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Messages - DemiGoth

Pages: 1 [2] 3
16
Support / Re: New line in textmesh
« on: February 11, 2014, 04:33:17 pm »
nvm... found it. Used /n instead of \n at first try  :-[

17
Support / New line in textmesh
« on: February 11, 2014, 03:09:03 pm »
I'm wondering how to put a new line in a textmesh from code. I know how I can put it on screen from the Unity Editor, but I really need to use a next line in my code that I use in some cases.

18
Support / 'Reading' actual display size
« on: January 27, 2014, 06:31:28 am »
Is there a way to read the actual display size? With my game getting ready for testing and porting to Android, I do need to move stuff (UI elements) along the display and knowing the actual size of the display would help greatly with it.

19
Support / Re: Sprite Collection disappearing upon game start
« on: November 20, 2013, 08:01:20 am »
Found a work-around... I  attached a script to the object I'm calling and instead of managing the object I'm calling the script in it to show/hide the overlays...

20
Support / Sprite Collection disappearing upon game start
« on: November 20, 2013, 07:13:40 am »
I've made a couple of sprites to use as overlay (game pause & game over to start with) and have declared it like this in my code:

Code: [Select]
public class MainGame : MonoBehaviour
{
public tk2dSprite myGameOverlay;

void Start ()
{
myGameOverlay = GetComponent<tk2dSprite>();
}

I have also dragged & dropped the Overlay sprite collection into my code and it's there just fine. But the moment I run my game it disappears and the field for sprite collection is empty again, only to reappear the moment I end my game. I can drag & drop it there while playing and it works normally.

Any idea how this comes and how to get it working as it should?

21
Support / Re: Unity 4.3 hanging upon close
« on: November 14, 2013, 06:19:00 am »
I'm not exactly sure this has anything to do with tk2d code specifically, it may be a general thing...  I seem to be getting a fair few shutdown (and debugger) hanging in Unity 4.3 in another project which doesn't have tk2d in it at all.
Glad to hear that tk2d isn't the problem then. Back to the Unity forums then :wink:

22
Support / Re: Instantiate into ANCHOR camera?
« on: November 14, 2013, 06:10:44 am »
I suppose that go is initiated like:

public GameObject go;

and then drag & drop the anchor camera into it?

23
Support / Re: Unity 4.3 hanging upon close
« on: November 13, 2013, 09:03:16 pm »
Same issue here after updating to 4.3 (with 2dtoolkit also updated to latest). It seems to eventually close but after many minutes.
How many minutes..? On my system I've had Unity3D 'open' for over 15 minutes after I've pressed the X to close. And I don't have a real slow system (nor really fast either - Phenom X6 1090T)

24
Support / Instantiate into ANCHOR camera?
« on: November 13, 2013, 06:48:20 pm »
For my upcoming (heavily modified) Tetris game I need to break down the dropping blocks into bits. I figured to make a prefab of the colored (1x1) blocks, drop one on the screen (BEHIND the camera reach) and then use Instantiate to clone it. For the easy of testing I'm using the press of N to create it on a hard-coded spot.
Code: [Select]
using UnityEngine;
using System.Collections;

public class TetrisBits : MonoBehaviour
{
public Transform myObject;

// Use this for initialization
void Start ()
{
}

// Update is called once per frame
void Update ()
{
if (Input.GetKey(KeyCode.N) && Input.GetKeyDown(KeyCode.N))
{
Instantiate(myObject, new Vector3(176,261,1),myObject.rotation);
}
}
}
Well, code works, but it's not created on (176,261,1) in the anchor where the prefab sprite resides, but instead it's on those coordinates in the MAIN camera (and thus waaay off where I want it :(). Now I'm wondering how I can tell the object to appear under the anchor it's parent is instead of the clone popping up on the main window. Also worth to note that myObject.rotation is not working as 'anchor' as the tutorial on the Unity site tells me.

25
Support / Re: Spine & 2D toolkit 2.3
« on: November 13, 2013, 03:29:06 pm »
I have no idea. None of the relevant bits have changed in tk2d 2.3, so I don't think it will be broken. We don't maintain the spine runtime, its maintained by the spine community, I believe.

Good to hear that that tk2d is still the same in the core when it comes to Spine. I did eMail the guys at Spine as well and here's their answer.

Quote
Spine does not currently support the 4.3 features since we haven't had much time to look into it yet. It will support 4.3 features in the future, hopefully before too long. We need to look into it to be able to give more details.

Looks like for them Unity is the problem right now and we gotta be a bit more patient for them to update Spine to 4.3 :)

26
Support / Re: Unity 4.3 hanging upon close
« on: November 13, 2013, 03:26:21 pm »
2.2.3 in what version of Unity?
Had a couple of those hangups with 2.2.3 as well in the last 4.2 Unity build. But it were only a few back then. Now (2d toolkit 2.3 and Unity 4.3) if hangs after almost every session I try to close.

27
Support / Unity 4.3 hanging upon close
« on: November 13, 2013, 09:48:35 am »
Now that I've upgraded to Unity 4.3 and 2D toolkit 2.3, I get more hangups in Unity upon shutdown than before. Since I'm only using 2D toolkit as additional asset, and the 2.2.3 version had similar hangup problems, I thought to drop the problem here as well...

The hangups mostly occur when I've tested my program in the Unity editor (using PLAY button) a couple of times and want to exit Unity. When doing so, nothing happens, other than Unity hanging itself up (not responding in taskmanager) and I have force-close it.

28
Support / Re: Unity 4.3 vs 2Dtoolkit
« on: November 13, 2013, 06:54:22 am »
You can use 2D Toolkit (2.3) with Unity 4.3, use as little or as much of each system as you like. Unity provides some really nice tools, but 2D Toolkit builds on that and does a lot more. Some examples - I'll update this later with more stuff, maybe set up a "comparison" website - I say that loosely, as I think you should probably use the strengths of both systems.
Thanks for the quick list!

I think a comparison list/site would be best. With us two already owning 2D toolkit, others who're new to Unity might wonder the same thing and NOT get 2D toolkit at all. Honestly, I think without the list/site you'd loose sales and (new) Unity users will miss out on a great tool for 2D gaming.

29
Support / Spine & 2D toolkit 2.3
« on: November 13, 2013, 06:36:39 am »
I'm wondering if Spine is still working with 2D toolkit 2.3 (and Unity 4.3), or does Spine needs to update it's runtimes as well?

30
Support / Re: Unity 4.3 vs 2Dtoolkit
« on: November 12, 2013, 09:04:19 pm »
With the same respect, I was wondering the same when I saw the release notes of 4.3. It even has a build-in multi-sprite animator!

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