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Messages - habitoti

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46
Support / Re: 2.4B1: Sprites sometimes not displaying in Editor
« on: January 31, 2014, 05:24:13 am »
I sure did -- had 2 OOMs since  ;)

Since the sprites immediately re-appear as soon as I press Run, this is not a major showstopper for me. I'll keep watchin whether I see anything that can give you more clues as of what is happening...

47
Support / Re: 2.4B1: Sprites sometimes not displaying in Editor
« on: January 30, 2014, 07:57:19 pm »
The one thing that apparently has changed compared to 2.3: I am seeing tons of logs "tk2dEditorSpriteDataUnloader.Register: Already in list" -- I never saw those before.
I'll try to commit all atlasses again -- maybe something changes then.

48
Support / Re: 2.4B1: Sprites sometimes not displaying in Editor
« on: January 29, 2014, 09:17:34 pm »
I activated the Sprite Unloader already explicitly with 2.3, because otherwise I faced daily OOMs in Unity. This got much better when I switched it on (though it did not go away completely). I am really hesitant to switch it off now. Is there no other root cause you can think off that was introduced with 2.4?

49
Support / 2.4B1: Sprites sometimes not displaying in Editor
« on: January 29, 2014, 07:41:00 am »
Hi,

after having installed 2.4B1, sprites are sometimes simply not displayed in Editor. Only when I run the game, everything is fine again (also then back in editor -- but just for some time. Coming back from Mono, and they are gone again). I just see the big background sprite, which is not atlas based, so it's seems something to be wrong with the atlasses now.
When I move a sprite further down the Z-axis, it shows up as a pink box. In it's regular position (all the same z and just layer sorted) it doesn't show up at all.

Regards, habitoti

50
Support / Re: Anchor outside of Sprite
« on: January 07, 2014, 05:47:06 pm »
Great hint, thx!

51
Support / Anchor outside of Sprite
« on: January 07, 2014, 08:51:52 am »
Hi,

is there any technical reason for a custom anchor being constrained to the sprite boundaries? It would be great if it could be moved also to the outside…

Regards, habitoti

52
Support / Re: Disabling a UIButton
« on: January 03, 2014, 12:39:51 pm »
That's actually what I did so far, but it felt somehow "inelegant" and I thought I simply missed the right way to do it. Something like a SetEnabled(true/false) that makes any button act accordingly.

Thanks anyway, then I leave it that way.

Regards, habitoti

53
Support / Disabling a UIButton
« on: January 03, 2014, 12:10:06 pm »
Hi,

I hope this is not a completely stupid question because maybe I just oversaw something obvious (again ;-):
How do I "officially" disable a custom button? I have a button type with my own button behavior (actually mostly copied from the tk2d toggle button). I use the event settings from the tk2dUIItem piece of the button (because I like the inspector), and this always fires that click event, even if I disable that component (from within my button behavior component). Looking into the code, there is no OnDisable implemented in tk2dUIItem to take out the onClick (etc.) events (like it is the case for the behavior components like Toggle Button etc.). So how can I make it ignore clicks for a controlled period?
Another option would be to hanlde the click myself in my behavior component, but I haven't found out how to use your nice SendMessage inspector in editor ;-) Would that be possible at all easily?

Thanks, habitoti

54
Hi,

I just created a blog post on a simple LeanTween extension that makes alpha and scale tweening on tk2dSprites slick and easy. Maybe it's helpful for others as well…

Regards, habitoti

55
Support / Re: Sprite backside culling
« on: December 17, 2013, 06:45:34 pm »
I needed the same, and as always, got a comprehensive response that did the trick!

56
Support / Re: Extra transparent border in atlas?
« on: December 10, 2013, 05:56:43 pm »
Exactly

57
Support / Re: Extra transparent border in atlas?
« on: December 09, 2013, 02:21:37 pm »
No, color dilation artifacts is what you actually also solve with the atlas padding that exists already today. The "inner padding" is no real magic, it just provides the missing space around the sprite to do proper antialiasing by adding an explicit 2px transparent border.
This is actually very easy to achieve -- it is basically an additional padding that also goes into the sprite metadata. So assume you have a 50x50 px sprite, anchor at (25,25). In the atlas, it would be placed now at e.g. a rect (2,2,52,52), but the metadata would denote it as a rect (0,0,54,54) and anchor now at (27,27). So the finally used sprite would effectively be 4px larger in width and height, now having a 2px wide transparent border all around.
All you would need to do is add the inner padding to the existing padding parameter on atlas creation, and then consider it for the sprite metadata accordingly. Implementation-wise, this should be a no-brainer, since you have already padding implemented.

58
Support / Re: Extra transparent border in atlas?
« on: December 09, 2013, 07:52:37 am »
No, the atlas padding is just to avoid artifacts from color bleeding. You need additional space around the sprite to allow for placing of antialiasing pixels. See the following sample: both sprites are slightly rotated by the same amount. The left has no transparent border, while the right is the exact same sprite, but has an additional transparent border of 2 px on each side. The right border appears very jagged, since no antialiasing can be produced oustide of the sprite area, while the right is extremely smooth…the additional empty space can be used by the GPU to produce the necessary antialiasing pixels:



In TexturePacker, this option is called "Inner Padding", since it produces an additional padding to the inner portion of the sprite (and thus effectively also extends its net size). This basically leaves a corresponding space around the sprite within the atlas and fixes the metadata accordingly, so the sprite will be used including the additional transparent border. That way, you don't need to fix the artwork itself (which can be extremely tedious otherwise).



This would be an extremely valuable option for the tk2d sprite collections!

Regards, habitoti

59
Support / Extra transparent border in atlas?
« on: December 08, 2013, 03:03:29 pm »
Hi,

one great feature I used to use with TexturePacker on iOS in the past was the ability to configure an additional transparent border (2-3px) around sprites of the atlas w/o having to explicitly add it to the artwork itself. This was completely transparent to the usage of sprites otherwise, but it allowed for perfect antialiasing of sprite borders on rotation.
With tk2d now, the sprite borders can get very ugly when rotating sprites. Wouldn't that be a great feature for tk2d as well to introduce such a feature for the atlas?

Best, habitoti

60
Support / Re: Lifetime of self created sprite?
« on: December 01, 2013, 08:32:07 am »
A always, you've hit the bull's eye right away...works like a charme now with the collection being a child of the sprite GO...
Thanks, habitoti

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