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.

Messages - test84

Pages: [1] 2 3 ... 5
Support / Re: Localization friendly dialog boxes?
« on: April 27, 2014, 02:03:35 pm »
There is a hidden bug that is driving me mad. Sometimes it doesn't work and I just have to restart Unity to make it work. The change of current platform via code seems to either get lost or not affect the sprite collections. I try to edit a lot of things to make it work and it doesn't and I restart Unity and it works. I can't reproduce it to help any further.

Support / Re: Localization friendly dialog boxes?
« on: April 26, 2014, 12:15:20 pm »
Thanks, changing it in an empty scene that doesn't have any tk2d stuff in it and then transiting to the actual game scene did it.

Support / Re: Localization friendly dialog boxes?
« on: April 24, 2014, 08:00:37 pm »
I have two, "1x" and "fa".

Yes it does work in preferences panel.

Support / Re: Localization friendly dialog boxes?
« on: April 24, 2014, 03:46:19 pm »
Thanks for the detailed info but I'm afraid to say that I still cannot make it work. Here are steps that I've done:

0- Went inside tk2dSystem.assetPlatforms and renamed 2x to "fa".

1- Created two png files one named "CantEquipMoreThan3PowerUps_Overlay@1x.png" and another called "CantEquipMoreThan3PowerUps_Overlay@fa.png".

1- Created a new sprite collection added support for platforms, and added my "fa" to it.

2- Then I grabbed one of the "CantEquipMoreThan3PowerUps_Overlay@1x.png" to the sprite collection, created a script and in it's start wrote "tk2dSystem.CurrentPlatform = "fa";" and attached it to an empty game object and put it in an empty scene.

3- I run the game and expect it to load the "fa" version automatically, but it shows the default "1x" one.

What am I missing?

Support / Re: Localization friendly dialog boxes?
« on: April 23, 2014, 05:50:16 pm »

I can't get my head around the platform specific sprite collection for this. I've read the documentation numerous times but can't get it right.

What I don't understand is that we create sprite collections by adding files form different locations to the sprite collection window in Unity and when we change the sprite collection via script, for each sprite it goes to corresponding folder and looks for the one with the designated suffix, i.e. @2x? If it is, then I can't get it to work and please elaborate.

Also does it ever search for @1x?


Support / Re: Localization friendly dialog boxes?
« on: April 23, 2014, 01:38:44 pm »
Thanks. I found how to add a 1x platform but how can I name it?

Support / Localization friendly dialog boxes?
« on: April 17, 2014, 11:10:03 pm »

I need to have two versions of texts for dialog boxes (and preferably buttons), one in English and one in Arabic but I don't need to have them all at the same build. I currently have everything in English and for sake of simplicity of Unicode handling, I will draw text boxes in Photoshop as handling Unicode is hell in Unity, at least as I've researched.

So is there any way to have both of these versions of arts of dialog boxes available and swap them with a change language button? If not, it will still be good enough if I can put a compiler directive or something to let me define which language I want to build for and then have some #IF's in compile time to decide which version to load?

Hope I made myself clear enough, if not, please let me know and I'll put it in another word.



For tweening purposes, I resize localScale of a tk2dSprite but it's collider gets resized as well and this causes problems. Any idea how can I prevent tk2d to resize the collider when resizing the sprite via it's scale?


Support / Reference problem.
« on: April 16, 2014, 09:41:20 pm »

I have 2D Toolkit and GoKit in my project and I need to make a new object from 2D toolkit in GoKit but compiler cannot find it and apparently a reference problem and I'm wondering why.

After some inspection, apparently there are 3 solutions for my Unity project and in "Assembly-Csharp" one I can see all of 2D toolkit's folders but GoKit is kinda empty and only of it's folders is present.

In the other hand, in "Assembly-Csharp-firstpass" I can see all of GoKit's but some of 2D Toolkit's.

Also please note that GoKit resides in Plugins folder but 2D toolkit is in it's own folder in root of my Assets folder.

How can I solve it?


Support / Re: Not sure if it's a bug or design decision.
« on: April 01, 2014, 09:36:21 pm »
I dont understand that one - play automatically does nothing different to you calling Play on start. In fact, thats all it does...

That's what I described in first paragraph of my first post, apparently I wasn't clear enough. When I tick the check box to play automatically an animation, I can't change it later with calling Play on the animator.

Support / Re: Not sure if it's a bug or design decision.
« on: April 01, 2014, 02:33:23 pm »
It sure is mentioned in the docs. "Will not restart the clip if it is already playing."

I actually meant the other thing, play automatically persistently forcing itself on change of clip.

Support / Re: Not sure if it's a bug or design decision.
« on: April 01, 2014, 11:10:24 am »
Wish it would throw a warning or been mentioned in the docs as I found the solution totally by accident.

Support / Not sure if it's a bug or design decision.
« on: March 31, 2014, 01:36:43 pm »

I wanted to change animation of one of my sprite animators via calling "Play("myClipName")" upon it but it was not successful and animation wouldn't change. Then I realized that I checked "Play automatically" in editor for that sprite animator and once I de-checked it, it was working. So in another way, that check box was forcing the initial animation in animation changes in the future. I tested this in both 2.3.3 and 2.4.0 and was suspecting it might be a bug since this behavior seemed strange to me.

Let me ask a question as well, is there any way to call an animation and force it to restart it if it's already playing back?


Support / Re: Question regarding dicing.
« on: March 29, 2014, 06:27:53 pm »
One quick question,

Is it better to store 2 1024x2048 or 1 2048x2048 on Android to get most compatibility around fragmented spectrum of devices?

Support / Re: Question regarding dicing.
« on: March 29, 2014, 06:24:54 pm »
I think you are suggesting that it will generate a lot of garbage somewhere.

It's strange that when I go with dicing, I get 24% more wastage on my atlas, no matter what size I choose for dicing's x and y, it's always around 20 percent bigger in dice mode than default.

Pages: [1] 2 3 ... 5