Copyright © 2012 Unikron Software Ltd. All rights reserved
2D Toolkit provides an efficient and flexible 2D sprite and text system which integrates seamlessly into the Unity environment. Our key focus with this product is mobile performance and workflow efficiency.
2D Toolkit is designed for rapid prototyping, and is built to take you all the way to a shipping game.
Notable features of the product include:
2D Toolkit is efficient. We go out of our way to make 2D Toolkit the most efficient sprite solution in Unity. As much work as possible is done during the atlas build stage, and you are not burdened with a large number of Behaviours attached to your GameObject. As a result, you can concentrate on whats really important; drawing as many sprites as possible!
2D Toolkit is built around familiar Unity principles. It integrates seamlessly into Unity, and stays out of your way until you need it. Mix and match with any other Unity tool.
Have a problem with 2D Toolkit? Have some questions on how to best use a certain feature? We usually solve your problems within 24 hours! Use the form on the support section to get in touch with us.
We also constantly improve the product, rolling out free updates on the Unity Asset Store.
Blazing fast runtime code, optimized for mobile from design. This means the bare minimum of allocations at runtime too.
Everything which can be done offline, is done offline. Minimal runtime code means less bloat, and more speed! 322 lines for TextMesh, and 637 lines for Sprites, at last count.
2D Toolkit is a fire-and-forget system. Set up your sprite collections once, and when any of the source textures change, atlases will automatically be regenerated. Each sprite collection can now generate multiple atlases if necessary, using them is completely transparent.
Source your sprites the way you want to. 2D Toollkit can source sprites from regular sprite-sheets, and they will be automatically trimmed and merged.
This feature unique to 2D Toolkit lets you dice up your large sprites to save fill-rate and atlas space. You tick the "Dice" checkbox, set up sizes, and we do the rest.
Sprite animations are a snap to set up. Pick the first frame of your animation and the system will auto-fill the rest of them out for you. More time saving tools coming!
Import fonts from BMFont, Hiero and the the excellent Glyph Designer. Supports sparse character sets, and super fast runtime which doesn't allocate memory constantly.
Our Static Sprite Batcher is an efficient way to build backgrounds. Place sprites where you need them, and click Commit to bake it down to a mesh.
Don't waste your time packing atlases. Hand it to the system and it manages the rest, even when your source files change.
We don't interfere with your workflow. You don't need to code to create a sprite, simply click Create > tk2d > Sprite.
Set up automatic and custom box colliders. You can also set up polygon colliders with multiple shapes for each sprite. No more going back and forth into your 3D package to set up polygon colliders. Build complex levels with collision using the Static Sprite Batcher.
2D Toolkit will automatically animate your box colliders when you have set them up for your sprites.
2D Toolkit is full of other time saving and workflow improving tools, it would be impossible to list every single feature. Here are some of the rest:
Here are some videos of the product for your perusal. Some of these videos are from earlier versions of 2D Toolkit. These will be upgraded in due course, but our priority is to improve the product.
Please refer to the documentation for more up to date tutorials and walkthroughs.
Have any questions about the product, or issues with the product which you would like to discuss in private?. We'd love to hear from you.
Use the forum to discuss issues with 2D Toolkit, or to ask a question about the product.
Contact us at email@example.com