#🖼️┃2d-tools

1 messages · Page 1 of 1 (latest)

vocal raft
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Hi! For some reason, whenever i zoom in my camera (like resize it), the change won't show in the actual game, when i playtest. Does anyone know why this is?

elfin sandal
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don't resize it

rancid depot
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Hello i would like some help here.You see, i opened a png file with sprite editor and made some 16x16 pixels and after that some of them i transported them in tile palette,and everything worked fine in the tilemap except from one pixel and that is the one inside the red circle.I thought i have cropped it with a little bit bigger width but i checked it and it is 16x16 and also right.I moved the offset so not it cannot be seen easily but i want to selve the problem without changing the offset

modest cargo
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aka the blue circle in the middle

rancid depot
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what does the blue circle mean exactly?

modest cargo
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"Pivot point" or where the sprite's center point is in relation to the object origin

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Tilemap assumes that each pivot point will be right at the center of the grid cell

rancid depot
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so it's better keeping it in center for safety😅

crimson folio
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ehi guys can someone help me for a easy thing

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i think its easy

elfin sandal
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If its easy you should be able to look it up

crimson folio
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and i dont understand how to resolve my "problem"

elfin sandal
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Whats the problem

crimson folio
# elfin sandal Whats the problem

i wanted to download thishttps://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@2.2/manual/index.html but i dont find any download button or something like that

elfin sandal
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Look up "github unity technologies 2d tilemap extras" in google

crimson folio
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oh ok thx

rancid depot
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sorry i saw the playtest and thought about the resizing during the play

mighty dirge
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is there anyway to make a game object tiled mode but it randomizes the textures rotation cuz it will make it so i dont have to make as many textures

solemn latch
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There are several ways

mighty dirge
solemn latch
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You'll need to give more information about what you're making for me to really suggest anything

mighty dirge
solemn latch
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Like, using a tilemap?

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Or just a tiled texture?

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If you're using a tilemap, then a rule tile would probably work. You could also do it in the shader.

dark flicker
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what should i change?

spiral monolith
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add a hole

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damn that was yesterday

dark flicker
dark flicker
spiral monolith
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oh the time

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tbh idk if it would look good or not

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kinda like that but idk if u can fit sm like that in sucha small gun

dark flicker
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i think i cant do that in my size

spiral monolith
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Ye like i was saying didnt think but just a suggestion

finite zealot
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Is it possible to change the hitbox of a tile?

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like I have this spike

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and I want to make it so that the player can only collide with like a small hitbox so it doesn't feel irritating

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but right now the player collides with the gravel

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which feels unfair

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how can I change the collider on this tile?

modest cargo
finite zealot
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Yes, thank you!

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I realized that I needed to reset the tile map collider for it to work

spiral monolith
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theres something missing in the stone area i just dont know what

turbid kayak
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How can I mask UI by it's form?
I want to overlap these two images to one overlapped image.

dark flicker
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I made a simple tileset in aseprite, how can i split it up to use in unity?

worthy stump
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Hi there, I have a few questions about how sprite atlases work.

  1. Is it the case that once a sprite has been included on an atlas, that atlas will be loaded/used whenever the sprite is used, rather than the original texture that the sprite originated from?
  2. Can I use atlases in conjunction with Tilemaps (I.e, is the workflow the same as with other sprites?)
  3. If I have a sprite that exists on more than one atlas, how do I know which one will be loaded when the game runs? For example, if I had some common sprites across multiple "game levels", and I wanted to have an atlas for all the sprites used on each level, is Unity intelligent enough to just load the single atlas that has all the sprites I need for a given level, or will it load more than one atlas?
solemn latch
worthy stump
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Nice

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Thanks 🙂

solemn latch
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It will use the original texture when the sprite is used in, say, a meshrenderer.

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(Unless you specify the atlas in the material)

rancid depot
worthy stump
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I have another pretty complicated question about the way in which tiles are rendered.

I'll give a brief overview of what I'm trying to do, but I would kindly request that you don't ask why I'm trying to do it because it will take a long time to explain. Please just have faith that I have researched this properly and I believe this is the only way to solve my problem.

What I'm trying to do:
I want to scale up the vertices of every tile in my tilemap by an arbitrary amount, whilst simultaneously scaling the UV coordinates by the inverse so that visually the sprite appears to be the same size

What I have done
I have achieved the above as described

What is the issue I am encountering
I am currently in the process of migrating my project from an old 2D plugin to Unity's inbuilt tools. On the old plugin, the flow for the construction and modification of the tilemap appeared to be:

  • Build Tilemap (All sprites aligned correctly)
  • Apply shader, scalling verts and UVs
  • Result: Verts overlap, but visually sprites appear unchanged (Anchor point of sprites was centre)

However, after migrating to Unity's Tilemap, it appears to be the case that the order of operations has changes, and thus I get this:

  • Apply shader, scaling verts and UVs
  • Build tilemap
  • Result: Tiles are scaled correctly, however they do not overlap. Instead, adjacent sprites appear to be rendered so that their edges are in-line with the scaled verts of the other tiles. This leads to gaps appearing between the tiles in the tilemap.

Is there anything I can do to achieve the desired effect?
https://imgur.com/epTvx4q (Screenshot of desired effect)

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Im going to try changing the anchor point to the top left corner and seeing if I can move the verts

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But I am very confused as to why my shader would impact the tilemap in such a way. I thought that shaders were a post-processing step? I don't see how that could actually impact the placement of the tiles if I'm using the centre of the tile as the scaling point

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I.e, when the shader is not used, the centre of tile (0) will be something akin to (16,16), but after the shader is applied the centre becomes (18,18)

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The only thing I can think of is that the anchor point for the tiles is not used in the way we think it would be

elfin sandal
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probably better to use Tilemap.SetTransformMatrix

worthy stump
fathom carbon
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(Trying to generate 2d terrain using noise) How would you guys go on to implement these tiles? My idea would be to make some meaty if code to check for each condition but that can't be the most efficient way

modest cargo
fathom carbon
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Amazing. I will look into it. Thank you

fathom carbon
fathom carbon
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How could I not find this haha. Anyways, thanks again

fathom carbon
modest cargo
fathom carbon
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On a tilegrid. It makes it so the tile grid is higher than it's suppossed to be because the walls are also part of the tile when only the green area should be. That way they don't align right now

silver heron
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hey guys my tiles are hiding themselves when i go to use the brush tool if i click edit it shows them on the pallette but wont place them on the tilemap

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is there a bug going around atm or have i missed something

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no edit clicked

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edit clicked

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still not placing hmm

timid bluff
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Is there any way to fix my spritesheet textures bleeding on my tilemap without changing the tilemap scale/PPI? This isn't an issue in the editor, but in-camera it's very noticeable.

modest cargo
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Or if you don't want to do that you can generate a sprite atlas which has the option to add margins, without having to re-do any references to the sprites themselves

timid bluff
fathom carbon
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I will procedurally generate my world with tilesets like these using bitmapping. How would you guys go on to generate vegetation only on the green tiles? (plants, flowers, trees)

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I would either make the sprites readable and look for green pixels or make prefabs instead of using just the sprites containing a mesh for vegetation areas. Any better ideas?

fathom carbon
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Does anybody know, why this tile is spawning? It isn't the default sprite nor are ANY of the conditions met. I have one whose conditions meet exactly those of this tile, so why wouldn't it spawn?

rancid depot
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If you can see in this picture i have a problem with the tiles that colliding to the tilemap.i saw from a youtuber a solution where he changed the grid cell gap to a really small negative number but it didnt work to me.Any idea how to fix this problem?I saw also the pivot from my previous mistake and it is ok now of course.

reef stratus
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I was wondering if there is a quick efficient way to make a sprite sheet high quality and to get rid of the green background

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this is the one im trying to use

elfin sandal
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seems like you have a sprite sheet that has compression on it

