What is unity 2D toolkit?

Unity 2d toolkit free download is readily available on our website; you can now get the paid version of 2D toolkit worth $75 free from our website. Unity 2D toolkit is developed by Unikron Software Ltd and sold under the category of Editor Extensions/ 2D & Sprite Man.

2D Toolkit provides an efficient & flexible 2D sprite, collider set-up, text, tilemap and UI system integrating seamlessly into the Unity environment. This toolkit required Unity 4.6.8 and has been updated on Dec 31, 2015 and the latest stable version is 2.5.6. You can also download Unity 3D Pro 5.UNITY 2D TOOLKIT FREE DOWNLOAD

Feature of Unity 2D toolkit

o NEW!Unity 5.0 support
o Supports both 2D and 3D phyiscs
o Improved tilemap editor
o Beginners whack-a-mole game tutorial
o Brand new UI system
o Platform specific sprite collections
o Non-rectangular and sliced sprites
o Pixel perfect rendering
o And loads more features and improvementsUnity 2D toolkit

Review from this Unity Asset

There are some elements which I consider to be the bread and butter of GUI, which have to be created in a very complicated or roundabout manner, and which are really hard to modify after their creation. I put an example forward: the text box input.

To create a text box input, you must:

  • – Create an Empty GameObject.
  • – Add a tk2dUITextInput script component to it.
  • – Create a tk2dTextMesh object.
  • – Attach it to the main tk2dUITextInput script as Input Label (the text the user writes will be displayed by this object).
  • – Create another tk2dTextMesh object.
  • – Attach it to the main tk2dUITextInput script as Empty Display Label (the default text which will be shown in the label if nothing has been written on it by the user).
  • – Create a tk2dSlicedSprite object.
  • – Attach it to the main tk2dUITextInput script as Un Selected State GO (this is the aspect of the box when it is not selected).
  • – Create another tk2dSlicedSprite object.
  • – Attach it to the main tk2dUITextInput script as Selected State GO (this is the aspect of the box when it is selected).
  • – Create *another* tk2dTextMesh object.
  • – Attach it to the main tk2dUITextInput script as Cursor.2D toolkit

From then and on, you can customize each and every piece of the textbox you just created, however…

You must position and align all these elements *manually*, and create a sensible Game Object hierarchy by yourself to avoid future accidental misalignment. Barring that, you can import one from the demo, which is a very roundabout and inelegant way. Creation of these elements, due to their complexity and common pattern, should be integrated into the Editor.