
I bought gamedraw, it's good, but why are the 102 vertex traffic signs 4 megabytes? How do I reduce them?
I bought gamedraw, it's good, but why are the 102 vertex traffic signs 4 megabytes, how do I reduce them?

Can you send us more information on it to support@mixeddimensions.net, would love to take a deeper dive into it, however it is only affecting the editor and not your deployment but would love to take a deeper look into it.

UV Unwrap on Mac (noob needs help)
Hello
Hello,
I am playing around with gamedraw in Unity(mac) for first few times. I am having trouble with UVs for my object. I must be doing something wrong…
I can unwrap and texture a regular cube just fine but when i try a slight more complex shape I get confused…I am including my prefab named runeslate.
I would like to get a texture that I can paint and expect it to keep proportion. Its hard to explain in a message. but I would expect my unwrap for the face of the slate to taller than it is wide. Like a portrait. but when I unwrap i get a perfect square for the face..
screenshots
prefab -
https://dl.dropboxusercontent.com/u/7743792/runeslate.unitypackage

Changing UV parameters per face
Would be nice if there was an option to make UVs properties working only on the selected faces. I know that I can edit this in the UV editor, but when for example I have a simple cube, and every face is placed on top of the others, it's is really hard or maybe even impossible to select the face I want to change the UV on. I have to make different material to be able to select the face I want and still it would be much easier to use normal transform sliders from the Edit UVs.
Is there any chance that you will add this soon?

the UV transformation tab now will only apply changes to selected faces when vertices are not actually shared by neighbor triangles

Zooming in the UV Editor should center on the mouse cursor or view center.
Zooming is currently quite hard to use. Panning/Zooming should work like the Animation Window to follow Unity conventions.

What's the easiest way to add collisions?
What's the easiest way to add collisions? I noticed you 'flip faces' on your subway level to make interior, do I just add box colliders to the walls?

If you have a meshCollider on the object then collision will be completely created in an automated way "not a single click needed :) " whenever you modify your mesh the collider will be modified as well, if you don't have a mesh collider and you want to use other colliders then it should be done manually.

Namespace clash
I am having trouble using both GameDraw and Aron Granberg's A* algorithm, because GameDraw puts "Node" and "Mathfx" into the global namespace. Both types are defined in A* as well. A* defines them in its own namespace "Pathfinding". My solution for now is to modify A*'s source code to replace each reference to Node with Pathfinding.Node, but that is cumbersome.
I think GameDraw should either use its own namespace as well or prefix Types whose names are likely to be used by other libraries as well; for example, GDNode instead of Node.

New menu icons plus icon for functions
I like the icons you have on this gamedraw website. Can we have icons like this in gamedraw. As they look much more professional then the current icons. Also can we have an extra icon for functions. Clicking on it will bring up a row of icons for weld, detach etc - think that would look really cool. Keep up the good work. Steve. . . . . .

Hi Steven,
Yes, we will update the current icons :) we have some cool stuff being worked and hopefully you will like it.

Hello, I have a problem with the free version of GameDraw.
http://www.youtube.com/watch?v=jainTPAf0zg
On minute 01:59

older verison for Unity 3.5.7
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