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you'd have to find the source sprite sheet instead

reef stratus
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i found it on deviantart

elfin sandal
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says you have to buy it

reef stratus
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so i can automatically slice the sprites in unity

elfin sandal
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use gimp

reef stratus
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appreciate your help, theres one more thing, in unity the sprite is very small but when i scale it up the resolution goes, is there a way i can make the sprite bigger but not lose qualitty

elfin sandal
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change the pixels per unit to something like 16

reef stratus
elfin sandal
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in the sprite settings

reef stratus
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ah ok

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thank you

spiral monolith
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What does anti aliasing do

spiral monolith
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whats missing here espically the walls are so flat

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the red line is to see the middle

elfin sandal
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textures i guess

solemn latch
modest cargo
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In addition to textures, imagining a light source or shadows is the most important thing for creating "depth"

modest cargo
fresh pagoda
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hello, does anyone know how to put a tile between 2 specific tiles whilst auto tiling

spiral monolith
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Ye idk how i forgot texture and i see what u mean by the perspective

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And I'll try depth also

crude heart
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Why does a Tilemap that is filled with the GameObjectBrush not have any Size? if i log the Size it tells me the tilemap is (0,0,1) big.

oblique nebula
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Hey peeps

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I'm poking around looking if anyone is knowledgeable about Sprite Atlases

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I mostly want to know if I should be able see improvements in draw calls while in editor or if I need to build and test that?

crude heart
oblique nebula
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when looking at the profiler I was expecting a bunch of icons I atlased to show up as one batch but it still seemed to list each icon as a separate draw call

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I guess I ran another time and it showed the batched icons as one call... 🤷‍♂️

oblique nebula
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Side question... how does one eliminate bleed when 8 pixel padding doesn't cut it?

fathom carbon
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Does anybody have an idea if rule tiles are capable of what I'm trying to do? In the red square there should be walls but it wouldn't work since there is already a tile below so I couldn't register it. In the yellow square the walls should connect to the sides while the crenel (other tile) shouldn't

lean estuary
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Simplest way would be to use another tilemap layer for walls, since they ignore some rules for the top platform.

shut plover
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Hi guys, I'm currently painting normals for 2D sprites in Photoshop and testing out the normals in Unity and am having an issue with sprites displaying a very thin outline which becomes more or less visible depending on the lighting settings and placement.

I know the issue has to do with the soft pixels around the edges of the sprites being more visible on top of each other, but I'm not sure if there's anything that will fix this when exporting from photoshop or any changes I can make in Unity. With that said, I'm pretty new to Unity and am not a programmer, so I won't be able to deal with code to make any fixes.

Thank you! I posted this in #🔀┃art-asset-workflow as well since I'm not sure where the best place is for this question.

solemn latch
solemn latch
oblique nebula
fathom carbon
# solemn latch Like Fogsight said, having the walls and platform on separate layers should help...

Yes alright. Thought there would maybe be some kind of way to connect two different textures with rules (especially if I was to add biomes later). The idea was to put it all into one rule tile somehow to make the scripting easier, however I might scrap all that and go for bitmasking like in this video (https://www.youtube.com/watch?v=gu4xOWIFQUA&t=238s). Especially if I'm going for biomes or something similar later where I'd like to blend between textures

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And thanks for your answers

crystal mauve
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hello can someone me fix my background
there is a video so you can see the problem
sorry if I'm interrupting any one

modest cargo
crystal mauve
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how do i do that?

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hi on my tile map these keep appearing and I cant find a way to erase them

crystal mauve
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pleas can some one help

timid bluff
crystal mauve
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they were but i have fixed my problem now

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it just took it bit of time to figure out

timid bluff
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Great to hear 👍

crystal mauve
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thank you for helping thought have a good day

timid bluff
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You too!

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Does anybody know how I would go about applying a custom physics shape to a scriptable tile?

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Or at the very least, can I open the editor for its spritesheet through code?

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Above is a TileHazard which derives from TileBase, but it's missing the normal inspector fields because it's its own scriptable object.

crystal mauve
timid bluff
crystal mauve
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there shouldent be lines in the background

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this is scene

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this is game

modest cargo
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@crystal mauve Can you search pixel perfect rendering which I pointed you towards?

modest cargo
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I wonder

timid bluff
crystal mauve
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yes

timid bluff
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That's a pretty common issue, there are a few ways you can fix it. The least hacky is to give your sprite an extra one-pixel margin so that the pixels surrounding it on the spritesheet are not transparent, like so:

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If you're not using a spritesheet, the easiest (if not a little hacky) way to hide gaps is to decrease the pixels-per-inch of your texture by a little bit (e.g. 8 to 7.99).

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@crystal mauve Just pinging if you haven't seen since I didn't reply directly.

crystal mauve
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@timid bluff how do i add a margin

timid bluff
# crystal mauve <@166507111193378816> how do i add a margin

In whatever image editing software you're using you can just draw a border of pixels around your background tile. However, if you're only planning to use that one solid color as your background there are easier methods than applying it in a grid to a tilemap.

crystal mauve
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is this a sprite sheet

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@timid bluff

timid bluff
crystal mauve
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this bit @timid bluff

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this tile

timid bluff
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I see, that's probably because it's bordered by a transparent tile on the right.

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You can either separate it out from the rest which I'm guessing you don't want to do, or you can decrease the PPU of the texture by just a tiny margin. As far as I know, that's the only other solution.

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Actually, there is one more thing. You can generate a sprite atlas with padding and add all of your spritesheets (like the one you showed above to it). I haven't tested it out since I'm having trouble recreating the gap issue in my current project but it seems to work for other people and it's probably the most 'proper' fix.

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You can think of the sprite atlas as grouping your individual spritesheets into one larger single sheet.

crystal mauve
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how do you add padding?

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@timid bluff

timid bluff
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The 'padding' field in the inspector for the sprite atlas is the number of pixels in each direction to 'pad' the image with.

crystal mauve
timid bluff
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Padding can be whatever, 2 or 4 worked fine in my testing. Filter mode should be set to point to avoid blurriness, and compression should be set to none.

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Unity only generates sprite atlases at build time, so this will not apply until you actually run your game.

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Here's how my generated atlas* looks with a padding of 2 pixels.

crystal mauve
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i dont have padding

timid bluff
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Do you have the tilemap editor package installed?

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In Window > Package Manager, search for "tilemap".

crystal mauve
timid bluff
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Check to see if you have a package called '2D SpriteShape' installed.

crystal mauve
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no i dont

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i have to eat my dinner i will be 10 minnets

timid bluff
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Install that, it includes the sprite atlas functionality.

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Alright, hopefully everything will work after that.

crystal mauve
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ok i m back

crystal mauve
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@timid bluff i have dowload both of them and i still cant find it

muted elbow
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Hello everyone! I was wondering, if I have a Freeform Light 2D that covers all the sprites in my scene, does it essentially replicate a Global Light 2D in terms of rendering in-game?

timid bluff
# crystal mauve em,

You're trying to add it to your scene hierarchy in this screenshot, not your file structure.

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You should be right clicking in the project tab.

crystal mauve
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@timid bluff were do i put my atles

timid bluff
crystal mauve
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ok

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its working thank you so much im sorry this took so long
@timid bluff

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I hope you have a great day

timid bluff
frail vigil
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HI! I am having a bit of a problem

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I thew together a simple sprite, nothing fancy

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But when i throw it into unity....

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It gets messed up completely

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The donut was made in aseprite

abstract olive
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Set the filtering to Point Filtering and turn off compression on the sprite

frail vigil
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Thanks a lot mate!

quasi minnow
timid bluff
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Does anybody know how I would go about applying a custom physics shape to a scriptable tile? Or at the very least, can I open the editor for its spritesheet through code?

tacit wave
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Do you guys know any iPad app that's good for pixel art?

