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Messages - drkucho

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16
Support / Re: updating coliders , performance
« on: March 10, 2015, 01:02:07 am »
but i wonder, is it correct to mod/recreate the collider of a rigidbody?

17
Support / updating coliders , performance
« on: March 07, 2015, 08:24:41 pm »
i have read somewhere that if you move a collider with no rigidbody or if you move a collider with rigid body but you move it by changing its transform not by rigidbody functions you are not doing it right cause the physics engine has to recalculate the position of all colliders

if this is true, i guess that to use tk2d frame colliders is not very efficient cause as the collider has to be regenerated each frame it will cause the physics engine to recalculate everything, right?

don't get me wrong, the frame colliders is an awesome thing, but i want to know how inefficient is it for the psx engine so i can think an alternative method... or not

18
Support / Multiple materials for all sprites in collection
« on: March 01, 2015, 02:47:14 pm »
i have a shader that allows to replace colors , i have my sprite collection with a man in white for the player but i want the enemies to use the same sprite collection but with other colors,  created different materials with this shader using each one different colors, but if i set the material of the enemy , the player gets changed as well

any way to do this without having to duplicate the sprite collection?

19
Support / Re: bug on low fps and play from frame?
« on: January 23, 2015, 07:58:10 pm »
ok , ill try to repro it in a simple scene and will send

20
Support / bug on low fps and play from frame?
« on: January 22, 2015, 03:23:46 am »
i think i found a bug , i have a plant growing animation of 16 frames which goes very slow , i use PlayFromFrame with a random frame to start each plant on a different frame , but weird things happen when the clip fps starts to get smaller than 1 second

i have several instances of the same sprite with this code (startFrame is random each time, calculated before)

   anim.PlayFromFrame(startFrame);
   print ("START FRAME =" + startFrame + " ANIM FRAME =" + anim.CurrentFrame + " FPS=" + anim.ClipFps);

these are the results for different values of clip FPS assigned in the SpriteAnimator editor each time, i have marked the weird ones with <— ???!!! , as you can see, the issue seems to go crazier the more we go down on FPS, there is like a "threshold" that makes the animation to go the last frame instead of the right one.

START FRAME =4 ANIM FRAME =4 FPS=0.8
START FRAME =2 ANIM FRAME =2 FPS=0.8
START FRAME =1 ANIM FRAME =1 FPS=0.8
START FRAME =7 ANIM FRAME =7 FPS=0.8
START FRAME =0 ANIM FRAME =0 FPS=0.8
START FRAME =8 ANIM FRAME =8 FPS=0.8
START FRAME =2 ANIM FRAME =2 FPS=0.8
START FRAME =14 ANIM FRAME =15 FPS=0.8 <— ???!!!
START FRAME =6 ANIM FRAME =6 FPS=0.8
START FRAME =0 ANIM FRAME =0 FPS=0.8
START FRAME =9 ANIM FRAME =9 FPS=0.8
START FRAME =9 ANIM FRAME =9 FPS=0.8

START FRAME =6 ANIM FRAME =6 FPS=0.7
START FRAME =3 ANIM FRAME =3 FPS=0.7
START FRAME =4 ANIM FRAME =4 FPS=0.7
START FRAME =7 ANIM FRAME =7 FPS=0.7
START FRAME =14 ANIM FRAME =15 FPS=0.7 <— ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.7
START FRAME =12 ANIM FRAME =15 FPS=0.7 <— ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.7
START FRAME =4 ANIM FRAME =4 FPS=0.7
START FRAME =15 ANIM FRAME =15 FPS=0.7
START FRAME =8 ANIM FRAME =8 FPS=0.7
START FRAME =0 ANIM FRAME =0 FPS=0.7

START FRAME =6 ANIM FRAME =6 FPS=0.6
START FRAME =15 ANIM FRAME =15 FPS=0.6
START FRAME =3 ANIM FRAME =3 FPS=0.6
START FRAME =8 ANIM FRAME =8 FPS=0.6
START FRAME =8 ANIM FRAME =8 FPS=0.6
START FRAME =1 ANIM FRAME =1 FPS=0.6
START FRAME =5 ANIM FRAME =5 FPS=0.6
START FRAME =11 ANIM FRAME =15 FPS=0.6  <— ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.6  <— ???!!!
START FRAME =15 ANIM FRAME =15 FPS=0.6
START FRAME =3 ANIM FRAME =3 FPS=0.6
START FRAME =1 ANIM FRAME =1 FPS=0.6

START FRAME =9 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =8 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.5
START FRAME =10 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =14 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.5
START FRAME =6 ANIM FRAME =6 FPS=0.5
START FRAME =12 ANIM FRAME =15 FPS=0.5  <— ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.5

START FRAME =5 ANIM FRAME =5 FPS=0.4
START FRAME =13 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =6 ANIM FRAME =6 FPS=0.4  <— ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =5 ANIM FRAME =5 FPS=0.4
START FRAME =13 ANIM FRAME =15 FPS=0.4  <— ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.4
START FRAME =8 ANIM FRAME =15 FPS=0.4  <— ???!!!

START FRAME =3 ANIM FRAME =3 FPS=0.3
START FRAME =3 ANIM FRAME =3 FPS=0.3
START FRAME =11 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =14 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =11 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.3
START FRAME =7 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =9 ANIM FRAME =15 FPS=0.3 <— ???!!!
START FRAME =5 ANIM FRAME =15 FPS=0.3 <— ???!!!

greets

21
Support / Re: Reading Sprite Pixels from tk2d Generated Atlas
« on: January 21, 2015, 12:37:17 am »
i see, and makes sense, ill use regular unity sprites for this specific thing, thanks for clarification

22
Support / Re: Reading Sprite Pixels from tk2d Generated Atlas
« on: January 20, 2015, 10:45:30 pm »
aaah you mean inside the coooode!! , alright i found something but not sure im gonna understand it , so there are no variables/proerties i can read to know where the sprite is it?

24
Support / Re: Reading Sprite Pixels from tk2d Generated Atlas
« on: January 20, 2015, 10:23:44 pm »
sorry but i don't understand? ... tk2dSpriteGeomGen.SetClippedSpriteGeom ...? what is / where is that? can't find a single result searching for that

25
Support / Reading Sprite Pixels from tk2d Generated Atlas
« on: January 20, 2015, 09:18:24 pm »
how can i do this ? i need the coordinates / bounds data from each sprite inside atlas, i am doing my tests using the tk2dCollectionData properties but no luck, i have tried regionX, regionY, regionW and regionH but these seems to be the coordinates for the sprite sheet :-(

26
Support / Bug when getting tk2dAnimator.CurrentFrame
« on: January 12, 2015, 04:20:29 pm »
i think i found a bug cause if the animation is finished playing it returns frame+1 , in other words i have a one frame animation and it returns 1 instad of 0

greets

27
Support / Who is calling SpriteAttachPoints?
« on: December 30, 2014, 12:06:14 pm »
i have issues with attach points  not being updated properly in the current frame, seems that they get updated not in the same frame the sprite changed, this must be because i had to hack tk2d animation triggers code some time ago because this same reason, the trigger events were executed in the next frame

tk2dSpriteAttachPoints.cs has no Update function so who is calling this script to update the attach points? i can't find the call in tk2dSprite or tk2dSpriteAnimator .. :o

thanks

28
ok thanks anyway

29
Hope you didn't skip this one Unikron  ;D

30
is it posible? maybe with a little hack? i would welcome help on this, i have tried to hack  tk2dCamera.cs but i don't understand it very much ... :-(

thanks in advance !

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