#🖼️┃2d-tools

1 messages · Page 2 of 1

west veldt
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also im not sure what would be a practical sprite resolution either

solar quarry
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yonatan hi yonatan

ashen ravine
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Wow so cool wow hello

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I solved it at the end through changing the horizontal size and splitting the image

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Through the editor

solar quarry
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ok it was nice helping you

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yonatan

modest cargo
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Your game window view is zoomed in

solemn latch
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It generally is the middle that scales?

west veldt
modest cargo
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more pixelated than what you be used to in other software since Unity doesn't have powerful image resampling algorithms

solemn latch
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You also might have your max size set too low in the texture import.

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Or if you are scaling the sprite you might need to change your filtering mode

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Given the trivial performance cost, I don't even know why unity defaults to bilinear filtering on PC builds

ashen ravine
solemn latch
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...do you have them backwards somehow?

solemn latch
ashen ravine
solemn latch
ashen ravine
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I do want to try and fix this and see what's wrong, I will probably update here if I find out how to fix this

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The sprite editor works great for any other image with the slicing tool so all good for now

west veldt
solemn latch
modest cargo
rose scroll
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Is there a way to show a ruler on my grid in unity like in godot?

hollow crown
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$0 for no ruler

rose scroll
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Don't get me wrong I appreciate you helping me search, I was hoping it was in the system and I'm too much of a noob to know where it was

hollow crown
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If it is, I've never heard of it

river igloo
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Is there a known issue with Tilemap.SetColor()? I'm encountering a strange issue where I fade out the tiles in a coroutine when the player moves under them but some tilemaps are reseting instantly to be opaque once the coroutine ends. I've traced my methods for setting the tile color and the call doesn't seem to be coming from my code. The debugged alpha values match the intended result, but after it finishes something else is resetting the alpha value. This problem started when I made optimizations to detect when the tilemap is on screen and only occurs when the tilemap has compeltely left the screen once during runtime. The actual code to fade and unfade the tiles was unchanged.

queen prairie
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what are good ways, if any, to use 2D vector graphics (like for sprites etc)?

modest cargo
solemn latch
oak rapids
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So I'm trying to setup ldtk for unity and in ldtk the tiles align, but in unity they overlap

past cargo
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Hi, not sure if this is the right place to ask but can someone tell me how to fix my tileset?

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i dont get how to make it fit the grid correctly

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the tile size is 16x16

shut skiff
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I need help with something

modest cargo
plucky fog
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Make sure you set your pixels per unity to your tile size

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I have mine set to 32 in the photo but you would set it to 16

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Also make sure to set the filter to point when working with pixel art

river geode
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Why is my game view not pixel perfect but my scene view is?

elfin sandal
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do you have the pixel perfect component

river geode
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i do not

civic zenith
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hey folks, does anyone know if there's a way to attach other components other than Scriptable Objects to tiles painted in the palette (tilemaps) - my goal is to grab the Vector3Int of tiles painted in the palette via code

civic zenith
civic zenith
solemn latch
balmy elk
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The solution we talked about worked really well btw, since you wanted updates

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The top and bottom tiles use the same spritesheet

acoustic tangle
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i'm guessing this gets asked alot

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but whats with this

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i don't do frontend at all so barely touched it

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just context its a tilemap

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with a sprite sheet with 16x16 tiles

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random horizontal gaps when tiled in the scene

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tried to google it but none of the answers seem to be working

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okay so apparently setting it to 15.99 fixes it

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wtf

balmy elk
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Try using a sprite atlas

bleak vigil
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Trying to get my tilemap set up and all the tiles are in the middle of the grid like this. They are 32x32. Is there a way to fill the grid with them individually or change the grid size for them?

modest cargo
balmy elk
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I also think it looks cool with bloom

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Probably also some cool effects doable since it makes it very efficient to modify it at runtime

modest cargo
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I'll certainly want to implement something like that if I get a suitable project!

balmy elk
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Since my artwork skills are very limited I try to supplement them with procedural stuff like this 😅

modest portal
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When I import my psd art into Unity, it always seems to come out looking kind of tacky. Like this picture that replaces the gradients I put on the buildings with solid colors. Does anyone know how i can fix this?

modest cargo
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So, try different compression levels in texture import settings

modest cargo
modest portal
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but i have a question though

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why is it compressed by default? Is it to save on resources?

modest cargo
bleak vigil
dusty merlin
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i can scale this tiled
Image

acoustic tangle
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do rule tile templates exist like give it a multisprite and populate?