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I'm doing it on PS but my girlfriend wants to switch from tattoo to pixel art, and she's mainly using an iPad to draw

fluid lichen
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hey guys, maybe a little bit of a dumb question, but I'm experimenting with a topdown 2D game and I want to rotate all of these sprites to be facing the front, because as is, the game recognizes their left shoulder to be the front of the sprite. What would be the best way to do this?

tacit wave
fluid lichen
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Unfortunately not, it still recognizes the left shoulder as the "front"

tame inlet
faint dune
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I made a 2x2 bmp that's just a checkerboard and I want to have it tile as a background sprite (blocks bigger than 1 pixel when it draws) but if I make the sprite big enough to cover the whole scene it stops tiling

solemn latch
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You could also probably write a script to rotate the data

still tendon
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hi! 😊

game maker has auto tiling based on a given sheet similar to this video https://www.youtube.com/watch?v=JRb4_GzF95k

im wondering if its possible to use a similar sheet in unity + unitys rule tiles somehow?

thanks!

Auto tiling allows you to design levels quickly and efficiently. Grab a free tileset with this video and learn how it all works!

https://www.udemy.com/be-a-game-maker-with-gamemaker-studio-2/?couponCode=YT_COURSE_LAUNCH

Dirt Tile Set: https://drive.google.com/open?id=1wLEXPsXjsvRZ6muxVn6AH1Rm85QoJPni

Check out our website @ www.beyondusgames....

▶ Play video
lean estuary
agile crane
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Hi guys, is there any good free software for pixelated tile drawing?

somber jolt
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does anyone know of a 2d pixel art free software for windows? I need to make some buttons

somber jolt
nimble hull
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how do I remove the text at the bottom while previewing?

solemn latch
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Why do you need to?

elder minnow
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For whatever reason it is, I'm pretty sure it has to be a bizarre one.

pale nymph
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Hey, idk if I'm supposed to ask this here, but here's my question:
How can I make it so that my low resolution sprites and tiles look as good (or at least better than they do now) as in the editor? And also how do I get rid of the gaps in between tiles?

marsh river
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see if that helps

pale nymph
elfin sandal
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are u using pixel perfect component?

marsh river
elder minnow
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Is the blurry image taken from the built game or is it just running under the game tab inside of Unity?

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If the later then you might have changed the zoom level of your game window. Set its scale to 1 if it's not it.

pale nymph
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just zoomed it in to make it more visible

pale nymph
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Thanks a lot

elder minnow
pale nymph
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well, besides that the gaps in between tiles were a problem

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pixel perfect camera fixed it tho so it's good

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just getting this error when resizing the game window

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idk if it's just an unity editor error because of how resizing works there

elfin sandal
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is your game window in free aspect

pale nymph
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ah

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yes, it is

elfin sandal
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dont do that

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use a fixed resolution and resize based on it

radiant cedar
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what are the options for showing in-game animation?

Specifically, I want to make some sort of a machine with tubes, and fluids flowing in them.
There's no need for interaction from the user - but I do want it to be seen as part of the scene (hence not playing a video file or something like that).

tacit wave
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Do you guys have the Selection Outline working for 2D sprites? It's only showing for 3D objects on my end

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While in the tutorial I'm following it works for 2D sprite

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And I have not found a setting that differentiate 2D Sprites and 3D Objects regarding Selection Outlien gizmo

solemn latch
tacit wave
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It's only appearing for 3D objects, even in 2D modes

solemn latch
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Also you need the rect tool selected

tacit wave
solemn latch
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I've never had a selection outline for sprites when not using the rect tool, I don't think.

tacit wave
solemn latch
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Um, what do you think that blue box with the little circles on the corners are

radiant cedar
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I'm looking for a tool where I can create 2d animation, hopefully something with fluid simulation, and then import it into unity and being able to play it.
Player doesn't need to interact with it.

Any tools that fit these requirements?

marsh dew
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They cost money though so they aren't good if you're looking for something free

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When I use the pixel perfect camera with crop frame it places these black borders around my game. Anyone know how I can fix this?

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Stretch fill gets rid of the issue but then makes the whole game blurry

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This is what it should look like - there is no issue in edit mode only play mode

solemn latch
marsh dew
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Well yes I know that but how can I stretch it to fill the whole screen without blurring the game? I've made pixel perfect games before with a render texture which worked fine but can't use in this project for other reasons

solemn latch
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What reasons?

marble escarp
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makes actual UI annoying to deal with

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Also its just kinda messy lol

solemn latch
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Well there you go

tacit wave
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Hey, how do you guys work with dark tilesets? Cause I don't find where to change the TilePalette Window's background color in Unity, and the solution I found doesn't work anymore since Unity's code has changed

For example, I don't think I'll go through the pain of working with a dark background and that tileset haha

solemn latch
amber juniper
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what software could I use to make a tileset for free?

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I saw a YouTuber use this but I don’t know if it’s free or not, or what it’s called

modest cargo
velvet rivet
topaz axle
amber juniper
velvet rivet
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It’s a cool software

amber juniper
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however, I dont have the money right now, so for the time being, I will use libresprite or compile it myself

velvet rivet
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Ok

clear furnace
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how do i make my point 2d light that's looking at the map from upwards react to the colliders of the tilemap

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I want this "cave" to be dark inside

clear furnace
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i used the shadow caster component

elfin sandal
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👍

solemn latch
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That seems to do the trick

hot fog
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guys im stuck how do i do a nose without it looking shit

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how do i make it better

elder minnow
# hot fog how do i make it better

Impossible to explain since it's hard to know what type of style and mood you are going for but if you want to learn how to do anything well you need tons of reference.

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You need to look and compare many pixel art noses from that pose and compare why yours does not look "right", what is different? etc etc

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Something as simple as making curvy lines need a lot of understanding to make them feel right and not a jagged weird mess

hot fog
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ok i think i got it

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whatd u think of this

elder minnow
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Again, hard to tell without knowing exactly what is the vision you have for it and how it compares to the rest of the art. However, I do see some jaggies in there, look it up on google.

hot fog
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wdym jaggies

elder minnow
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Just search pixel art jaggies on google and you will understand

hot fog
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ok first attempt

ancient fossil
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hi!! would digital faceless type art be allowed here? or some digital landmarks that aren’t pixel art?

abstract olive
somber jolt
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Is it possible to export files from asperite to unity?

abstract olive
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Yes of course, you're just exporting a PNG from aseprite which is all a sprite is.

somber jolt
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I also have a problem

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I made it one project...

abstract olive
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Crop them onto their own boards and export them separately?

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Or organize it into a sprite sheet and slice it in Unity

somber jolt
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Im sorry Im kinda new to this. What do you mean?

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Like this?

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its in that same project/file

abstract olive
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Well it's a bit more involved than that. A sprite sheet is an organized sheet of sprites that can be spliced in Unity (or a game engine in general) into individual sprites. Probably overkill for what you're doing.

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Just look up how to export based on selection instead.

somber jolt
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nevermind (sorry for ping)

pale nymph
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Can anyone tell me how do I make an object with Mesh Renderer appear above a tilemap with Tilemap Renderer in a 2D space?

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probably shouldn't ask here but idk where else

solemn latch
pale nymph
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I see

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But I resolved the problem in a different way already, just tossed it in a canvas and somehow found a way around it

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But still good to know

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thanks

solemn latch
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No problem. Specifically, you can set Renderer.sortingLayerID and Renderer.sortingOrder

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Yet another alternative would be camera stacking. So really there are tons of ways. 😄

honest palm
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Does anyone know if there's a way to have the tilemap grid map to a 0-1 scale for tiles? Currently whenever I make a tilemap it's tile anchor is set (0.5,0.5,0) and if you move it back to (0,0,0) all of the tiles are offset on the grid.

https://i.imgur.com/cU7phpE.png

It'd be nice if the grid could just be moved and the tile anchor set to (0,0,0) so that my dynamic sprites could be placed at (0,0,0) and be in the center of a tile without needing to offset everything by (0.5, 0.5, 0)

For instance here, my triangle must be placed at a (0.5, 0.5, 0) offset to be in the center of a tile when I'd rather it just be centered at (0,0,0).
https://i.imgur.com/HriXtxB.png

leaden sky
#

how do you guys solve different resolutions(2D game, no UI)? I want to design a game with a "fixed" view of say 50x100 tiles. How can I make sure they are all rendered the same way(and all within bounds) for different resolutions? My tiles atm is just sprite with a width of 50px.

solemn latch
somber jolt
#

I exported from asperite to unity and it blurred it

abstract olive
#

Turn the filter mode to Point in the import settings of the sprite.

somber jolt
#

Thank you.

leaden sky
leaden sky
#

another question. Is there a non-manual process to combine sprites from a spritesheet which splits the image in a grid. Some items are 3x2 and some are 1x1 which makes the 3x2 a bit manual work to put together

solemn latch
#

Is that a remake of Incredible Machine?

