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Author Topic: 2D Toolkit 1.80 final  (Read 6238 times)


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2D Toolkit 1.80 final
« on: October 16, 2012, 01:14:44 am »
This is a final release of the long elusive 1.80. It is by far the largest update to date. While this is a final release and has been extensively tested, I strongly recommend backing up before installing due to the large changes in the codebase. Don't forget to run "Setup for Javascript" after installing if you use JavaScript.

Features and changelist. Changes in this update in italics.
Unity 3.5 and above only
Renamed collider types (ForceNone instead of None, UserDefined instead of Unset). Makes a lot more sense.
All mesh leaks plugged, hopefully.
Sprite collection settings page tidied up, added a lot more texture options.
Massive memory saving with large animations (there was a constant overhead, which is now fixed).
New tk2dSystem feature, manages platforms and resources.
Sprite collection can be made loadable - this uses the tk2dSystem resource loading feature, and doesn't need files moved to different locations. The sprite collection can also be loaded by GUID at runtime.
Sprite collections are sorted by name in inspector
Internal data upgrade, slowly moving away from legacy cruft (hopefully still backwards compatible). A message is printed out when sprite collections are upgraded.
Animated sprite bugfix, calling play from an event works.
Runtime sprite collection stuff integrated, use tk2dSprite.CreateFromTexture or tk2dSpriteCollectionData.CreateFromTexture
Switch platfroms in editor in the preferences page. Sprite collections and fonts which have platform data will switch when this is changed.
Sprite collections don't use mipmaps by default.
And loads more small fixes
Unity 4 fixes. Should now work properly with no warnings.
Auto build fixed, and also work for sprite collections with platform specific data. Only the affected sprite collection is rebuilt.
Formatted text implementation, now as it should be. This isn't 100% compatible with the previous version if text is entered in the interface, line breaks may be incorrect, but should be 100% compatible if updated using code.
Fonts in sprite collections try to pick up texture name from bmfont file
Font builder works correctly without requiring renamed textures - it automatically picks up the correct file from the bmfont
Materials are shared properly between sprite collections and fonts, batching should work as expected.
Platform data requirement code should be a lot more stable under weird conditions imposed by Unitys unpredictable script execution order
Fonts switch correctly when changing platform
Material overrides work, but need to be set up in the interface (i.e. new ones will work with platforms)
Fonts in sprite collections can be set up to use overriden materials
Support for gradients for fonts in sprite collection - needs a bit of manual set-up, but works
Rebuilding index will rebuild the tk2dSystem object - none of the resources should be checked in to version control
OrthoSize/texelSize set up properly for text meshes
Tilemaps work, but inefficient when switching platforms - it is vastly more efficient for now to switch platform in editor, load original scene and save scene as @2x, etc, and load the appropriate scene at runtime. Simply loading and saving in editor is sufficient.
Custom sprite geometry & custom colliders work properly.
Platforms are limited to 1x, 2x and 4x for now. More extensive customization will be available in the next release.
Minor bugfixes


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Re: 2D Toolkit 1.80 final
« Reply #1 on: October 17, 2012, 04:40:59 pm »
So, I have merged the new version into my main develop branch, and things look great!

An added bonus for me, is that in previous versions every time I played the scene, it became "unsaved" and saving it, would save something different to the scene.unity file even though I haven't changed a thing. So I have a lot of commits with "Save" as a comment. At first look, this behavior seems to be gone now as well as the leak notices in the console.

Fantastic work.


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Re: 2D Toolkit 1.80 final
« Reply #2 on: November 06, 2012, 06:56:24 am »