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/
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?
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.
How hard would it be to apply an Asset Settings configuration at the start of the build process?
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.
Do Multiplatform toolkit support unity 3.4.2?
Last edited by simjeanny; 05-29-2012 at 03:25 AM.
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 email@example.com and I'll try to figure out how to fix the issue for you.
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.
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.
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.
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.
I wonder how can I manage multi material with the MPTK ?
Actually, it seems to reconise only a single material by mesh.
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.You could edit Platforms.cs to create a platform called "DevOnly"...
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?
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).