#

And I don't know if there's an automatic way to combine grid based sprites other than to do it manually

#

Since it'd need some way to detect them

#

You could probably write a script for it if you had some method of identifying which cells needed combining.

dull rover
somber jolt
abstract olive
#

Click the asset and look at the inspector panel, it'll be there.

somber jolt
#

I think I found it but I dont see point

leaden sky
tiny nest
#

I need the right arm and hand to be infront of the gun instead of behind, how do I do that?

solemn latch
tiny nest
#

and I've been told that added sprites are not allowed to share the order of the sprite skin

solemn latch
#

Is it a layered sprite (that is, multiple sprites sharing the same rig, created with the psd importer) or a single layer image?

#

If the former, you can easily adjust the layer order individually per piece. If the latter, you probably need to use some trickery.

charred spoke
#

hi, im having a problem with mi tile here, this is the sprite in the scene mode, this is fine

#

but then in the game mode

#

anyone know why?

solemn latch
charred spoke
#

mm stills the same

#

i know why thanks

tiny nest
#

let me send the image

#

so this is the player

#

I gave every part some bones and then IK

#

oh and there's an emission map but that's irrelevant

solemn latch
#

The easiest way would be to make a copy of the sprite with just the top parts and link the bones

hollow solstice
#

Hello, sorry if this isn't the right channel but I was wondering if anybody knew any good programs for 2d spine animation? Unfortunely I cannot afford Spine Pro and was wondering if anybody knew any good alternatives?

tiny nest
#

You make your 2D rigs in it and there's a built in animator

golden quail
#

whats with the gap between the tiles for the top 2 rows? how do i fix it?

winged zodiac
#

Why does this sprite get Scale like this with sprite slicing. Shouldnt the borders be equally sized?

soft raft
#

Ok so I need some help

#

I'm making a level editor in unity and using a rule tile

#

But i need some help with pattern things

#

Some don't work

hollow solstice
unreal flint
#

hey any1 here good with seting up isometric tilemaps?

mystic magnet
#

can someone explain how to make an upgradeable house for example in a 2d topdown game

#

for example i have a house and i can upgrade it and the level 2 house will be bigger

#

how to i change the house from the level 1 to level 2

timid bluff
#

How can I find the start/end index of a text selection with TMP as it updates in real time? For instance, the selection here starts at index 1 and ends at index 4:

timid bluff
#

selectionAnchorPosition would work, except it doesn't update as the selection bounds change. Only after the selection has been made.

#

I guess I should ask: does anybody know how I can control the color of the selected text (not the selection box color) with TMP?

hushed mesa
#

does anyone have 2D sprite animation flow tips?

#

I'm having animation flow troubles

quiet spruce
#

How do you make a mesh collider that's perfectly around a 2D sprite?

#

Should I just give up and try my best to fit circle or square hitboxes instead

sly egret
remote pebble
#

Is there a good way to add 2D motion blur to animations. I am trying to recreate old Flash files that had motion blurs to help simulate speed on actions.. The same image is moved in the animation and is blurred.

solemn latch
remote pebble
elfin sandal
#

If its flash they probably used gausian blur and edited the amount

#

Per keyframe

#

So youd make a custom sprite shader and animate the material property

remote pebble
modest cargo
#

Though I'm not sure which type of "motion blur" do you mean

remote pebble
# modest cargo Though I'm not sure which type of "motion blur" do you mean

Yeah, it was really just a version of a pose with a blur effect at select frames. So motion blur is not exactly what I want. I just couldn't think of a better way to put it. So shaders are the best way to do that? I tried to recreate the animations without the blur and they are just too jerky, i guess more studying for me. 🙂

modest cargo
remote pebble
modest cargo
#

That doesn't have much to do with animation "jerkiness" though

solemn latch
modest cargo
#

The approach also depends if the blur needs to be per-sprite on the object, or per-limb within the animation

#

And the type of blur

#

Until all that is cut and dry I recommend against shaders

remote pebble
modest cargo
#

That doesn't really answer the question of what kind of blur it needs to be

#

700 sheets?

remote pebble
#

I will post a picture. There are 700+ characters in the game I am recreating.

#

This happens a dozen or 2 times in each animation with various poses.

modest cargo
#

Is the blur masked to a part of the sprite here, or are there multiple sprites some of which blurred?

remote pebble
#

This one is the main body is blurred, the head and weapon are separate parts, most it is the entire image.

modest cargo
#

If you can let the shader blur the whole sprite according to a variable, then that may save effort

#

If you need to mask it you'll spend the same effort creating mask maps for every frame as you would just blurring them

remote pebble
#

Letting the whole thing blur is fine.

solemn latch
#

And they can be animated like anything else.

remote pebble
#

I guess it is time to research shaders. Thank you everyone for the info.

modest cargo
#

If one wants to blur something like a swinging arm during a couple of sprite frames where the blur needs to be both masked and multidirectional, then it'll be an uphill battle to do with shaders for basically no benefit at the end

modest cargo
#

Point being there are pros and cons to every method in each situation, and they need to match
And that it's easy to get misdirected if you don't know exactly what you should be searching for

solemn latch
#

It is a shame that URP motion blur is only for the camera

solemn latch
#

If you're using built in I'd try Keijiro's kinomotion

#

Not sure how well it works with sprites.

remote pebble
remote pebble
#

Thank you everyone, for leading me in the right direction. Got this from following CodeMonkey's Sprite Blur tutorial.

remote pebble
#

Not quite as smooth a blur as I was hoping for, but enough for the frames it will be on in each

modest cargo
#

I don't know if it's even possible to work around that within just the sprite shader

remote pebble
#

This is plenty for what I need, I got the shader working on separate sprites. Now it's just replicating the movements in the original flash files in the animations, which is easy to me. I just had no idea how to add a blur effect.

#

Thank you for your help and the information.

#

I will only ever have a max of 6 characters on screen and most of the time 4 max will be using the shader.

modest cargo
gray shoal
#

Not sure where to post this question. I am struggling with getting my character sprites aligned with the animator. When he gets hit his upper body moves backwards, but legs stay in place. When I import the sprite and use the sprite editor I really struggle with getting everything aligned. The different animation states are all over the place - meaning the player is suddenly in the air when running, for instance.

Have looked and looked for an answer, but there's just a sea of information and nothing about this specific question. Maybe I dont know how to formulate it correctly. I tried changing the pivot but that messes things up even further. Trying to give all sprite slices the same heigh fixes nothing. There must be a simple solution to this problem?

modest cargo
gray shoal
#

ok

#

I take it i should always slice according to canvas size?

solemn latch
#

Lets you get the benefits of arbitrary sizes and of grids

edgy wharf
#

what is the point of this documentation how can i learn from this?

#

am kinda stupid sry

frank bramble
edgy wharf
#

Mario

vapid orbit
#

Is it possible to put a "image collider" on this?

modest cargo
#

There are no "image" or pixel based colliders though, it's all polygons, meshes or primitives

#

(except for UI raycasting, but there's no physics there)

orchid torrent
#

What's a good Windows program to crop .png and re-export without resampling? Affinity Photo is forcing me to pick a resample method, even when the export dimensions match the canvas dimensions -_-

#

Looking for pixel-perfect quality

south bay
#

any reason why my tile palette looks like this after i imported many sprites?

