Hello Guest

Author Topic: 2D Toolkit 2.0 final + hotfix 1  (Read 12062 times)

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
2D Toolkit 2.0 final + hotfix 1
« on: June 15, 2013, 10:02:57 pm »
Please read the migration guide before updating. 2D Toolkit 2.0 is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.00/migration_guide.html

Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.00


What's new
  • 2D Toolkit UI
  • Sprite handles - you can resize / move(click and drag) / rotate(alt) sprites using the handles. Turn them off in preferences if you don't like them.
  • Static sprite batcher - supports all sprite types (clipped, tiled, sliced, normal) and text meshes too. Multiple materials & sprite collections supported.
  • Animated sprite deprecated in favour of tk2dSpriteAnimator. Works the same, but lets you animate different sprite types.
  • Text mesh supports inline colors and gradient switching. Click the help button in the text mesh editor for more details.
  • "Sprite from Selected Texture" - use to create a sprite without a sprite collection. Use with care, as each will require one draw call. It's not there for convenience, but rather for backgrounds and render textures that can't be atlased.
  • Loads of API improvements.

Bug fixes and improvements
  • Fix for AnimationEventTriggered, if nulled out during a sequence of events
  • Cope with sprite / sprite from texture, added as a component - and cope with some cases
  • SpriteFromTexture implementation changed to avoid some errors - now creates a sprite collection in the scene
  • Added some missing tk2dSpriteAnimator.Play variants
  • Fixed packed fonts - was broken in 2.0
  • Fixed tk2dTextMesh help text for inline formatting - was incorrect
  • Fixed tk2dTextMesh inline styling - was failing in some cases
  • tk2dSprite.SetSprite - print out the sprite name when can't be found
  • Smoothspherecollisions wasn't being transferred to the sprite
  • Tilemap.GetTilePosition returns correct values for isometric tiles.
  • tk2dSpriteAnimationClip copy constructor.
  • Fixed ToggleButtonGroup OnChange order - now called after state is changed.
  • Tk2dExternal.Skin.Done is now static - could run into issues before.
  • tk2dUiManager.OnMouseWheelChange -> OnScrollWheelChange to stop Unity warning during iOS build because function name starts with OnMouse.
  • textInput.SetFocos / IsFocus
  • Sprite handles disable themselves when using vertex snap mode in Unity
  • Selecting an animation clip will now select the first frame group
  • tk2dSpriteAnimation - added "View Data" context menu, to allow viewing data without switching to debug mode.
  • Animation editor - warn when invalid clip is detected, non destructive, but can attempt "fix" if requested
  • tk2dTextMesh.GetMeshDimensionsForString re-instated
  • tk2dStaticSpriteBatcher.UpdateMatrices for legacy support
  • Clipped sprite bounds corrected, now will work correctly on trimmed sprites.
  • Sprite collection polygon collider defaults to front & back collider faces. Was causing a lot of confusion.
  • Creating a sprite will now automatically inherit the layer of the parent.
  • Sprite collection names sorted "naturally"
  • Removed skin assets - the skin is now stored externally in a DLL. Less files in the project, and less likely to break.
  • Sliced sprite legacy mode removed - automatic upgrade should work almost 100% of the time.
  • tk2dUIMask in favour of other masking methods - this is extremely efficient.
  • Default ortho size in sprite collection is now 10, works better with default Unity physics settings.
  • Textmesh data moved to external serializable class. Shouldn't require any changes from user code.
  • Got rid of "Always pixel perfect". Its always more efficient to update the camera to compensate for resolution changes.
  • You can convert between sprite types in the component settings menu - also add or remove animators to a sprite.
  • Moved non-core systems into own directory structures - tk2dUI, and tk2dTileMap.
  • Lots more little bugfixes - please let me know if a bug you've reported isn't fixed.

x8105

  • 2D Toolkit
  • Jr. Member
  • *
  • Posts: 85
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #1 on: June 16, 2013, 01:55:02 am »
very good.

M.O.

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #2 on: June 17, 2013, 09:17:25 am »
 So unfortunately I ran into a problem upgrading from version 1.92 final. I followed all the steps, my integrity checked out. After I restart unity though, its almost like 2dtoolkit uninstalled itself. When i click on the 2dtoolkit toolbar, the only options are advanced and setup for JS. In the hierarchy and project panels there is no more 2dToolkit options at all. I have spent all day on this but to no avail. I am using Unity version 4.1.5f1. Does anyone have any idea as to why this is happening?

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #3 on: June 17, 2013, 09:25:48 am »
If that happens it means you're missing an error in the console window. What does it say?

TekuStudios

  • 2D Toolkit
  • Full Member
  • *
  • Posts: 177
    • View Profile
    • Teku Studios
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #4 on: June 17, 2013, 06:10:32 pm »
Ok, we've spent the whole day but we managed to successfully upgrade our current project to 2.0+hotfix 1. It works perfect and the layering system you sent us has been doing well with our faked motion blur script.
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

Afro-Ninja

  • 2D Toolkit
  • Jr. Member
  • *
  • Posts: 62
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #5 on: June 17, 2013, 08:35:32 pm »
can you elaborate on turning off the sprite handles? I didn't see anything listed under edit > preferences.
They're nice but unfortunately seem to take priority over the default unity editor controls, producing unwanted results sometimes.

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #6 on: June 17, 2013, 08:39:02 pm »
You can turn them off in 2D Toolkit > Preferences.

Afro-Ninja

  • 2D Toolkit
  • Jr. Member
  • *
  • Posts: 62
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #7 on: June 17, 2013, 09:17:03 pm »
ah, forgot about the 2dtk menu entry, thanks

m4ko

  • 2D Toolkit
  • Jr. Member
  • *
  • Posts: 75
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #8 on: June 18, 2013, 12:29:45 pm »
We have found an easy to fix bug. It's within the uitextinput control. When you scale the parent object the input (gfx & text) are skaled properly. However the cursor (which shows you the typing position) is not positioned in X axis accordingly. Just a 1-liner.

M.O.

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #9 on: June 19, 2013, 08:24:44 am »
 For some reason when I re opened it today it just worked, didn't do anything else.  :o

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #10 on: June 20, 2013, 10:00:10 am »
Magic!

* I've seen Unity go crazy when updating code sometimes. You do get an error in the console, saying it cant find some files, etc. which go away after restarting.

TekuStudios

  • 2D Toolkit
  • Full Member
  • *
  • Posts: 177
    • View Profile
    • Teku Studios
Re: 2D Toolkit 2.0 final + hotfix 1
« Reply #11 on: June 20, 2013, 10:07:23 am »
Yeah, we always tend to restart Unity after every asset upgrade or major code change. It usually gets crazy.
« Last Edit: June 26, 2013, 02:02:59 pm by TekuStudios »
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.