![]() metadata - texture size, format, texture file name. The top level layout of the file consists of 2 entries: frames - containing the sprite frames.![]() Its totally free to use but does not support all features that TexturePacker does. So I mentioned yesterday that Iâve been working on a small tech demo in Unity, to help make sure I notice all the difficulties that can come up with Sprite Lamp, and the first one that has presented itself is the issue of animating with multiple (sets of) sprite sheets. Description of the plist file format used for sprites sheets in cocos2d and cocos2d-x and Axmol Engine. TexturePacker Online (free) This is a web app version of TexturePacker that you can use for your game projects. A few people asked me about this already but I didnât quite have my head in the game enough to give good answers. Hopefully now that Iâve played with it a bit more directly, I can do better. Oh and before I go on, a quick annoying reminder that Sprite Lamp is at 30% off on Steam as I write this! Animations with a single sprite sheet Hereâs the script referenced in this post. The simple situation for frame animation in Unity is one big sprite sheet. This is, I suspect, reasonably common â especially with people working with pixel art, and textures going up to 4096Ã4096. rTexPacker can be used for free as a WebAssembly online tool and it can also be downloaded as a standalone tool for Windows and Linux with some extra features. Package sprites or fonts into an atlas to improve drawing performance. Someone in this situation who wants to use Sprite Lamp is in a pretty easy situation in terms of programming â essentially, everything just works easily. Youâll want to make a sprite sheet of the diffuse channel, cut it up with Unityâs sprite editor, create animations, and apply them to a game object with an animation controller. Im using TexturePacker to pack my images and even using linear linear to get max quality: TexturePacker.Settings settings new TexturePacker.Settings() settings.filterMin settings.filterMag settings.maxWidth 4096 settings.maxHeight 2048 TexturePacker.process. A simple and easy-to-use textures packer and font atlas generator. Then, youâll want to create a corresponding normal map sprite sheet with Sprite Lamp (either using whatever texture packer tool you want, though be wary of rotating normal maps, or by drawing the lighting profiles in sprite sheet positions then processing them all at once). You donât need to cut this up into sprites in Unity after youâve imported it. ![]() Then, apply a Sprite Lamp (or other) material to your game object, drag the normal map sprite sheet into the NormalDepth slot, and everything should be fine.
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