#

or rather how i can resize it back to how its supposed to be like lol

#

when painting in scene view it even looks all normal

#

even when in the palette prefab it looks normal, it's only the palette that looks weird

#

ahhh it seems to be related to importing many assets of different sizes at once into the palette

indigo fractal
#

^^^

#

You should see a pixels per square thing, I generally change it from 100 to whatever the size of my sprite is

#

if the sprites on the tileset vary in this variable then it'll do that(or if the sprites themselves are incorrectly sized)

south bay
#

where can you change that

#

i meannnnn, might be better if i split up those bigger sprites into uniform-sized tiles (16x16 in my case)? 🤔

modest cargo
glad vine
#

do you know any site where i can edit an image as pixels or pixelate an image and then edit pixel by pixel

unreal flint
#

Piskel

brisk sapphire
glad vine
distant tide
#

hello all where is the tile palette

distant tide
#

in normal time when we do window->2d There is "tile palette" but me there is only Sprite i dont understand why so if anyone can help me?

still tendon
#

why cant i add my prefab to my tile palette?

distant tide
#

i dont find it

south bay
dry aurora
#

I'm trying to build a procedurally generated dungeon out of pre-built rooms. If the room is made in the tile editor, is there an easy way to move the filled in tiles with the loose gameobjects in the room/include them in a "Room" prefab?

still tendon
woven sorrel
#

hello, i have a question, what is an actually good free pixel art softwares

#

like

#

free free

#

not "free trial"

modest cargo
woven sorrel
#

ty

lost turtle
#

anyone know why this is showing as grey tranparency instead of wood

#

the matieral IS applied to the square

modest cargo
lost turtle
#

what do i do insead?

modest cargo
#

Assign 3D material to a 3D mesh
or
Make the wood texture a sprite and assign that to a sprite renderer

lost turtle
#

ok

#

howdo i make it asprite

#

im really new to unity

modest cargo
hallow turret
#

After splitting a texture into sub components, how am I supposed to use the different textures? Expand the sprite and select the one I want or can I load the entire texture and just tell it to use sprite # 4?

modest cargo
solemn latch
hallow turret
#

Thanks. This is a 2D project, so I am exploring the Sprite Renderer. I am just not sure how I should do it.
If I expand the sliced image I can select image_12 and drag it to the Sprite slot and it will render properly, but I had hoped I could just set the entire series + a number for the index instead. That would make it easier to reference in my C# script.

verbal pond
#

Hello! Is it possible slice a sprite with a dead zone in the middle? So that the edges stretch but the center remains unaltered?

verbal pond
#

perhaps im not understanding the docs correctly or missing something but thats the opposite of what I want to do

#

i want to stretch those two bits on the side to fit the screen while leaving the center shape intact

lean estuary
#

You should be more clear about what the end result you are expecting

#

Illustrate what it should look like

verbal pond
#

one second

#

effectively achieving something like this

lean estuary
#

Well this is easy, you just include bars in left and right slices. You don't have to fill all of the 9 slices, collapse the ones you don't need

verbal pond
#

Right! I'll have a look into it, thank you. 🙂

#

I gave it a go but this is where my understanding breaks down. When I cut it into multiple slices like this is generates several sprites based on slices. How do I display all those as a single object?

#

Or am I doing something completely wrong? Sorry I'm fairly new to unity.

lean estuary
#

The manual page I've linked explains how to use slicing

#

Specifically look at the settings on the asset they show

verbal pond
#

ok thank you

frigid torrent
#

where is the change background color thingy?

abstract olive
frigid torrent
#

Ohhh

#

thank you

lucid crypt
#

Ive been having this issue a lot and i cant get any results for it on the internet. My player jitters up and down when walking on a platformer tilemap but they do just fine walking on a normal collider. Why is this, and what can i do to fix this?

solemn latch
lucid crypt
#

Can you clarify what you mean by physics shapes?

#

Its been a pretty long time since ive worked with tiles so im blanking on terminology

solemn latch
#

The physics shape for each tile in the sprite editor that tile colliders are based on?

tulip tinsel
#

i dont know where to ask this but how do i make a the collider not trapezoid shaped for the slopes?

elfin sandal
modest cargo
pale nymph
#

Hey guys, a little guestion here

#

Do you have any good tutorials on managing massive 2D maps?

#

Or at least any advice / examples

last delta
#

**Hiiiii! Im a bit dumb in wasting my time finding solution on the internet, instead of joining a community that has expertise in this specific field. Hello Guys how are you!!!😍 **

#

Is tehere anyone here who particularly working in some top down 2D genre??

modest cargo
elfin sandal
#

it just gets stretched

solemn latch
elfin sandal
#

Yes

elfin sandal
#

shows in the first second of the video

#

I'm asuming the border is what is repeated

solemn latch
#

did you set the sprite type to full rect in the importer?

elfin sandal
#

yea

cursive gulch
#

For everybody in fields like digital art, illustration, and design. I am currently working on my Bachelor thesis called "Synthpaint", which is a hybrid sound synthesizer/2D art tool made with unity. I made this survey to gather some impressions that will help me to make better design decisions. Check it out and share it with your artsy friends. Many thanks in advance! https://forms.gle/GLRiifVatdHWoAkx6
🙂

fading osprey
#

(not sure if this is the right place to ask) is there a way to overlay a sprite onto a tile without using another tilemap or instantiated gameobjects?

solemn latch
fading osprey
solemn latch
#

Depends on your rendering path

fading osprey
#

okay thanks

sudden topaz
#

Hi, is it possible to 9-scale sprites that are present in a spritesheet?

versed agate
#

Anyone else had issue with multiple tilemaps in chunk mode interfering with each other and is this intended?

hybrid wharf
#

Can anyone give suggestions on Unity programs that are useful for helping writing Linear stories, Like a Visual novel for example

modest cargo
hybrid wharf
modest cargo
solemn latch
#

But fungus and yarnspinner seem to be the most popular options

regal kindle
#

Hey, I'm having trouble aligning tiles in the grid that I drag from the palette. Any thoughts?

last delta
#

Hi guys

last delta
last delta
#

pardon for my bad english.

dim lava
# regal kindle

It looks like you didnt splice it correctly, check youtube for some tutorials

dense flame
# regal kindle

Check your pixels per unit and the size of your tiles in the grid

bleak parrot
#

Does anybody know a method of using the same animation for sprites that are the same

#

I'm working on a top down 2d game with character customisation and creating animations for every piece of clothing seems abit too much

modest cargo
# bleak parrot Does anybody know a method of using the same animation for sprites that are the ...

I don't think it's natively possible because sprite animation makes references to specific sprite assets
You could use some system like this which reads and replaces sprite references in animations
https://answers.unity.com/questions/1195416/animation-and-sprite-swapping.html
My idea would be to have a script which has an array of all the sprites to display which can be swapped, and the animator only changes the ID of that array

solemn latch
#

Or use a flipbook shader and only animate that

#

Then you can swap the sprite sheet

night finch
#

anyone know y?

#

For some reason when I use custom phyiscs shape to set my polygon 2d boundries and I try generating it with 1 outline tolerance it comes out like this

fresh pagoda
#

hello, i am having some problems with the Sprite Shape Profile. How can i "shrink" the texture that fills it ?

#

my texture is a little big (4096x4096)

#

i would really like to make the fill texture as small as the outline sprite shape texture

#

wait

#

i got it

#

i just changed the compression max size to 256

#

and it does work now

#

(and yes, i had Pixel size set to 4096 previously )

#

also, i just found out i could have just gotten in the Sprite Shape profile component of the Sprite Shape and turned the fill pixel per unit to 4096 (default is 256, thats why pixel size compression 256 must have worked)

#

but now i got another problem

#

id like to turn the edges of the sprite shape to use Worldspace UV

#

so that the texture can link up

#

wait

#

i found a solution to that too

#

why do i always find a solution to a problem AS SOON AS I ASK FOR HELP

fresh pagoda
#

idk

#

i never tried it

#

(polygon 2d boundary)

solemn latch
solemn latch
fresh pagoda
#

i saw that lol

#

;)

solemn latch
#

Sorry, answering so many questions 😄

solemn latch
fresh pagoda
#

np lol

solemn latch
#

Just a different shader?

fresh pagoda
#

hmm. gotta check how i did that 😅

#

oh yah now i remember, i just put transparent snow top sprites on the top of the sprite shape editor and just negatively offsetted the fill sprites

#

worked wonders

sharp turtle
#

having issues with my tiles not aligning with the grid.

night finch
solemn latch
#

Ugh, I hate how unity sometimes uses words in the opposite of their English meanings.

