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 - DannyB

Pages: 1 [2] 3 4 ... 7
16
Support / Re: An incredibly noob question cencerning atlases
« on: July 23, 2013, 08:14:09 pm »
The source images you feed into the atlases have no influence on the result, as Unity processes these textures.

Your way to influence the weight of the atlas is by opening the collection editor, and selecting the texture type (True Color, Compressed, 16 Bit Reduced).

But dont get your hopes up.
Compressed gets usually terrible results. You can get away with it for backgrounds.
16 bit works well if you dont have detailed gradients.
But for most things, I find myself using True Color, if you want things to look sharp.


17
Support / Z position influences draw calls
« on: July 23, 2013, 05:56:56 pm »
Not sure if this is a Unity specific or tk2d specific question.

I noticed I have more draw calls than expected, so I started to investigate.
Bottom line, it seems that when instantiated objects have a different Z position, the result is a higher draw call count than if not.

The experiment is simple:
I instantiate object 1, followed by instantiation of object 2, then 1 then 2 again.
Each object uses a different sprite collection.
The result: With the same Z, 2 draw calls, with different Z, 4 draw calls.
Also, when instantiating at a different order (1 1 2 2) the result is 2 draw calls regardless of the Z.

Screenshot:


Code:
Code: [Select]
using UnityEngine;
using System.Collections;

public class DrawCallTester : MonoBehaviour {

// Attach two sprites that use a different collection
public GameObject proto1;
public GameObject proto2;

void Start() {
// Result:
// When Z is the same, success  ( 2 draw calls )
// When Z is different, failure ( 4 draw calls )
// When order is 1 1 2 2, success ( 2 draw calls )
int x = 1;
Instantiate( proto1, new Vector3( x++*100, 300, x*10 ), Quaternion.identity );
Instantiate( proto2, new Vector3( x++*100, 300, x*10 ), Quaternion.identity );
Instantiate( proto1, new Vector3( x++*100, 300, x*10 ), Quaternion.identity );
Instantiate( proto2, new Vector3( x++*100, 300, x*10 ), Quaternion.identity );
}

}



Is this to be expected?
Is there anything I can do about it?

Thanks in advance.

18
Releases / Re: 2D Toolkit 2.0 final
« on: June 04, 2013, 06:01:24 pm »
Ok, done and working.

Just know that the (now integrated-) integrity checker complains about the missing TileMap files. So if the new approach is to allow deleting subsystems, maybe the integrity checker should take that into account.

19
Releases / Re: 2D Toolkit 2.0 final
« on: June 04, 2013, 05:45:34 pm »
Oh, that makes sense now.
Yes - tk2dTileMap is empty.

I am guessing that the equivalent in 1.9x folder structure is tk2d \ Editor \ TileMap and tk2d \ Code \ TileMap right?
So I can delete those, and re-import, and have the new 2.0 folder structure. Correct? (or delete them altogether, without re-importing, if not using them).


20
Releases / Re: 2D Toolkit 2.0 final
« on: June 04, 2013, 05:28:01 pm »
I saw someone mentioning the same earlier in this thread, but didn't catch a solution.

After importing, I have these empty folders
tk2dTileMap
tk2dTileMap \ Code
tk2dTileMap \ Editor
tk2dTileMap_demo

Is there a problem with the package?

And also - I like the fact that subsystems are now separated - can I delete the TileMap and UI folders, if I am not using them?



21
Support / Re: SpriteCollection collider type polygon error
« on: May 31, 2013, 10:19:37 am »
:)

Fair enough. Just thought I'd mention it for posterity's sake.

22
Support / Re: SpriteCollection collider type polygon error
« on: May 31, 2013, 08:38:33 am »
Happens to me as well, on a non-animated polygon collider.

Code: [Select]
Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
UnityEngine.GameObject:AddComponent()
tk2dBaseSprite:CreateCollider() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:556)
tk2dBaseSprite:EditMode__CreateCollider() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:616)
tk2dBaseSprite:ForceBuild() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:648)
tk2dSprite:ForceBuild() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:230)
tk2dSpriteCollectionBuilder:RefreshExistingAssets(tk2dSpriteCollectionData) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1210)
tk2dSpriteCollectionBuilder:Rebuild(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:1162)
tk2dSpriteCollectionEditorPopup:Commit() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:437)
tk2dSpriteCollectionEditorPopup:DrawToolbar() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:427)
tk2dSpriteCollectionEditorPopup:OnGUI() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:826)
UnityEditor.DockArea:OnGUI()

The thing is, it did not happen for a while, then it started happening, and it does not go away.
( Unity 3.5, Toolkit 1.92 final + patch 1 )

23
Releases / Re: 2D Toolkit UI 1.0 Beta 6
« on: May 27, 2013, 12:02:59 pm »
Understood. If too many dependencies, then your approach makes total sense.

A sample use in a 3D game would most definitely help.



24
Releases / Re: 2D Toolkit UI 1.0 Beta 6
« on: May 27, 2013, 11:35:24 am »
Then, may I suggest, at this early stage of UI Kit development, perhaps to make a lightweight version, that only has what is needed to make 2D UIs on top of a 3D (or not) game? I think it will be useful, and from a business standpoint, will open your market a little to other Unity developers who focus on 3D games.

I for one, would very much be interested in such "separation of concerns".

25
Releases / Re: 2D Toolkit UI 1.0 Beta 6
« on: May 27, 2013, 07:12:23 am »
You can use this as a GUI system for a 3D game, just create a second ortho camera and use that for all the GUI stuff.

Can I use tk2dCamera?

26
Releases / Re: 2D Toolkit UI 1.0 Beta 6
« on: May 26, 2013, 04:12:54 pm »
I was wondering - will I be able to use this UI toolkit without the full blown 2d Toolkit?

My specific use case in mind, is to use this as a GUI system for a 3D game. Is this one of the intended/supported use cases?

27
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 24, 2013, 02:47:44 pm »
Moving forward docs from all future versions will be available at this address..

Excellent. Maybe also style the docs root page and make the main documentation link go to this (soon to be styled-) page.

No?

28
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 17, 2013, 10:58:42 pm »
Nice! Any ideas on when will you add the Anchor Points feature? We are kind of desperate for a solution to that.

You mean the camera anchors? It is quite easy (in fact, easier) to do on your own, without that camera solution that forces you to parent the anchored objects.

29
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 17, 2013, 08:42:14 pm »
Maybe if you desperately need some features...

Need? No, but I love your updates so I desperately want it... :)

Good to know about the docs. I am guessing I am not the only one with Unity code that uses 1.x and would be too risky to migrate.

30
Releases / Re: 2D Toolkit 2.0 beta 1
« on: May 17, 2013, 08:11:04 pm »
Hey,

This list looks awesome, and I see the UI toolkit is in. Nice.
I am arguing with myself whether I should install this in my soon-to-be-ready-for-appstore game.

Can't wait to see the updated docs, but do you also intend to keep the old ones accessible? Please do if not too much trouble.

Pages: 1 [2] 3 4 ... 7