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instead of setting each one up individually

modest cargo
# dusty merlin

I'm not sure what your question is but looks like your sprite type is not set to "multiple"

storm sonnet
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Hello. How do i edit my tilemap renderer objects? My Terrain object only covers until the edge of the spike, eventhough i wanted it to include the grass. Because of it, my player falls through the grass that isnt included on the tilemap renderer. Any tips?

snow nexus
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hey there, I have 2 different sets of sprites for tiles but they have different sizes 500x500 and 16x16. what's the best way to mix them together in a map? Do I have to downscale/upscale the sprite to make them match before the tilemap or is there a better way through unity? perhaps mixing multiple grids?

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@storm sonnet maybe trying editing the collider size to include the grass

snow nexus
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answering myself, I found that by clicking the tile in the tile palette I could modify its scale in the inspector to match my other tiles. Idk if that's the best way but so far it seems to work

dusty merlin
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@modest cargo yes it wos that 😄

light scaffold
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anyone have any info about using prefabs in rule tiles? prefabs of meshes, not sprites

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how are these objects treated? since they aren't in the hierarchy. is there a way to put them in the hierarchy at all and act as normal prefabs ?

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I also noticed they lose their parent

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the prefabs are an empty parent and a child gameobject with a mesh. when I put them in a rule tile and paint with it they somehow lose their parent and are just the meshes game object, that still has it's collider though

lean delta
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how to resize tiles

austere iron
lean delta
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@austere iron

austere iron
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no, the import settings of the file . . .

sick saddle
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the grid size and pixel size have to match

lean delta
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so how to do that

sick saddle
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I've only worked with 2d a little, but I had a similiar problem and it's just about making sure your sprite size matches you grid when you setup

sick saddle
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I can only give you a bread crumb, I don't have the full solution

lean delta
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im still finding this error, i will wait someone that can help

plain bobcat
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how would i go about highlighting specific tiles in unity? whats the default way of transferring data between a grid and a script?

plain bobcat
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how do i fix this:

solemn latch
plain bobcat
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the tiles not being perfectly alligned

solemn latch
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It just looks like a blob of pixels to me, so I can't even tell. You'll want to make sure that the size and pivot position of each tile is correct.

plain bobcat
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what exactly do u mean by size? my pixels per unit is correct and everything else is the default

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heres a better image so u can see whats going on

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also any good resources u have for making isometric games would be really appreciated. trying to make a turn based strategy game but having a hard time learning this stuff since there arent many good resources online

solemn latch
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Have you read the isometric handbook unity put out?

bright scaffold
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When I tried to make a particle in unity with my own material it just shows up as black squares. Is there any way to fix this? (I think that this is the correct place to ask)

spiral stag
tender perch
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I am not sure how to fix this problem with my sprites having the wrong base size and thus displaying at the wrong size

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I want them to display at their native size

bright scaffold
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Two things: Number 1: Why is my character super stretched? I didn't do anything to it that I know of that would make it like this. And secondly, why is it super low quality? I've tried everything that I've found online and none of it worked. If anyone could help, I'd really appreciate it.

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And just one more thing - My character doesnt show up in scene view, and I have no clue why

bright scaffold
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Ok thanks!

solemn latch
bright scaffold
solemn latch
solemn latch
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You need to choose an appropriate shader, first of all

bright scaffold
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I made a material then imported it as the texture for that

solemn latch
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A transparent one, probably

bright scaffold
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Wait

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No nvm that’s different isn’t it

solemn latch
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Materials are a shader plus all the settings for it.

solemn latch
bright scaffold
solemn latch
bright scaffold
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But if I zoom out then I just need to make the sprite bigger which doesn’t change anything

solemn latch
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Second, instead of scaling your sprite, you'll want to set the PPU on it in the importer to the scale you want to avoid scaling artifacts.

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Making pixel art look good is a massive topic and unity published a guide for it.

stiff skiff
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i need somebody to rate this out of ten i just spent so freaking long making the design for this

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thinking of it too and making different iterations

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but you get the point

midnight oak
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hi there. I'm using the "random" property of the tile rule system to randomise from a selection of tiles of each type. It seems that the randomness is only really generated once (picture related), so if the tile is removed, and then a new one is spawned in that place, it will be guaranteed to be that same tile. is there any way to get it to actually choose a tile randomly?