#

Manually edit it I guess

stray whale
#

So using the 2d universal render pipeline thingy, how do I make an object cast a shadow behind it? An example here would be the top platform, but the light just passes through.

modest cargo
#

Use a lossless image format (prefer tga or png)
Rotate only in 90 degree increments

#

File size doesn't matter, it'll be recompressed to a different format anyway
which is also why lossless source files are important

#

JPG is a lossy format so you can't open one, edit it and save without losing quality or file size

stray whale
stray whale
#

nvm

#

My bad I forgot to select a component

#

thingy

modest cargo
#

Gameobject to add the component onto

stray whale
#

yes

#

ty

#

Oh boy.

#

What have I done XD

#

oh wait 1 sec

#

watafak

#

The lighting is doing hella weird stuff

#

Each object gets its own shadow instead of it... working normally- and its weirdly pixelated

#

hhhh

#

Comparrison of what the shadow does vs what its supposed to

elder sun
#

Autotiling across many tilemaps

weary onyx
#

Can anyone give me a hand on how to retarget animations for 2d animation? (I'm a student programmer who has to create some assets for a game project)

eternal nova
#

Hello, I am having a problem where my 2D Tilemap broke and now each tile is getting its own shadow. What can I do to stop this? Thanks.

solemn latch
weary onyx
solemn latch
simple dagger
#

What free software do you guys recommend for pixel art?

buoyant olive
#

using GetTIle to get the tile at the player's position and then I apply a force to them based on a TileData scriptable object for that tile if one exists.

However, all tiles seem to be 'offset'. It only starts getting the slope tile when the player is halfway up it

#

been trying to fix this for over 12 hours and no one has been able to shed light on why it's happening

#

circle's origin/pivot is at it's center

#

Getting the tile is just:

tilemap.GetTile(pos);

where pos is the position of the player after being ran through WorldToCell

solemn latch
modest cargo
limber pagoda
#

Hello,
How is everyone?

I need your help for a 2D game.
Problem: As you decrease window size, the character is jumping higher. And also, moving faster.

Details:

  • I am using a parent with a Canvas Scaler (Scale with Screen Size & Expand) to keep the game at 16:9.
  • I am using the new Input System with very basic movement code. ( obj.movement = context.ReadValue<Vector2>().x; ).
  • I have tried changing Update to Fixed Update.
  • Velocity value seems normal.

Question:
Could you please try to point me out to something to check that could be useful? Any thoughts would likely be extremely helpful because I am out of ideas.

Thank you for reading my question gwolfYay

silver vale
#

Hi guys, just got started with unity and I'm a little bit lost. I was following up some tutorials to import a sprite sheet into my editor, but I cant seem to slice the sprites with the automatic tool at least, they do not have the same size and the sprite sheet has a background colour. Can I slice it manually or use some unity tool to slice them?

#

heres a pic ( the sprite sheet is way longer )

modest cargo
silver vale
#

thats smarter lol, I'll try it. Can I make the image jpg inside unity? to remove thr green background

modest cargo
silver vale
#

ow ok, I'll edit the sprite sheet outside unity, save it as png and its good to go I think, thanks 🙂

buoyant olive
#

because every example i see for "getting tile under player" seems to use GetTile

solemn latch
buoyant olive
#

what

#

what do you mean "ground position and not the screen position"

solemn latch
#

Well, you didn't say how you were getting your position, but if you use the screen position of the sprite with tiles that have depth you'll get that sort of problem?

worn kite
#

For the tilemap is there a template to use to make the tilemap

tiny nest
#

9 slice is not working how it should

elfin sandal
#

im having that issue too

#

im guesing you want it to repeat the pattern instead of stretch?

#

@tiny nest

#

or is it about the borders?

#

can you provide a screenshot of the sprite renderer component

tiny nest
#

I have it in UI

#

1 sec

elfin sandal
#

oh I'm honestly not sure if it works with UI

tiny nest
elfin sandal
#

the ui uses a different component

tiny nest
#

we can try, I'm having the issue with normal sprite renderer as well

#

actually wait, the issue isn't in sprite renderer

#

only in UI

#

I'll take my business to the other channel

elfin sandal
#

try playing with pixels per unit multipliyer

tiny nest
#

tried

elfin sandal
#

k

#

well idk

tiny nest
#

actually

#

it's magically fixed, what

#

thanks anyway

elfin sandal
#

no problem

buoyant olive
#

i dont know what you mean

buoyant olive
elfin sandal
#

Depend where your tiles are

#

And if your tile grid is moved away from 0,0,0

buoyant olive
#

tiles are at 0,0,0

#

my settings:

solemn latch
# buoyant olive i dont know what you mean

Your tile grid is isometric but the slopes are tall; getting the screen position will get the isometric grid position which might not match the tile that is visually there.

open stream
hollow crown
open stream
#

Thank you!

buoyant olive
solemn latch
#

Program something I guess gestures vaguely.

dull tusk
#

I tried right-click on a tile inside tile palette, but it becomes a hand tool. Am I doing something wrong?

wet cove
#

Can anyone help me out with the following questions:

  • if I'm making a 2D pixel game, should I be making my pixel art at a specific size?
  • I noticed when I imported some sprites, they came in at different scales, so even though they look sharp, the pixel points are different sizes, same issue with the tiles. Is there a way to get them all the same scale?
gusty hearth
#

why is everything grayed out???

solemn latch
gusty hearth
#

its a brand new square sprite

#

2d

solemn latch
#

Because that is the default material and can't be edited. You'd need to create a material and add it to edit it.

#

Sprite default material just gets its data from the sprite renderer.

gusty hearth
#

and so i make a new empty and add sprite renderer?

#

i added the sprite renderer myself, didbt work

#

oh wait i see

solemn latch
gusty hearth
#

wdym materiallllll

lyric orchid
#

I'm just learning about using Sprite Atlases for game optimization, and I watched a tutorial video that said it wasn't ideal to let a sprite atlas have multiple pages, but it didn't elaborate on why.

Right now I'm building some sprite atlases, and one of them I had the Max Texture Size to 4096, but there were two sprites that didn't fit and got put on the second page. I think the first page said it was 16MB and the second page was 1MB. But if I want all of the sprites in the atlas on a single page, I have to set it to 8192, which puts all the sprites in one page, but it says the size goes up to 32MB.

Is there a good reason why I would want to increase the Max Texture Size to fit all of the sprites or should I just leave it using the two pages?

solemn latch
#

The ideal is to have the sprite atlas not have multiple pages per scene. Not per game. So you'd have all the sprites in a particular scene in the same page. The max texture size, I believe, is best chosen based on your build target. I'm not actually sure whether the single 32 meg atlas or the two smaller ones is better performance wise.

lyric orchid
#

In order to have all the sprites for the animation fit on a single page.

gusty hearth
#

Where is that button

solemn latch
#

I haven't done much with sprite atlases so I suggest doing more research rather than taking me as an authority. 😄

solemn latch
gusty hearth
#

I do??

#

Oh

#

I see it

#

💀

wet cove
solemn latch
dull tusk
#

Is it possible to add gizmos to tile palette editor? I want to label custom daya

#

data*

olive yacht
#

Hey anyone know how to change the grid sizes for unity 2d so that its not the default 16x16 grid and instead custom sized?
Because I've seen people set it to 32x32 or even 64x64... etc.

ornate saddle
#

Hey I'm trying to use the hexagonal grid system, but I'm having a pretty frustrating issue

#

for some reason the tiles are the right scale in the tile editor (bottom), but in the tile grid they're far too big. How do I change the size? Thank you.

elfin sandal
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Pixels per unit i think

ornate saddle
chrome forum
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where are all the tools

hollow crown
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and don't cross-post

chrome forum
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these tools

hollow crown
chrome forum
chrome forum
sick saddle
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This is killing me. The selection in the Tile Palette is off from what it actual selects AND when I paint a tile positions it's in the middle of the grid line

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I set this to .5 it puts one title per grid unit, but that seems jank. -- So by default my palette shifts down .5 , but when I paint it into the grid instead of up/down it's a left/right shift of .5. That doesn't make any dam sense at all.

shell parcel
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Have you set a proper Pixel Per Unit value for the tile sprites?

sick saddle
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also, in the assets window everything is looks correct.

still tendon
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help
my player refuses to collide with the tilemap
note:
they are both on the same layer order
the player DOES have a collider and IT IS 2D

solemn latch
solemn latch
still tendon
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yea a tilemap 2d collider

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yea

sick saddle
river anchor
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so

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can anyone tell me why this is happening?

