable font for numbers.

Sounds interesting to hear how you guys will solve this. 400 cards in a game though, I am curious.

22
Support / Re: I keep getting a crash when commiting my collection
« on: September 09, 2013, 08:31:08 pm »
I had that same error when I tried to slice a fully transparent image. The commit just does not work and errors start to jump out from tk2d scripts. Just do not try to dice a blank or full trans image. It needs at least one pixel to work. Man you should have seen my scene and better yet seen my face when scene turned that way. Terror for about 20 mins.

23
Support / Re: New Unity 2D Tools this fall
« on: August 30, 2013, 07:31:30 pm »
I believe once Unity fully releases 2D tools, 2D Toolkit will build on what they offer. Assuming they have hired the creator of Rage Spline, we can expect similar functionality so I guess the road map of 2D Toolkit should also include SVG import and vector editing tools.

Also, I do not think native Unity atlases will be as optimized as 2DTK (I do not expect slicing). Anyhow, I believe 2DTK will still be a very useful tool.

24
Support / Re: Particle system rendered behind sprites?
« on: August 05, 2013, 12:40:17 pm »
Hey I had this issue in many particle systems. It seems this is mostly related with the particle systems generation direction. When looking from camera angle, you can not perceive it correctly. Try to rotate the camera and see if the particle system is actually generating particles to the front of the sprite. You might have to play with the rotation of the particle system to get this to work and look correctly.

Also,  in the particle systems renderer tab, play with sort mode options if your sprite has transparency.

Hope this helps

Mitralone

25
Support / Offset sprites
« on: July 26, 2013, 08:10:56 am »
Hello,

Is it possible to set the offset of individual sprites? I am trying to get a parallax effect and instead of moving the sprite, I thought since the sprite is tiling itself, I could just offset the sprite in x axis.

Is this possible at all or would it be available for future versions? Maybe this can be possible in an animation but then it would not be possible to adjust the speed of shifts.

Thanks in advance for replies.

Mitralone

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