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to give more details, the only property that can be changed is the scale of the noise function, and if i modify that manually at runtime, I can get the result I want. The only issue is that I can't find any documentation on the random property, and the "noise" value doesn't show up in the debug inspector so i don't know how to reference it in code.

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basically, is there any way to externally modify these parameters?

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And also, the randomisation isn't normally distributed! it is impossible for many of the tile options to spawn, no matter what noise is set to.

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specifically, earlier elements in the list seem to be far more likely to appear.

spare pebble
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do anyone know how to fix this?
i use tilemap to make the ground.

elfin sandal
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use pixel perfect camera component

spare pebble
elfin sandal
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ur welcome

midnight oak
feral sapphire
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does unity's system for casting shadows allow for objects to be hidden by them?

latent marlin
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hi does anybody know how to solve those problems?

humble thorn
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hey guys, does anyone know if there is a way to get rid of the weird wave effect when moving a camera in 2d? I don't have pixel perfect enabled since I was hoping to be able to zoom in and out while in game

misty tapir
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hii, i didn't know that we have to set our tiles to a certain resolution. Is there a way to still make tiles fit into the grid without redraw everything?

solemn latch
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But there are plenty of better 2s shadow setups that can- you probably want one that uses a sprite renderer that you can use as a mask.

thorn basin
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Hey guys! I have a tilemap and placed down some tiles. These have a tilemap and composite collider attached to it. But whenever my player lands on it, it somehow sets the x velocity of the rigidbody to around -3 which makes him turn left all the time. Is there a way to change this and why does it happen?

tidal blade
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Ok so I set up a rule tile and I have it all worked out but I was just wondering if there was a way to edit the collider of each tile individually.

plain bobcat
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how do i remove a vertex when editing a polygon collider 2d? ive read u need to ctrl click but it doesnt seem to work

solemn latch
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Ctrl click should do it

tender perch
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Anyone have any idea why this might be happening?

solemn latch
tender perch
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It's okay, I fixed it anyhow

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I was able to drag and drop the pokemon objects before into serialized fields

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suddenly they just stopped working

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like was working, left for an hour came back and it wasnt

dense night
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Hello! Quick question. Is there any way to trigger a script during a cutscene with the timeline in a 2d game?

dense night
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thanks!

tidal blade
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So I have a question about tile maps, basically I want different tiles to do different things and I kind of found a solution but I definitely don't feel like it's the best solution. I made a couple different tile maps that have different scripts attached to each respectively. So I'm just wondering what would be the best way to do this.

plain bobcat
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is there a way to change the base color of an object from white?

midnight oak
strong mica
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I wonder if it's a bug that the "random" tilemaps seem to have the same seed every single time, because it seems like a no-brainer to want to change them around.

gleaming perch
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anyone knows why my mouse (in red area) doesnt match the square while painting with tilepallete?

limber skiff
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Don’t want to ping you because I’m new to unity and can’t really help but Infiniti/Constantine — you mean it isn’t “true” Random?

jolly narwhal
midnight oak
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also, perhaps I misunderstand something about this implementation, but why is the offset a clamped absolute with a center of 0.5 to begin with?

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I'd love an accessible value 'variance' that linearly changes the scale of the noise and a toggle to sidestep perlin altogether and just pick a random index.

midnight oak
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and yeah, it's biased so you could say it isn't truly random.

solemn latch
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I mean, it is unity's 2d team so obviously they did it ass-backwards

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But can't you just write your own rule tile?

midnight oak
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the idea was that the player can place down tiles, and it would choose a variated sprite at random

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it was already done in a rule time.

solemn latch
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What I mean is that if the provided rule tile isn't suitable why not just make a different one?

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With whatever method of picking you like?

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It would be far simpler than the example scriptable tile they have in the manual

midnight oak
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This was for my ludum dare game, but if I update it, I'll be sure to try that.

dusky ridge
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Hey! So I want to make this tilemap a prefab to copy and use multiple times. I read about making the parent an object so it can attach itself to local coordinates. My issue seems to be that the tilemap is the wrong size? Any solutions?

last idol
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And change whatever is in charge of random rule tiling

drifting sigil
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Sorry if this is answered elsewhere (I have googled a bit) but where can I find high level pros and cons of using URP vs. the built in render pipeline for a 2d game? For example, can you use either for development for all platforms, does URP let you get certain graphics/aesthetics that built in cant, etc. Thanks

vapid bough
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Hi, I'm starting to make a Isometric 2D game with the Tilemap Isometric Z as Y, but the tiles keep "eating" my chars feet.
Both char and tiles are in the same Z.
I tried put the Z+1 to my char, but them the walls won't work propely...
Someone have a guide to solve this?
OBS: I'm using the custom axis (0,1,-26).

solemn latch
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The main difference is that urp2d(not regular urp) has 2d lighting at the cost of being 2d only and also kinda sucking.

