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Author Topic: 2D Toolkit 2.4 beta 1  (Read 44816 times)

unikronsoftware

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2D Toolkit 2.4 beta 1
« on: January 28, 2014, 04:50:04 pm »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.3/migration_guide.html

Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.4


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Custom / Advanced collider shape support. Docs here
  • Data driven sprite collections - preview feature. It is far from complete and probably will never have 100 percent parity with the GUI, but we will add most requested features quickly. Docs here
  • Sprite data unloader enabled by default - should stop / greatly reduce memory leak in editor with png textures
  • New UI demo - dynamic list. Shows how a VERY large list of items can be implemented using 2D Toolkit UI. The demo easily handles 100K+ entries, can cope with more if data is streamed in dynamically.



Bug fixes and improvements
  • tk2dCamera now works with split screen. Using normalized device coordinates to change viewport will maintain pixel perfection unless told otherwise.
  • Separate X and Y tiling option for sprites
  • Fixed sprite resizing with negative scales
  • Added workaround for Unity bug in 2D mode where textures were reimported incorrectly (streaked alpha regions in demo scenes).
  • Fixed png atlases in tilemap editor
  • Fixed tk2dTileMap.GetTileFracAtPosition returning out of bounds values
  • Fixed tk2dSpriteAnimator ping pong mode
« Last Edit: January 28, 2014, 06:16:57 pm by unikronsoftware »

Kurius

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Re: 2D Toolkit 2.4 beta 1
« Reply #1 on: January 28, 2014, 05:54:52 pm »
Awesome!

Question...
Will these new advanced colliders and negative scaling, allow me to successfully flip a complex GameObject from a positive X scale to a negative X scale?  Currently in Unity there is a bug that causes colliders AND joints to get mangled and resized erroneously when trying to flip on the X axis.
Thanks

TekuStudios

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Re: 2D Toolkit 2.4 beta 1
« Reply #2 on: January 28, 2014, 05:56:50 pm »
Nice! So, will the 2.4 final version include the memory leak patch you were offering by email?
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #3 on: January 28, 2014, 06:01:56 pm »
Awesome!

Question...
Will these new advanced colliders and negative scaling, allow me to successfully flip a complex GameObject from a positive X scale to a negative X scale?  Currently in Unity there is a bug that causes colliders AND joints to get mangled and resized erroneously when trying to flip on the X axis.
Thanks

The advanced colliders don't actually create physics colliders at the moment. You can hook into the sprite changed event and manage the collider creation as needed if that will help.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #4 on: January 28, 2014, 06:02:09 pm »
Nice! So, will the 2.4 final version include the memory leak patch you were offering by email?

Yes, its turned on by default in 2.4.
Did that patch help in your case? You've probably got one of the heaviest tk2d games right now, so would be interesting to see if it helped.

DannyB

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Re: 2D Toolkit 2.4 beta 1
« Reply #5 on: January 28, 2014, 06:02:52 pm »
This is great! Going to test the scriptable atlases.
Had a quick look at the docs and the syntax looks crisp and clear.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #6 on: January 28, 2014, 06:03:57 pm »
This is great! Going to test the scriptable atlases.
Had a quick look at the docs and the syntax looks crisp and clear.

Very little is wired up at the moment, but please feel free to create a thread requesting stuff to be in there, happy to add non obscure requested stuff before the final release

TekuStudios

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Re: 2D Toolkit 2.4 beta 1
« Reply #7 on: January 28, 2014, 06:06:52 pm »
Nice! So, will the 2.4 final version include the memory leak patch you were offering by email?

Yes, its turned on by default in 2.4.
Did that patch help in your case? You've probably got one of the heaviest tk2d games right now, so would be interesting to see if it helped.
We were waiting for the next full stable version to be released before making some changes. We want to re-build our game from scratch due to some internal development adjustments, so we will keep you up to date as soon as it's released and we deal with such madness :)
« Last Edit: January 28, 2014, 06:14:06 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'.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #8 on: January 28, 2014, 06:18:24 pm »
Totally forgot about the new UI demo.
Just updated the change log.

TekuStudios

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Re: 2D Toolkit 2.4 beta 1
« Reply #9 on: January 29, 2014, 10:37:04 am »
Hey unikron, we finally made up our minds and updated to 2.4, and I'm afraid that I have bad news for you. Now, since a screenshot speaks a thousand words...



Just after hitting Play. Happens with the executable as well once we reach that scene. As you can see, we have tens of sprite elements per scene (nearly 100 gameObjects on this scene only), and we need a lot of collections for several purposes (although we are planning on reducing their amount in the following weeks due to some rearrangement on our core game), and I'm afraid that the total size of the collections/atlases is huge.

If you need further insight or some sort of repro case, I'll help.


I'm adding the shot as an attachment so you can see it bigger.
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #10 on: January 29, 2014, 11:12:49 am »
The specific issue doesn't affect runtime at all - it was an editor only issue. If you're getting the error at runtime, its pretty much that you've properly run out of resources / memory. Unity uses more memory when loading a PNG atlas, as it has to decode it from memory and do the usual stuff it does, so it will be understandable if it crashed when using PNG at runtime but not normally.

I think you may have to change your strategy here. Have you considered making your textures paletted? You could save significant amount of memory (about a quarter) at the cost of some shader instructions + one or 4 dependent texture reads?

TekuStudios

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Re: 2D Toolkit 2.4 beta 1
« Reply #11 on: January 29, 2014, 12:12:58 pm »
We are thinking on re-building the game again and designing each scene to have only 1-3 collections (way less PNG atlases, diced). Would that help with this?
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

unikronsoftware

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Re: 2D Toolkit 2.4 beta 1
« Reply #12 on: January 29, 2014, 12:15:07 pm »
Yes it will, but you could probably do much much better if you used paletted textures. Feel free to drop me an email if you'd like more details.

TekuStudios

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Re: 2D Toolkit 2.4 beta 1
« Reply #13 on: January 29, 2014, 12:17:21 pm »
We will most likely email you, we don't know anything about paletted textures, to tell the truth.
We are an Indie videogame developer located in Teruel, Spain. A small 6-people team which is currently working on the upcoming 'Candle'.

DannyB

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Re: 2D Toolkit 2.4 beta 1
« Reply #14 on: January 29, 2014, 12:19:16 pm »
We will most likely email you, we don't know anything about paletted textures, to tell the truth.
Hey, why mail... keep the discussion public, we are curious :)