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Messages - playspace

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Support / Re: Multiple Cameras with multiple scaling overrides
« on: August 31, 2017, 07:21:38 am »
I'll try to prepare one as soon as possible.

2
Support / Re: Multiple Cameras with multiple scaling overrides
« on: August 30, 2017, 11:59:59 am »
I got some additional info, when I have a custom override for each one but the HUD cameras override uses the same Auto Scale as the inherited camera the HUD is drawn as expected. Btw this only happens if the scaling methods are Fit Width in the inherited and Fit Height in the other HUD one.

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Support / Re: Multiple Cameras with multiple scaling overrides
« on: August 30, 2017, 11:29:24 am »
Yep,

when all is linked together, layers and depth is setup the override is shared between both. Both using the first one that fits. How should I setup the override so that the HUD camera pickus up a different one?

I modified the source a bit and I tried to select the override matching the name with the name of the camera. Once the HUD camera uses a different override from it's inherited one it stops drawing.

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Support / Multiple Cameras with multiple scaling overrides
« on: August 30, 2017, 10:43:15 am »
Hi there,

I was playing around with multiple cameras to be able to create a camera for our HUD and for our game elements. We need such a setup to be able to scale the game view without affecting the HUD itself.

But when I use multiple cameras and link them together the matching overrides are always shared between both, so if I want one camera to Fit Height I can not have a second camera to Fit Width.

Is there a better way to achieve such a scenario?

5
Releases / Re: 2D Toolkit 2.5.8.3
« on: August 03, 2017, 03:33:57 pm »
I think it's just something we have to maintain by hand. Unity should not upgrade those parts if thei are enclosed in the right defines, so using those defines without the flag is completely useless (rendering the version defines itself usless xD). So I guess it's just reading release notes and checking nothing breaks, a good think is that it will break at shader compile time so it should be easy to spot.

Cheers,
Moss

6
Releases / Re: 2D Toolkit 2.5.8.3
« on: August 03, 2017, 12:10:34 pm »
Hi there, I just saw that you added #if UNITY_VERSION > 550 into the shader code to handle the mul(UNITY_MATRIX_MVP,*) to UnityObjectToClipPos(*) case.

While this is correct I think you are missing the // UNITY_SHADER_NO_UPGRADE flag if not Unity will just upgrade both parts of the conditional code.

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