I personally use urp non-2d renderer, since I don't use unity's 2d lighting.

drifting sigil
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Thanks

wanton timber
vivid axle
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I'm trying to use my tiles on a tilemap, but they keep just making pink squares

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I've tried remaking the palette many times and have reimported the assets

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the same thing always happens

storm pond
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Hi trying to drag my tile palettes onto the tilemap

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But it's not letting me

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not sure because unity updated(most likely cuz I was following tutorial from youtube)
but he was able to drag his block into the unity tilemap

still tendon
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I am making a 3d tilemap but when I try to select the game object brush it doesnt appear in the dropdown menu

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does anyone know why\

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only default brush shows up

elfin sandal
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i think u need to downlaod it

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look up 2d extras unity

vivid axle
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I'm trying to use my tiles on a tilemap, but they keep just making pink squares. I've tried remaking the palette many times and have reimported the assets, the same thing always happens. Ty

solemn latch
vivid axle
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what does that mean

still tendon
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i want to make my game so that when you run in front of a plant you appear on-top but when you are behind the plant you appear below anyone know how?

bright scaffold
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When I use the sorting group component, it works in the scene view but not in the game - can anyone help??

worthy harbor
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Should/Can I ask a* pathfinding questions here?

tiny nest
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Hey, any reasons why my 2D normal map doesn't work?

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I have set my sprite to have a normal map as secondary texture and set the light to calculate normal maps but it doesn't do anything

solemn latch
solemn latch
tiny nest
civic zenith
tiny nest
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I started the project with SRP and then converted it to URP

solemn latch
tiny nest
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Can I use the normal lights then and it would work?

solemn latch
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urp2d and urp have different lights. If you're using 2d lights with a 2d lit shader it should just work

tiny nest
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isn't 2D lit shader the same as Sprite Lit Shader?

solemn latch
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Um, they've messed with the naming so much in the various versions that it might be

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I don't use 2durp myself

tiny nest
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@solemn latch I just checked the materials and there's only Sprite-Lit, Default-Lit and Lit

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None of them work as expected

solemn latch
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Hm. Not sure then

tiny nest
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I am sure that the map itself works because it works in Godot

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so it has to be something with Unity

modest cargo
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@tiny nest I would opt to get one of the URP 2D example projects to compare, or retrace the steps of a tutorial for setting up URP 2D lighting with normal mapping

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I don't know that process by heart either

tiny nest
tiny nest
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thanks

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actually

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I tried downloading a normal map and placing it on a sprite and it worked on that sprite

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1 sec

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this is a normal map I'm trying to us

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It's not finished but it shouldn't be a problem, is it?

modest cargo
tiny nest
solemn latch
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Is there an alpha channel?

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And yes, as Spazi said, is it set to normal map in the importer?

still tendon
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my UI canvas is massive how do I get it to be a normal size (the green thing in the corner is my world which has the camera in it

ember lark
ashen sapphire
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Im using URP 2D to use 2d lights and I want to make shadows around the corners (like a field of view) but when I try this, it makes shadows on every gameobject (like on the picture). Is there any ways to like merge them?

dusty hull
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Im using pixel perfect camera for the 2d pixel game im working on but when I turn on upscale render texture and move in game it becomes blurry and kinda like jitters around. Is there any way to fix this? (pixel per unit is 16 as well as all other sprites) (I think it has to do with my camera/cinemachine because when I make the camera not follow and at a fixed position the issue stops happening)

ashen sapphire
dusty hull
tranquil ice
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For tilemaps, is there a good way to swap between two different tile textures for an entire layer?
As I'm trying to swap between the past and present look of a location, and making two copies of it with the same layout, but using a diff texture seems like overkill

ashen sapphire
flat agate
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I have a .PSB file that I am using as a 2D animated rig. I duplicated the PSB and made a normal map version PSB file. Is there a way to apply my normal map version .PSB to my 2D rigged .PSB? When I select the normal map PSB file and look at the inspector, the drop down doesnt even show an option for a Normal Map setting. (Maybe I need to generate pngs?)

dusty merlin
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what apllication should i use for pixel art ?

dusty hull
# dusty merlin what apllication should i use for pixel art ?