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i followed a tutorial idk why it looks like this

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please

solemn latch
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Wrong grid size I guess?

river anchor
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ah ha

sick saddle
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I think it had something to do with setting the scale of the tiles and the grid, leaving both at 1 seemed to fail.

calm wyvern
# river anchor

probaby the pixels per unit value is wrong in the sprites importer

sick saddle
sick saddle
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There is several places that you need to define your pixel size to (something). In your tilemap, in the splice action, and in the grid. Just gotta make sure it's all legit. 😄

sick saddle
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I had made some great progress but after some really weird crap, like half my project turning pink and getting an error that I need to log into the cloud services, (I don't use that), I restarted Unity, after that my brush use got really weird, first it wanted to pain a 3x3 in a non painted area, but in a painted area it wanted to paint a 1x3. But in reality it seemed to paint a line. (Brush selection didn't seem to work at all) Now my brush does nothing it's empty.

quartz berry
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is it better to put a whole building directly into the game or do it with tiles?
I'm kind of lazy and I don't want to touch tiles lol

solemn latch
quartz berry
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are the minuses for importing a whole house really bad?

sick saddle
modest cargo
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That's not to say big sprites can't be modular or programmable on their own if you design them that way
Normally you'd use a tileset system to leverage the advantages of tilesets, or if your game is tile-based to begin with

austere jungle
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hello, my camera doesn't work on scene any solution pls

austere jungle
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i can see just blue screen

dire plaza
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How do I make pixel fonts work with Pixel Perfect Camera's upscale render texture thing? They are almost always sort of blurry

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nevermind! solved it. might not always be a solution but it worked for me just to set this to "nothing".

dire plaza
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nevermind, it changes during runtime

split portal
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Hello

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I am using Affinity Designer to export PSB to Unity. But the quality degrades. Any help?

gusty hearth
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how do i make the sprite larger?

split portal
gusty hearth
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the hitbox thing scales up with it

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i found the solution tho

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i made it sliced

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and then i could resize it

split portal
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You just look in the hierarcy to target it specifically

steel kayak
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how can i make it so the curser hotspot is in the middle of my mouse ?

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setting it to .5 wont work

quartz berry
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I drew my characters 500x500
I know I need a big tileset but I have no idea about the size I really need

tidal turret
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Are sprite atlases not used anymore? I keep seeing different opinions on this. I'm told Unity puts it together automatically for you when you build the game? I have hundreds of sprites. Do I need to make atlases for them?

modest cargo
# tidal turret Are sprite atlases not used anymore? I keep seeing different opinions on this. I...

Unity doesn't make sprite atlases by default, but you can define them by creating a sprite atlas asset
Using a sprite atlas helps to cut down on draw calls and texture loads, but they're not perhaps as necessary in the modern age as they used to be
Optimization is specific to each project and hardware anyhow
Unity docs have more accurate info on sprite atlases that what you may find in random places on the net

tidal turret
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so for example, it'd be best to try and combine several sprites of one level in my game into specific atlases for just that level

modest cargo
tidal turret
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Cool. Ok, then I think I understand it correctly

eager gyro
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Anyone know what is going on there? It's my first time doing anything 2D related and I'm lost...I've added Cinemachine and this happens.. Character Vibrates when you move(only happens sometimes) , there are also random lines and whatnot on the walls too ? I've added Pixel Perfect to Cinemachine already so not sure what is going on...

solemn latch
eager gyro
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the rb.Cast is for corner movement and edges

solemn latch
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Why are you doing input stuff inside of FixedUpdate? that's the sorta stuff you wanna do in Update.

eager gyro
solemn latch
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FixedUpdate is for stuff that needs to be done on every physics step.

eager gyro
solemn latch
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No. Put it in Update.

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And multiplying by FixedDeltaTime is something you do outside of FixedUpdate

eager gyro
solemn latch
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When debugging, always start with the obvious problems 😄

shy stump
eager gyro
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ty for the help tho

eager gyro
shy stump
eager gyro
shy stump
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is the scene using tilemap?

modest cargo
# eager gyro Anyone know what is going on there? It's my first time doing anything 2D relate...

Jitter between camera/player/environment happens when they update their relative positions at different intervals - most commonly if player uses uninterpolated FixedUpdate and vcam uses LateUpdate
Tiles showing seams happens technically for similar reasons, but as far as I know it can only be fixed by making each sprite a tiny bit bigger to overlap each other more than half a pixel at least
or
Use pixel perfect rendering which forces all sprites to snap to the pixel grid

eager gyro
eager gyro
modest cargo
# eager gyro I did use pixel perfect for cinemachin(second screenshot) and it remained the sa...

Cinemachine Pixel Perfect extension allows the vcam to communicate with a Pixel Perfect Camera component on the main camera/brain, so you need both
Unfortunately there is another type of jitter specifically caused by pixel perfect rendering that looks much similar to other jitters
That one happens when player, camera or enviroment have different sub-pixel positions so they snap to whole pixels at different intervals at a high frequency, for example almost always when using a smooth follow camera

zenith ivy
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Hi all! I'm coming with a question - is this kind of setup possible to do with Unity 2D animation tools? I want to give to my game characters a bit more depth and not just moving them in one flat axis. I can do it now in Live2D and then import to Unity but I was wondering if with using bones directly in unity this could work somehow: https://youtu.be/YsCC8f-w-O0

worn zealot
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This is a pretty simple example that's just bones with a flipbook(open/close) for the mouth.

zenith ivy
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Ok, thank you!

fading shore
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Interesting. Do you have a guide?

worn zealot
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I don't; I pretty much had to figure it out on my own.

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Though the same basic principles apply as live2d or any animation software. Unity isn't entirely designed with it in mind, but it does have the benefit that you can script your own helper tools too.

fading shore
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I'm collecting information to do face recognition 2d live using an iPhone right now, so I originally used an Android model.

worn zealot
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I've only worked with android myself.

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My setup for this example was dead simple; I just hooked up an OnScreenStick component to the blend tree of the face angle(Float2) with a key input for the mouth(bool). Though obviously you could hook anything into controlling those.

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Could do the same with blinks, expressions, etc.

fading shore
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I know it works for Android, but they say that ios moves more delicately, so I saw a 3d example using a live capture app, but I can't feel the 2d...

unkempt bison
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Hey guys

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I have some questions about the develoment of 2D and 3D asset

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Can i slide in someone DM for explanation ?

vivid axle
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how much does aesprite cost? Also is the compiled version available for commercial use

jolly narwhal
vivid axle
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valid point

keen hinge
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is there anyway to modify the color of a tile on a tilemap in the editor, instead of going back to the original image and changing them before importing

steel kayak
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can anyone recomend me a good tutorial for advanced 2d parallax that isnt just for an infinite background

worn zealot
soft hazel
lyric orchid
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Maybe someone here will know how to do this. I have a sprite atlas with 91 sprites in it. One of my scenes will use all 91 of them, but another scene will only use three of them at a time. In the scene that only uses three at a time. I grab the individual sprites using Resources.Load, but when I check the memory profiler, it still shows the full sprite atlas being loaded into the scene in conjunction with the three sprites, even though the sprites are being loaded individually. Is there a way to make sure my sprite atlas does not get loaded into the scene when I load those other three separately?

oak spoke
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How do I scale the UI good I find that unity automatic scaling is very bad on big screens the text looks like an ant and on smaller screens you can only see one letter

solemn latch
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If you want to load only those sprites, put them in their own atlas.

final tulip
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Is there any good tools to generate tiled textures easily with a image?

worn zealot
final tulip
worn zealot
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Well, it takes an image and generates an atlas of all unique tiles.

final tulip
solemn latch
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Hah, I can understand the mistake, sometimes this feels like the 'tilemaps' channel.

hollow solstice
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Quick question, I'm pretty new to the whole gamedev landscape, so I don't have a lot of tools, including drawing tablet I can use to create sprites and assets. Do you guys know of any programs that could maybe help me convert my physical drawings to digital? I've tried taking pictures and drawing over them with a mouse but it just doesn't look as good.

crisp pond
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When the player collides with the enemy it can push it which looks weird. It can be solved by changing the rigid body to static from dynamic but then the enemy will stop moving. How can I prevent this without changing rigid body type

cerulean condor
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for position constriants how do i get the constrained object and the source object to move opposite of one another

cerulean condor
solemn latch
cerulean condor
# cerulean condor for position constriants how do i get the constrained object and the source obje...

basically i mean this
https://youtu.be/kH07-zz-W2E?t=586

Unity 2D animation package or Spine Pro? A native solution for game devs compared to one of the animation market leaders! Things might get foxy.
🦊🎬🐺

Enjoy!

