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Messages - nachobeard

Pages: 1 [2]
16
Support / sprite shimmering after upgrading from unity 4.7 to unity 2017
« on: September 05, 2017, 11:48:59 pm »
hello

I just spent a little while upgrading my project from unity 4.7 (using 2dtk 2.5.6) to unity 5 (using 2dtk 2.5.8.6).

so far the transition is going fine except that I get this weird shimmering pixels on sprites.

I've attached two GIFs where you can see what I mean.  in both GIFs the camera is locked to the main character, and the main character is moving vertically (shimering2.gif is just a zoomed-in version of the first).  It seems that having the camera locked to the main character and then having the main character move vertically makes it more noticeable.

the sprite doesn't have any weird scaling or anything like that.  it was literally working 100% ok in 2.5.6

any suggestions as to what might be causing this?

thanks.

17
it's done! thanks

18
the fix here is to switch the spritecollection to 2d physics
then go through each prefab or gameobject substituting the 3d box collider for a "box collider 2d"
this is a huge PITA and I've barely started to do it but it got rid of the messages.

19
Hello

I've been adding rigidbodies to all my moving sprites that have a collider component, so as to avoid the performance warnings that pop up in the profiler when colliders move around without a rigidbody.

However after adding the rigidbody components I'm getting a ton of warnings like this in the console:
Code: [Select]
Supplied NxActorDesc is not valid. createActor returns NULL.
UnityEngine.GameObject:SetActive(Boolean)

more specifically, whenever I deactivate the gameobject I'll see the warning in the console.
this happens with all 300+ sprites used for enemies etc in the level so it gets kind of nasty.
I'm concerned about the meaning of the message as well as any impact on performance.

I've looked around with google and the message seems related to phys-x but not much else.
I realize this isn't an issue to do with 2d toolkit itself necessarily but as a user of 2d toolkit any help is appreciated.

I'm on unity 4.7 if that helps.

thanks!!

20
Support / Re: Animated Tilemap Script
« on: July 24, 2016, 11:48:58 am »
Hi

Do you know what the performance of this is like on mobile?

I'm concerned about the material count needed to achieve rich animation being too much for ipad 3 (which I'm targeting).
For that reason I'm leaning towards trying the spriteId swapping method linked to in the OP.

Any ideas or recommendations here?

thanks!

21
Support / Re: tile sprite uvs in shader
« on: January 23, 2016, 12:10:42 am »
bump!  :o

22
Support / tile sprite uvs in shader
« on: January 14, 2016, 01:11:26 am »
Hi

I'm working on a small shader effect for a tiled sprite where I wobble the v coordinate to simulate rippling water.
I just added this to wobble the v-coordinate:

Code: [Select]
i.texcoord.y += sin(i.worldpos.y + _Time.z) * 0.009f;(worldpos is the world position of the pixel we're rendering)


the problem is that when I push the v coordinate beyond the edge of the sprite in the sprite collection it reads whatever happens to be next to it.
the desired behaviour here would be to tile the v coordinate so if it goes off the top edge of the sprite in the sprite collection it'll warp back to the bottom instead of reading outside the sprite.
note that this is a tiled sprite with a sprite animator.

I've attached a wobblyWater.GIF where you can see what it actually looks like.  at the bottom the v coordinate goes outside the sprite in the sprite collection so I get empty space and some garbage.  if the v coordinate would loop back at the top it'd look perfect.
noWobble.GIF is the same thing without wobbling.

what would be the best way to tile the v coordinate so it always stays within the currently visible frame of the sprite?

my suspicion is, if I get the current frame's bounds within the spritesheet I can probably do the tiling in the shader.
but I don't know how to get the current frame's bounds.

thanks!






23
Support / Re: tilemap tearing even with large amount of padding
« on: June 26, 2015, 09:24:13 am »
thanks man, fingers crossed

24
Support / Re: tilemap tearing even with large amount of padding
« on: June 26, 2015, 09:00:12 am »
Hello Unikron,

cool, I'll do whatever I can from my side.
here's the hardware details:

My dev machine is a macbook pro (retina, late 2013)
2.8 ghz i7
Intel iris 1536 MB
OS X 10.9.5
this has unity 4.6.6f2 on it.
the "use Direct3D 11" box is unchecked in the player settings.

The other machine I've tried it on is an alienware M17R5
it has a geforce GTX 880M
it's running windows.
this has unity 5 on it.
dx9 is selected in the player settings.

the thing is it's quite hard to repro, it took me a couple of hours to place the camera in a spot where I can repro it every time, and it happened just by chance.

is there anything else that might help?

many thanks
-nacho.

25
Support / Re: tilemap tearing even with large amount of padding
« on: June 25, 2015, 06:49:05 pm »
oh so sorry about that I didn't realize :(
I'll do that instead.
sorry again.

26
Support / Re: tilemap tearing even with large amount of padding
« on: June 25, 2015, 05:20:34 pm »
Here's what the tearing looks like, not sure if the image uploaded correctly in the previous post:
http://dl.dropbox.com/s/u1n3v2mwwvidqxf/tearing.png

regards.

27
Support / Re: tilemap tearing even with large amount of padding
« on: June 25, 2015, 05:18:11 pm »
Hey

it's taken me all day but I put together a project that reproduces the issue.
I'm concerned that this might be GPU-related so I'm not sure what results you'll be getting from your machine.  I've run it on two laptops with different chipsets and the tearing effect appears in both cases under the same circumstances.
it also appears on my iPhone 5s and my iPad 3.

Here's how to repro:
-load the project in unity.
-load the scene.
-make sure the game view is set to 1024x768 and that the game window is big enough so that it doesn't get scaled down (!!!)
-run the project (in the editor).
-press and hold right arrow for about 2 seconds (this moves the camera to the right).
-tearing should appear just for one frame and then disappear.  you can use left and right arrows to hone on the exact position where it's visible.

if the tearing doesn't appear, you'll just have to keep moving the camera with the left and right arrow (hold left shift to go faster) until the tearing pops up.  this can take a while though.

here's a weird thing, if I'm moving around with the arrows and I find a position where the tearing appears, the tearing doesn't actually appear if you copy and paste the same position into the transform component.

that's all I can do from my side, please fix this or provide a workaround, I can't ship a game with strange artifacts on it :(

Download link for the project:
Removed Link

regards.

28
Support / tilemap tearing even with large amount of padding
« on: June 20, 2015, 01:10:37 am »
Hello

I've been noticing that there's some occasional "gaps" in the geometry of the tilemaps where some of the background becomes visible.  it's quite a jarring effect.

I've looked through the forums and you suggest adding padding to the spritesheet, which I've already done but the tearing is still there.

Please take a look at the attached images, where you'll find:
-an ingame image with the tearing
-a screen capture of the editor, showing the tilemap geometry
-a screen capture of the tile collection settings
-a screen capture of the spritesheet settings
-a screen capture of the sprite settings

You'll notice that there's plenty of padding, yet the tearing is still evident.

I'm using unity 4.6.6f2 and 2dtk 2.5.3

I've been happily using 2d toolkit for two years except for this tearing effect, which is driving me nuts.
It tends to happen when the camera is moving very slowly, which makes it all the worse because everything is moving smoothly and you notice these sudden flickers.

thanks.

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