I mean it depends if you don't want to spend money something like gimp is fine but if you can spend money its very very worth the money to buy a pixel art oriented software like aseprite, although there are other free compliled versions like libresprite which is open source

dusty merlin
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thanks you

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i am gonna try libspirite

vivid axle
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I'm trying to use my tiles on a tilemap, but they keep just making pink squares. I've tried remaking the palette many times and have reimported the assets, the same thing always happens. Ty

calm wyvern
latent saffron
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Does anyone have an idea how to create 2d sword slash in unity 2d

vapid bough
vapid bough
vivid axle
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I've tried with others too

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its all just pink

vapid bough
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Even a new tilemap still are pink?

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@vivid axle

vivid axle
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yup

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its all pink

vapid bough
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Sorry I have no idea them

vivid axle
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its ok

vapid bough
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@vivid axle what file type u are using for the sprites? PNG?

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And the sprites are defined as 2D on the properties?

vivid axle
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yup

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idk what happened, they were fine one second and pink the next

vapid bough
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Idk them

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@vivid axle do you use git on this project?

vivid axle
#

no

flat agate
#

I have a project with 2 scenes. In Scene 1 I set the display to 1000x1000, and I set Scene 2 to 500x500. The problem is Unity only respects whatever resolution I set as the most recent for both - If I set Scene 1 to 1000x1000, it sets Scene 2 to 1000x1000. I set Scene 2 back to 500x500 and then Scene 1 goes to 500x500. Is there a way I can set a unique resolution for both for editing purposes?

modest cargo
#

Or rather why

flat agate
flat agate
# modest cargo <https://answers.unity.com/questions/956123/add-and-select-game-view-resolution....

Thank you. I'll check this out. I already tried to code something, and changed resolutions, and it doesnt respect what I code. Then again, Im noob. But when I try to use code, and I click "play" it doesnt display the resolution. My current script is (tried to go insanely weird, like 100x100 just to trigger a visual change):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

using UnityEngine;

public class ExampleScript : MonoBehaviour
{
void Start()
{
// Switch to 640 x 480 full-screen at 60 hz
Screen.SetResolution(100, 100, FullScreenMode.ExclusiveFullScreen, 60);
}
}

modest cargo
#

In any case to be able to do that in the editor you need to use editor scripting methods

flat agate
modest cargo
flat agate
# modest cargo Shouldn't the backgrounds adjust to the resolution, not vice versa?

I think the resolution is indeed fixed in final export of the game, but I just want to see the entire thing when I click play it to see all effects etc. on a given scene. When I go to a scene and it is set to 500x500 and I click play, I want to see it at 500x500. When I go to antother scene, and edit something like an effect and it the background jpg is 1000x1000, I want to see the entire thing, not just the set resolution I set at 500x500 on the previous scene.

modest cargo
#

Game resolution shouldn't change on a per-scene basis so designing the graphics for different resolutions between scenes will just create a new problem

#

That is, unless you specifically want the game window to change size while playing for an unusual effect

flat agate
# modest cargo Game resolution shouldn't change on a per-scene basis so designing the graphics ...

True, I hear you. But in my case (real world example) as I edit a scene, I need approval for an effect. I edit an effect on a 500x500 background, and export using the recorder, I get my video and show it to the team that way. Next, I go to a 1000x1000 bg edit an effect, but then I have to go, change the resolution to 1000x1000 and export. All I was hoping to do was avoid tedious changing of backgrounds per scene, if I have a bunch of scenes, it gets old. So, the resolutions I am setting are for production, not release.

modest cargo
#

In this example I'd preview both at 1000 pixels and just double the size of the 500 pixel background

flat agate
flat agate
modest cargo
#

Whenever you encounter a request or a workflow here that just seems kind of deranged, often it's because of some misunderstanding of common practices, and sometimes there's reasons
Somewhat interesting to hear about it either way

flat agate
leaden sinew
#

Hello, I have recently started working with tile maps and also downloaded an asset store package with 2d isometric tiles. However I have a problem with tiles sorting layer and whatever I do some tiles just don't want to be behind other tiles :(. Please help if someone knows.