► Support us on Patreon: https://www.patreon.com/thinkcitric

Also, some timestamps for your convenience:

00:00 - Introduction
01:11 - Importing Graphics
03:09 - Mesh Creation
05:13 -...

▶ Play video
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cause by default position constraint just makes it alongside rather than opposite of the constrained object and the source

solemn latch
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Because the position constraint is kinda terrible

cerulean condor
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like path constraint?

solemn latch
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Like you open up your IDE and write a constraint that does what you need

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Because the built-in one doesn't have that capability.

cerulean condor
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ah

solemn latch
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I made a basic one a while back, don't have it handy though.

spiral monolith
wet rock
eager gyro
spiral monolith
elfin sandal
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just use pixel perfect component

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🤷

frozen anvil
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I've got these flaky outlines, especially with smaller objects. Any way to fix them?

tidal turret
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I'm having some issues with selecting my sprite game objects in my scene after upgrading to 2021.3.8f1

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Some of them I can only select while rotating my camera around, sometimes when I flip X or Y, sometimes it doesnt work if it has negative scale. I don't see any coherent pattern of reason why it's happening, it's very random.

I've googled on this and looked on forums but can't find any solution. Anyone know what it is?

dull pelican
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Hey, can someone help me with 2D sprites? All the PSB files I imported to the project look great, but the latest one just loses a lot of quality and looks blurry. I tried turning of "generate mip maps"but that did nothing. Can someone one please help? Thanks!

modest cargo
solemn latch
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Like Spazi said.

solemn latch
frozen anvil
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Thx

astral anchor
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Is there a way to rotate pixel art waay smoother without upscaling the sprites and stuff?

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I've heard of pixel perfect but maybe it only applies to camera movement?

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I got this sprite that I want to rotate but still keep the pixelly look without it warping as much

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If someone needs an example I can give it tmrw

sharp storm
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i unlocked 2D sprite shape and now this happen, can anyone tell me how to fix this ?

modest cargo
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If a package is locked that means it's a dependency of another package, afaik

sharp storm
stable linden
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and I am somewhat puzzled about axis orientation

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he starts with a cylinder laying flat on the ground:

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but he wants it to face the person looking at it, so he rotates it 90 degrees along X axis:

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and after that he asks to adjust the scene so that it looks like this:

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(on his picture the green arrow points in the sky). But I can't do this, because after 90 rotation along the X axis, the green arrow of the cylinder does not actually point in the sky

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before rotation:

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after rotation:

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and if here I position the axis like he wants them to be -- the clock will lie flat again 🙂

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so I suspect that on his image, he actually displays the axes of the parent object, and not of the rotated cylinder. Am I right?

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ah, I've got it: in the tutorial Tool Handles rotation are set to Global, while mine were set to Local

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(maybe that's the wrong channel to ask this sort of questions 🙂

solemn latch
fathom nova
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Hi! I am trying to create an isometric game, but why does it overlap so weirdly?

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I am drawing all things on same z position

timber fog
fathom nova
timber fog
fathom nova
karmic stump
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Can 2D physics objects have objects bounce around inside of them?

solemn latch
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@karmic stump Define 'inside.' You could build a hollow shape, or use edge colliders.

solemn latch
karmic stump
ember mantle
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Hi, devs! We are working with Tile Palette for drawing tiles on our game. We are now wondering how to efficiently replace the spritesheet used for that tiles with another one with the tiles positioned in the same places. Do you know how can we achieve this? SwapTile does not work properly for us because it consumes a lot of execution time...

round portal
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how can i make a tileset that appears in the foreground

limber cradle
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Lets say I make a 2D platform game, is the entire level rendered at once or does unity have some way to decide what to render?

timber fog
timber fog
limber cradle
slate copper
elfin sandal
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and i think you need a composite colider too but im not sure

slate copper
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and it's working with the Tilemap Collider 2D

elfin sandal
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yah but i think it'll slow ur game down

slate copper
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oh

elfin sandal
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idk tho

slate copper
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oh i see because each tile is a separate collider rather than a composite collider?

elfin sandal
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yeah

slate copper
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that makes sense. found a video on it, watching it now

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oh brilliant, the video had exactly what i needed. Added the composite collider to the tilemap

weary onyx
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Any hints?

solemn latch
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Can anyone with 2d animation package 7.x, 8.x, or 9x let me know if this happens for you?

solemn latch
weary onyx
solemn latch
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I dunno, I don't do isometric stuff

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I believe there's a link in the pinned messages to the isometric handbook unity made

limber cradle
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how to change the size of this palette back to 1 by 1 ratio?

edgy pawn
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Hi, looking for some help related to layering/sorting on an isometric. I'm having some difficulty figuring out the proper method to have a character be able to walk up on stairs and behind/under. I'm not sure if this can be achieved just by layering properly or if it also requires some code

elfin sandal
spiral monolith
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how do i get rid of this

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the value of the slider is 0

scarlet lark
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How it looks:

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vs how it should look:

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The pixels are stretching in some places. How would I fix this?

timber fog
scarlet lark
limber cradle
mortal ivy
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Hi everyone, I have a beginner problem but I hope you can help me:
I am using a Rule Tile for my 2d StreetLamp and I want to add my 2d URP Lamp Prefab when the sprite shows my Bulb 💡. The Prefab is rotated by 180 degrees, so it lights up the floor and not the sky, but if I put the Prefab in the Game Object Reference in the Rule Tile, it shows up in the scene but isn’t rotated by 180 degrees.
Do you know what I am doing wrong?

chrome bronze
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why is it it is only doing the bone geometry for the torso?

solemn latch
chrome bronze
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It was the file type

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It was png not photoshop so i couldn’t do multi select mode

ashen ravine
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Is there a way to reverse the slice here?
so when scaling the image the green part will be scaled and the left and right parts will stay the same?

modest cargo
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@balmy elk It may be more relevant to continue the tilemap discussion here, though I'm not sure if I can be of more help

balmy elk
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I'll play around with it a bit and see how far I come, thanks!

modest cargo
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But I don't mind hearing about your progress and solutions

balmy elk
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No worries! I'll let you know if I make progress, maybe it will also make more sense with some pictures 🙂

dire adder
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so... I got a tileset from the asset store and its size is a bit different from the one I was using previously...

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how do I change the size to fit the grid again? I don't quite remember...

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Do I have to change the pixel per unit from every texture added to the tileset? or its there something else I can do instead?

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This is... going to take a while... there are a lot of tiles

timber fog
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You can use TextureImporter class to modify the texture settings

dire adder
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Not really? Since I only need to adjust the ppu once for each image and I can select multiple images at once to do that faster, and since the assets from the pack all have the same size, I can just do crtl+a on them and adjust the ppu accordingly.

west veldt
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can someone help me? i know nothing about unity. anyways, when i upload a 2048x2048 sprite, its crisp, but in-game, its blurry. how to i make it crisp in-game?