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Messages - zblack

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1
Releases / Re: 2D Toolkit 2.5.8.16
« on: November 15, 2019, 08:26:47 pm »
May have found a bug in tk2dUITextInput Start():

Code: [Select]
if (tk2dUIManager.Instance__NoCreate != null) //__BUG__ if tk2dUIManager doesn't exist yet, AnyPress doesn't get added!
{
tk2dUIManager.Instance.OnAnyPress += AnyPress;
}
wasOnAnyPressEventAttached = true;

Curious why this is using Instance__NoCreate instead of just instantiating it?

2
Releases / Re: 2D Toolkit 2.5.8.12 BETA
« on: March 22, 2019, 04:55:26 pm »
There is definitely some kind of cache happening. I can quit Unity, restart, etc. and the new sprite I have set in the scene is still there - properly assigned. But when I open the collection with  the Edit menu, it's not visible in the collection.

3
Releases / Re: 2D Toolkit 2.5.8.12 BETA
« on: March 21, 2019, 09:37:50 pm »
I'm trying out the 2.5.8.12b2 build with Unity 2018.3.9f1. Sprite collections are committing and I can see the changes reflected in the scene. However, when I go back to edit the collection again it seems to be loading the old one? Sprites that I had removed/added/renamed are all back. Is there a cache for this being held somewhere?

4
Support / Re: Issues with Unity 2018
« on: February 21, 2019, 12:08:11 am »
So has anyone been able to test if 2018.3.6 fixed the issue? Do we also need a new build of TK2D?

5
Support / tk2dSprites render behind other meshes with 2 cameras
« on: November 03, 2018, 09:44:41 pm »
I have one camera that renders all 3D stuff set to a depth of 1. The UI camera renders tk2d sprites with a depth of 2. In Perspective mode (3D camera), the order is obeyed. But if I change the 3D camera to orthographic, the tk2d sprites are occluded. I have tried setting Camera.transparencySortMode but the issue isn't fixed.

6
Support / Bug fix for tk2dUIScrollableArea
« on: November 24, 2017, 10:50:29 pm »
In the function BackgroundButtonRelease(), the following line should be added right after tk2dUIManager.Instance.OnInputUpdate -= BackgroundOverUpdate;

swipeCurrVelocity = 0;

Without it, child uiItems will get un-pressed by tk2dUIManager's OverrideClearAllChildrenPresses() if you try to click after scrolling.

7
Support / Re: tk2dUITextInput OnTextChange not firing on Android
« on: July 22, 2015, 02:57:45 pm »
I solved this by using the same code that was used for the iOS case (which was already in tk2d):Just removed the UNITY_IOS check so it would also run on Android:

Code: [Select]
#if UNITY_IOS && !UNITY_EDITOR
inputStr = keyboard.text;
if(!inputStr.Equals(text)) {
newText = inputStr;
change = true;
}
#endif

8
Support / tk2dUITextInput OnTextChange not firing on Android
« on: July 21, 2015, 06:54:38 pm »
I found a couple of topics from last year about this not working on iOS, but I'm having the opposite problem. Works fine on desktop (editor) and iOS - not on Android. Any help?

9
Support / tk2dUITextInput SetCursorPosition() with scaled objects
« on: July 21, 2015, 04:49:53 pm »
Noticed that the cursor would not position properly at the end of the entered text when I had the tk2dUITextInput embedded in a slightly scaled down parent object. The fix is to divide the extent of the renderer bounds by the lossyScale of the game object at the end of SetCursorPosition(). I split it into a var with 2 lines just for readability:

Code: [Select]
float renderBoundsRight = inputLabel.GetComponent<Renderer>().bounds.extents.x/gameObject.transform.lossyScale.x;
cursor.transform.localPosition = new Vector3(inputLabel.transform.localPosition.x + (renderBoundsRight + cursorOffset) * multiplier, cursor.transform.localPosition.y, cursor.transform.localPosition.z);

10
Support / Re: Unity 4.6 tk2d 2.5 - IsMatrixValid error
« on: June 18, 2015, 09:51:25 pm »
I am getting this error now, too, in a brand new project with just tk2d added. Was a solution to this found?

11
Support / Re: Feature requests?
« on: April 28, 2015, 05:24:16 pm »
I did take a look at the code locally with the idea of adding a pure data Save. The Commit function is complex enough that it looked like I could get into real trouble trying to sort out what code was required for data and what was just for the atlas.  I'll take another look at it when I'm feeling braver.

12
Support / Feature requests?
« on: April 27, 2015, 08:31:53 pm »
Hello,
  Not sure if this is the right place but I have a couple of minor requests: On mobile we exclusively use ETC2 texture compression for all of our atlases. Problem is every time the sprite collections update, they revert back to the TK2D settings. We have some very large projects and having to go through every SC for a build and reset all of this is very time consuming. On this same topic, a button near the "Revert" and "Commit" that was just "Save" to only save the data settings without re-dicing the entire atlas would also save a tremendous amount of time. Most of our atlases are 2048x2048 and diced at 32x32, which can take a LONG time to commit when sometimes all we are doing is updating single polygon collider. Hope you have time to consider these.  Cheers!

(Note: for our projects, we ended up adding: ETC2_Alpha and ETC2_NoAlpha to the compression settings, which correspond to ETC2_RGBA8 and ETC2_RGB4 respectively.)

13
Support / Re: Shaders on Android problem?
« on: April 14, 2015, 01:47:26 am »
So apparently letting Unity decide on the graphics drivers (Automatic) is a bad thing.  >:( Forced it to OpenGL 2.0 and everything is happy - sheesh. We can delete this topic if you'd prefer - sorry 'bout that. Thanks for the suggestion, tho! Was about the only setting I hadn't tried.

14
Support / Shaders on Android problem?
« on: April 13, 2015, 12:19:28 am »
Not entirely sure what's causing this, but 99% of my images/sprites are using the standard tk2d shader, BlendVertexColor. Android users of my latest app are getting black bars, pixel artifacts, and a strange "noise" pattern over the top of images.  See photos:

15
https://www.dropbox.com/sh/g9ww977u95okyms/AACfpc_4mZCjKDsVuiWRzvLla?dl=0

You can see on the last 2 of 3 clicks/swipes. (I don't know why each click is triggering 2 prints to the output log). This behavior is even more pronounced in the app I'm working on. Perhaps the framerate is lower because of its complexity, but I almost can't scroll without accidentally triggering a click. Happens about 1 in 4 swipes.

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