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interesting is that in the tile pallet nothing of the sort happens and works well

dense charm
#

what causes these white lines on the second row?

vapid bough
vapid bough
vapid bough
dense charm
astral iris
#

hello im making a 2d game im working on a gun (shotgun) and i am kinda stuck because i don't know what to make the bullet look like as everything i try looks off it would be helpful if someone sent me a screenshot on what theirs looks like so i can go off something

astral iris
#

wait nevermind i made a good looking one

ivory urchin
#

I built a 2D environment asset generator (describe the tile and it generates tilesets for 16,32,64,128,256). If anyone wants to give it a try, or if anyone has feature suggestions, I would really appreciate some feedback! Feel free to PM. It's not public yet. Example output (rusty metal, rusty chainmail):

still tendon
#

Hi, I need name for game studio. Have you any ideas?

young charm
#

You can call it Gamiz Studio

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Or

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Gamiti Studio maybe

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Or Gamato Studio

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I find those ideas right now i dont know if you like anything but ok

modest cargo
silver bane
#

Hello everybody

still tendon
#

Hello 👋

silver bane
#

Can somebody help me with this?
I am creating a 2D videogame. Now, there is a tile palette I've prepared, but I have a bit of a problem with the way its rendering is interacting with my character. I want my character's sprite to be shown whenever it gets in front of the tree, but hidden when he gets "behind". I've googled quite a lot and it seems I almost got what I wanted with the use of Individual mode and custom transparency sort axis. I even changed the pivot point in my tiles to the bottom, so that they would interact in the render more accurately.
But now it seems like I've hit another block. If my character moves a bit you can see a part of his sprite "peeking" out between the tiles of the tree.

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just like this

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I understand that I need to make this tree a single sprite, but exactly how do I do that? My tree is not centred on the tile and is part of the tile palette.

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How should I go about this? Is there any way to "merge" the tiles so that the renderer would treat this tree as a single object and not as 6 independent different tiles?

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This is the behavior I want to achieve. How do I take a "multi-tile" object/sprite and make it behave as if it is only a single-tile object?

solemn latch
silver bane
#

Yeah, I guess so. But that means I have to go into the sprite editor and manually edit it. I was hoping for an automated way of making it work

silver bane
#

Well then, I have another question. How do I change the pivot point of my sprites without affecting the way that sprite is placed in the grid?

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Because if I adjust a pivot point for every sprite, then they will all look badly aligned on the grid

misty tapir
#

hello, i'm trying to fix layering of characters and objects. I'm using an isometric map, and for some objects, players are able walk behind and in front of the objects. but it doesn't do that for all of them. I've tried changing the transparency sort mode to custom and sort axis y to 1, x and z to 0. but that didn't solve the problem. And just for your information, most of the objects and character are on the same layer.
i would really appreciate it If anyone could direct me to any source that might help

#

but character always stands on top the object for other objects 🥲

silver bane
#

Now that I've opened my project, I see this

silver bane
silver bane
zealous shadow
#

I have a game and idk what to use sprite renderer or image/raw image... any help on what I should choose

#

(the game isn't a huge project... it's rather small)

modest cargo
#

The choice depends on your workflow, not project size

#

I'd recommend images for UI and sprites for not-UI
Though in some cases the line between them may be blurred if the game consists mosly or entirely of UI-like elements like motion graphics

zealous shadow
#

@modest cargo I understand, thank you

median forge
#

We're can I get a 2d desert background for free

modest cargo
median forge
#

Thanks

delicate dock
#

I recently started creating some quick levels using a sprite sheet and tilemap. now that i have the base layouts i would like to add things like scripts and physics to some of the tiles, but i don't see a way to do that ass all of the tiles are grouped into one tilemap object. when i set the rendering mode to individual, will that allow me to interact with the tiles as individual objects? if not, will i have to manually place each tile?

silver bane
#

What exactly do you want to do?

silver bane
#

Setting the rendering mode to individual does not change anything except the way your tilemaps are going to be rendered

#

I'd suggest you to just create multiple tilemap objects

#

In one grid

#

And just draw the parts you want to add your scripts onto on those specific tilemaps

delicate dock
#

okay

#

thanks

still tendon
#

Part of my sprite is rendered incorrectly (pixels on front of face are deleted)

#

also the border on his toes and part of his hat

silver bane
#

How does the original look like?

