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  1. Location
    Boston, MA
    Posts
    235
    Hi Denifia. We supported all of the resolutions/aspect ratios on Android that the MPTK supports, when we created Smuggle Truck. You can check out Tutorial 2 here for a listing of all of the resolutions: http://smuggletruck.com/multiplatform/
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  2. Posts
    5

    Anyone had success with MPTK and NGUI?

    I know the question was asked several times earlier, and the response seemed vaguely positive, but can anyone give me a definitive answer? Does it work well with NGUI specifically, and if there are any hang ups, what are they?


  3. Location
    Boston, MA
    Posts
    235
    NGUI Compatibility
    NGUI uses quads and transforms and avoids the use of UnityGUI, therefore it is compatible with MultiPlatform ToolKit. I've just tested it and found that there are no errors with having both toolkits in one project. The following is a list of features that will overlap with functionality that NGUI handles:

    - Using the UIAnchor script will override MPTK position changes
    - Using PixelPerfect will override the MPTK scale changes
    - MPTK cannot change text of UILabels directly
    - MPTK cannot change materials on a quad directly due to the fact that UISprites don't use a unique material, they choose a subsection of a texture atlas.
    Last edited by gtjuggler; 05-04-2012 at 02:12 PM.
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  4. Posts
    8
    How hard would it be to apply an Asset Settings configuration at the start of the build process?


  5. Location
    Boston, MA
    Posts
    235
    Line 601 of the editor script AssetSettingsWindow.cs is the ApplyConfiguration() function. Modifying that to accept a Platform argument would allow you to hook that function call into the pre-build phase of the build process.
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  6. Posts
    8
    Thanks, I'll give that a go.


  7. Posts
    19
    Do Multiplatform toolkit support unity 3.4.2?
    Last edited by simjeanny; 05-29-2012 at 03:25 AM.


  8. Location
    Boston, MA
    Posts
    235
    The MPTK does support Unity 3.4.x, but the Unity Asset Store might not be allowing you to download it from 3.4, I'm not sure why. I saw someone else's asset store package gated by the store to 3.5 as well... Feel free to email me at support@owlchemylabs.com and I'll try to figure out how to fix the issue for you.
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  9. Location
    Vancouver, BC, Canada
    Posts
    107
    Hey there

    Does the MPTK provide support for swapping SD/HD textures for non-retina and retina displays in universal iOS builds? I noticed that Snuggle Truck isn't a universal app. Do you only provide support for swapping textures in builds and not at runtime?

    This is probably a really simple question, but I couldn't come up with an answer after browsing the documentation.

    Thank you!


  10. Location
    Boston, MA
    Posts
    235
    At the moment, we only support build-specific stripping. The only way to swap between SD and HD versions of a texture (without loading both into memory on scene load), is to remove the textures from the material completely, and load them in programmatically using Resources.Load , finding the correct texture based on platform.
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  11. Location
    Vancouver, BC, Canada
    Posts
    107
    Good to know! Thank you for the quick response


  12. Posts
    27
    How about release build only stripping? I have a lot of test user interface that I'd like to exclude from release builds. I'm programmatically disabling it in release builds right now (non development builds), but would like to completely exclude it.


  13. Location
    Boston, MA
    Posts
    235
    You could edit Platforms.cs to create a platform called "DevOnly" and then attach platformspecifics to the objects in scenes that you wish to be removed from a release build. Just tag them with "Restrict To Platforms" and whatever platforms you want it to remain on.
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  14. Location
    Paris
    Posts
    8
    Hi !

    I wonder how can I manage multi material with the MPTK ?
    Actually, it seems to reconise only a single material by mesh.

    - Regards
    PETO1NE


  15. Posts
    27
    You could edit Platforms.cs to create a platform called "DevOnly"...
    I don't follow that. If I add a DevOnly platform, the platform property is never going to return DevOnly (unless I modify it the property to return it if it's a development build, in which case it won't tell me what actual hardware platform is active in dev mode), so how could it toggle assets on or off. All the other platforms are mutually exclusive, DevOnly doesn't seem to fit in there well.

    It looks like I'd want to add a DevOnly bool to the PlatformSpecifics class and then handle it in ApplyRestrictPlatform.

    I don't quite follow how the build process works. Am I missing something?


  16. Posts
    32
    Any chance of iPhone 5 support?


  17. Location
    Boston, MA
    Posts
    235
    We're workin on it!
    Alex Schwartz
    Chief Scientist, Founder, CEO, and Janitor, Owlchemy Labs
    Owlchemy Labs : http://owlchemylabs.com
    Boston Unity Group : http://bostonunitygroup.com
    Snuggle Truck: http://snuggletruck.com
    Jack Lumber: http://jacklumbergame.com
    Dyscourse: http://dyscourse.com


  18. Posts
    32
    Quote Originally Posted by gtjuggler View Post
    We're workin on it!
    Cool. Any idea when it will be available? I was hoping to do a iPhone 5 build on Thursday


  19. Location
    Santa Clara, CA
    Posts
    194
    Quote Originally Posted by paulbaker View Post
    Cool. Any idea when it will be available? I was hoping to do a iPhone 5 build on Thursday
    +1 on the timeline request. Thanks!


  20. Location
    Santa Clara, CA
    Posts
    194
    @paulbaker.
    If you can't wait (like me), look at MultiPlatformToolSuite/Scripts/Platforms.cs

    I haven't tested yet but it appears it doesn't take much editing to add the new platform. We'll see when I go to test on a device (waiting on a friend's phone).

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