Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - habitoti

Pages: 1 [2]
16
Support / Exception on Font Spritesheet Generation
« on: November 26, 2013, 08:50:48 am »
Hi,

I am including mono-spaced digits for a score display into a font spritesheet (which already was successfully created for two differnetly sized bitmaps of a regular font). These mono-spaced digits are a bitmap font generated only from digits and some additional characters (.-# etc.), so very small.
Are you expecting certain characters to be in the font on generation of the atlas? Because when I now push "commit", I end up with the following exception:

Code: [Select]
IndexOutOfRangeException: Array index is out of range.
tk2dSpriteCollectionBuilder.Rebuild (.tk2dSpriteCollection gen) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1298)
tk2dSpriteCollectionEditorPopup.Commit () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:446)
tk2dSpriteCollectionEditorPopup.DrawToolbar () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:436)
tk2dSpriteCollectionEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:889)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

NOTE: I additionally just found this only happens when I choose PNG as format for the collection. No exception occurs when I choose "Unity Texture" as atlas format.

17
Support / Sharp Fonts
« on: November 23, 2013, 09:22:14 am »
Hi,

in general I am a bit obsessed with sharp fonts (see my efforts on Cocos2D/iOS…  8)), and I am not too happy how far I can get with Unity & 2d Toolkit right now. I am just trying to apply the same fixing as described in my before-mentioned blog, but I just found also this blog on improving font scaling by applying trilinear filtering to the font material and using a shader with a mipbias of -0.65. This is pretended to be done on Unity with a modified Toolkit 2D shader, but beside a mentioning of how to achieve this, no more details are given. I tried to modify the BlendVertexColor shader like this:
Code: [Select]
fixed4 frag_mult(v2f_vct i) : COLOR
{
float4 coord;
coord.xy = i.texcoord;
coord.w = -0.65f;
fixed4 col = tex2Dbias(_MainTex, coord) * i.color;
return col;
}

but this doesn't work. Well, this was like heart sugery with a bread knife, since I have no clue about shaders at all and just wanted to give it a bold try, but to me that sounds like something useful as an additional shader for 2D toolkit, or? And you guys probably have no problem in creating such a working shader in a second  ;)

Regards, habitoti

18
Support / Unity 4.3 sorting layers
« on: November 16, 2013, 07:51:08 am »
Hi,

one useful thing about the new sorting layers in 4.3 is the ability to lock them to prevent accidental selections and movements of e.g. background elements. However, Toolkit 2D seems not to consider that. If sprites are assigned to a locked layer, I can still select and move or size them. It would be great if the editor could consider the locked setting!

Another thing I noticed is that I can't assign a sprite to the default layer (when there are more than that one). Not sure whether this is a constraint already pf Unity or maybe just a bug in tk2d ;-)

Regards, habitoti

19
Support / "Automatic Fit" Box Collider Issue after 2.3.0/4.3 Upgrade
« on: November 14, 2013, 07:25:55 am »
Hi,

just upgraded Unity to 4.3 and 2D TOOLKIT TO 2.3.0 according to given procedures. Everything went smooth so far and runs in principle again. However I am facing two issues now where I can't see how to resolve them:

  • I have several pushbuttons with a normal and pressed state. These are top level UIItem GOs with the two sprite children for pushed and normal state. Pressing "Automatic Fit" in the UIItem component until < 2.3.0 correctly determined the union of the children extents for the parent GO, but now it set's the parent's collider extents to size 0, effectively disabling the button due to no more raycasting hits. As soon as I manually set the parent collider back to the expected size, it works again -- but of course I want to use the auto fit function ;-)
  • I have particle effects that have a larger negative z-component than all other on-screen items. Before 2.0.3/4.3, this assured they were always on top of everything. Now they are below every displayed sprite, but still above a background image. This made me think it's still some z-weirdness, but however I choose z, I can't get it in front. Looking in editor at 3D representation of the scene, the particles are really well on top of everything, so I have no clue why they are now suddenly hidden by all sprites.

Thanks, habitoti

20
Support / Audio Volume
« on: October 20, 2013, 09:53:31 am »
Hi,

I found that click sounds that I attach to UI buttons have a very low volume only. Of course I can start to play with the global listener volume or the source volume, but thinking about it I just wondered: do orthographic cameras have an impact on the listener volume? I.e.: if I have high res graphics and a lower res device (so that the camera is logically farther away), does that change the overal volume then, because the audio source are more distant to the listener? Or is that all completely irrelevant? Sorry if this is a no brainer, I am just starting to connect the dots...

Thanks, habitoti

21
Support / 2-sided sprite?
« on: October 06, 2013, 01:07:09 pm »
Hi,

can sprites have a "backside"? So can I flip a sprite (namely a card) over with a nice flip animation to reveal the card content (from a deck of cards all having the same backside image)?
I did Cocos2D/iOS before, and I could come up with a nice card distribution animation (see sample here) by having a card fly over to the target position, having a virtual camera revolve around it until halfway when only the side of the card was visible, then switched the sprite image to the actual card content and then flip it finally over to the destination pos. I suppose with 2D Toolkit being in "real" 3D space now should make that somewhat simpler, or?

Thanks, habitoti

Pages: 1 [2]