still tendon
#

fixed it

silver bane
#

What was the issue?

still tendon
#

idk I just deleted and replaced

still tendon
#

Hello how come i can't seem to get this to work i tried videos but i can't fig it out please help me. All i want is to make this

#

see that map lay out i can't seem to find out how to get it to that point

silver bane
#

Use tilemaps and grids

#

This seems like an isometric tilemap

inner mango
#

Is there a way to import a webp image to a texture? It seems to only support png, jpg, ect

silver bane
inner mango
silver bane
#

I have found this

#

The author says in the desc of the video, that you need to contact them and they will share the tool

#

I am not sure if this can be used at runtime tho

modest cargo
#

I'd assume not if it relies on editor code

silver bane
#

Wait, you can just attach libraries to your project's code?

modest cargo
#

I think it's possible but I have about 0% familiarity with it

silver bane
#

It feels like something possible

#

But for some reason I have never even thought of this

#

Anyway. Does anybody here know how to access an individual tiles' position?

#

I am writing code that allows my character to be seen behind walls/trees/other sprites

#

With sprites it is easy to do, you just get their game object's pos and compare with your char's pos

#

But with tilemaps you can't really do that

modest cargo
silver bane
#

I am using a sprite mask for this

modest cargo
silver bane
#

I have a script which determines when to enable and disable it

silver bane
#

But it is a pain

modest cargo
#

Hard for me to think of a situation where you already have a tile or a reference to it, but not its position?

silver bane
#

Are you saying that you know how to get a reference to a tile without knowing its position?

#

If there is a way to do this somehow, it would solve my problem

still tendon
still tendon
#

why do i keep getting that?

modest cargo
still tendon
#

But then they are on top of each other

silver bane
silver bane
#

It is in the tilemap components

still tendon
#

okay thanks

vital marten
#

are you be able to animate those shaders ?

untold loom
#

hey guys, i'm having a slight problem with pixel art, it seems that some pixels scale weirdly. i've already applied point filter mode and pixel perfect camera but the issue still persists. you can see that some black pixels arent consistent. here's a screenshot:

modest cargo
untold loom
#

thanks, i was using different scaling so setting it back to 1, 1, 1 fixed it

warm lodge
#

Guessing this is the place to ask

#

I set the internal rendering order of my 2d sprites using a bunch of child sprites and the z axis, how would I group them all under the parent object so they interact as one with other sprites?

#

Sorting group breaks the z axis sort and uses hierarchy position instead for some reason

modest cargo
warm lodge
modest cargo
warm lodge
#

With and without sorting groups

#

on the parent object

#

Also the children sprites intersect without the sorting groups enabled

modest cargo
warm lodge
modest cargo
# warm lodge skinned?

Guess not
I don't remember this stuff by heart, I recommend to check the article about sorting and see if those rules seem to check out

warm lodge
#

So I managed to this which kinda works ig

#

@obsidian finch

warm lodge
#

Just tempted to go through every animation and change the sorting layer manually

elfin sandal
#

I remember reading an article that fixes that issue let me see if i can find it

warm lodge
elfin sandal
#

hm it's probably an issue with transparency sort mode

warm lodge
#

The transparency sort mode is working as intended, prioritizing z over y, it's just that group sort ignores the transparency custom sort order settings and orders its children on a completely arbitrary basis

elfin sandal
#

I guess they don't expect u to mess with the z axis

#

since its for 2d

warm lodge
#

Like if I had (a, b, c, d, e) rendering in that order, grouping together abc gives me ((b, a, c), d, e) for no reason at all

wooden escarp
#

oh does it not rotate the rule?

#

i thought for example i could make 4 corner pieces all going the same way

#

but the game can rotate them in what way it wants to fit

#

that way i have to only make 4 but get 16 basically

#

maybe someone has a custom script for that

#

nevermind

#

i was doing it wrong lol

warm lodge
#

Okay that's it

#

tweaking every single animation

eager star
#

can someone tell me why the tiles i pick from my tile palette are turning way darker on my grid? right is the color i want and left is the one i got on my grid

#

new to this, pardon me if its hella simple lol

warm lodge
#

lighting?

eager star
#

i dont think i changed something @ lightning tbh, can u tell me where to find it? im like super new 😄

warm lodge
#

Does it appear the same way in the gamescreen?

warm lodge
eager star
#

And it was because I picked a tint for the prefab lol not intended, so it went darker

warm lodge
#

Good job fixing the problem 🙏

subtle python
#

Hi guys, I'm a web dev for 7 years and now want to build a 2d game

#

But I'm no artists

#

Where could I get assets

#

And maybe easiest tools to customize them a bit, like color, gradients

#

?

