I am using now texture packer and I think I will never go back to old way “doing things”.
It saves so much time that is a no brainier to use it at any stage of the project, imho.
Especially when you work with external graphics designer.
Have few questions:
When I set invalid source value to json file or put not existing frame name(TexturePackerSpriteVPlay etc) Felgo nicely shows me the error.
The issue is with multiple warnings in the log it’s really hard to track it in bigger app.
Probably you don’t want this to be exception to not stop the app completely?
That’s why it is just a warning.
Still, somehow it is time consuming to find these warnings among tens of lines of logs/other warning which are not important.
Is there a way to separate somehow these kind of warnings?
It’s not a big issue but your documentation in https://felgo.com/doc/howto-texture-packer/#texturepacker is a little out of date in few places.
The GUI in texture packer looks a little different in few places.
You can still figure it out what is where no problem, but some things are not there any more. For example autoSD option, I think.
Is there a chance to upgrade the docs and at least delete not used elements?
Still, not a big issue since you can go to texture packer website or read docs/tool tips in the GUI.
If I use too big texture size I get an exception. Is there a way to expose the variable/value responsible for this parameter on Android and iOS?
That exception breaks the app but would be nice to be able to detect it before and maybe do something with it.
Stopping the app is never a good idea 🙂