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Issues with Unity 2018

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mangoocean:

--- Quote from: unikronsoftware on April 09, 2019, 06:36:44 pm ---Font commit is fixed in latest build

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Have you seen my other post? Font is somehow clashing with Unity's IAP system. We've had to swap out t2toolkit text meshes for unity meshes whereever we're grabbing IAP prices from the store to display in-game.

habitoti:

--- Quote from: Arnold on April 24, 2019, 03:03:16 pm ---Reporting in on the latest 2019 build with Beta3, everything works so far on my end. Great work!

*Update

If i hit Save in a scene i get this error, but this hasn't stopped the game from running.


--- Code: ---InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
tk2dIndex.GetSpriteCollectionIndex () (at Assets/TK2DROOT/tk2d/Editor/tk2dIndex.cs:76)
tk2dSpriteCollectionBuilder.RebuildOutOfDate (System.String[] changedPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:147)
tk2dSpriteCollectionTextureWatcher.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionTextureWatcher.cs:37)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:633)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()

--- End code ---

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I get the same issue when commiting a sprite collection now. Not sure whether this is also a cause of the fact that I cannot change platform support w/o messing up the consuming sprite objects. I wanted to strip lowres support now (as there is only a very minor fraction still needing it), however when I remove a platform from settings and re-commit, I am getting the above error and the sprites referring to that collection are no longer set to a valid value.

mangoocean:
Just had an issue where I added a new sprite to a current spritesheet. When I did, all other sprites on that sheet referenced to by sprites in the scene lost their reference to their respective sprite on the sheet. Had to go through THE WHOLE GAME connecting sprites back up.

birdkingz:
I found some issues with SpriteCollectionData.
I noticed when I view the prefab of SpriteCollectionData, it seems to always show the previous data instead.
Initially, I added SpriteA, then COMMIT. When I check SpriteCollectionData, it doesn't show anything about Sprite A.
After that I added SpriteB, then COMMIT. Now when I check SpriteCollectionData, it only shows SpriteA but not SpriteB.

I'm not really sure what's going on here, this bug just seems super weird.

Also it seems like ANCHOR is not working on newly added duplicated sprites (duplicated because both are using different materials). Although I have set it to LOWER CENTER but when in-game it still reverts back to CENTER anchor.

Please investigate.
Currently running on Unity 2018 and TK2D 2.5.8.16

FZGames:
I have found a workaround for when it doesn't always save collections properly (when it updates the atlas but not the prefab, so you lose your sprites after a while and it loses all the references).

I've noticed that when you press 'commit', it updates the atlas only, but then if you press it AGAIN, the prefab gets updated and you're usually safe. So every time you update a sprite collection, hit the 'commit' button TWICE.

The way I make sure it worked every time is I have a git client running. Before I make any changes I commit everything, then when I save my updated sprite collection, I look in the git client in the list of changes, see if it shows the .prefab file as well as the atlas file. If not, click commit again until it shows up.

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