#

Or I'm delusional and without properly knowing design tools I can't make a nice looking 2D game?

#

I'm not going for pixelart

#

Hi Rez sprites

modest cargo
subtle python
#

How about easier tools ? @modest cargo 🙂

#

It's just after job time

modest cargo
subtle python
#

🙌

vestal tusk
#

I have a weird problem that I don't seem to find a way to deal with it. My sprites showing on the Sprite Shape are way darker than the normal colors. I am not using light in my game so I have no idea why this would occur.

#

When I use this tool, it's almost giving the right color though 🤔

vestal tusk
#

OMG I feel so dumb 🤦‍♂️

#

The color is not white

restive sun
#

why is the scale at 0.45x

modest cargo
silver bane
#

Ugh, I've been working with tilemaps for two weeks now

#

And let me tell you guys, my experience with them is just bad so far. I guess they are okay as long as you don't need anything complex, but as soon as you need something which would require precision, they are just not good to work with. At this point, I am considering just switching to sprites, which are loosely positioned with the use of the snap to grid tool to emulate the grid.

#

Maybe it is just my inexperience, but I've been trying really hard to research this and couldn't find anything. It really does seem like there is no easy way to work with each individual tile in code?

modest cargo
silver bane
#

The ability to work with each individual tile in the tilemap, I guess

modest cargo
#

"work"?

silver bane
#

Access it somehow in the code

#

The only way I can do this is by feeding the GetTile method locations of the tiles

#

As far as I understand

#

And the problem with this is that I don't always know their locations

modest cargo
silver bane
#

Ok, suppose I solved this issue somehow

modest cargo
#

GetTilesBlock gets all tiles within certain bounds

#

There's scriptable tiles which allow tiles to have their own logic

silver bane
#

Now this sounds interesting

silver bane
#

Ah, is that for dynamic tilemap editing?

#

I thought that by "logic" you meant something which would affect gameplay

#

I am looking for a way to disable sprites on certain tile at runtime when a condition is met

modest cargo
#

Is that the same as removing a tile?

silver bane
#

But it does not seem like tiles have any sort of SpriteRenderer attached to them

silver bane
dense sequoia
#

im making a menu but on font asset it sais none (TMP_FontAsset)
when i click no fonts show up how do i get fonts

elfin sandal
#

install tmp essentials

restive sun
gilded wadi
#

Generate physics shape is disabled on the import settings of my tileset but it's still generating physics shapes for tiles

#

i just dont want it to generate all of these shitty polygon colliders for slopes and stuff

#

how do i prevent this? is there a quick way to delete all of these colliders from my tileset?

#

for now i only want colliders on solid square tiles

modest cargo
gilded wadi
#

when i have the tiles selected in my sprite editor in the Custom Physics Shape tab they dont even display anything

#

why is this even on by default, it barely even works

#

ok so i found that i can editor the tile assets to change them from Sprite to Grid collider type

#

the issue is i have a shitload of tiles, and looking through every single tile one at a time to figure out which ones should have specific collision types will take an obscenely long time

#

to me it seems like this editor and system is designed for really simple small tilesets, it's really poor for large tilesets

#

my tileset literally has 1123 tile assets, it would be a gigantic waste of time to look through these by hand

#

is there no way to change the collider type in the sprite editor? or any other editor window?

cerulean parcel
#

the first screenshot is what the sprite looks like normally and the second is when I press play, what is happening?

modest cargo
#

You can change the gameobject size / sprite PPU / camera size to make sure it's exactly the right resolution
or learn how to use pixel perfect rendering

solemn latch
#

Or use a shader that can smoothly render pixel art, like Smooth Pixel.

cerulean parcel
solemn latch
#

It is free on the asset store

cerulean parcel
hot rose
#

here are my tilesets that I made myself (it's 16x16)

#

If you want to use them on your games credit me or put my nickname

gilded wadi
# gilded wadi

Anyone have any advice on this? Been a persistent issue for me for a long time that I haven’t found any clean solution for outside of manually setting up collision for my level outside of my tileset

celest gulch
#

How do you change the background grid size?
My pixel art characters are 16x16 pixels...however the background grid is way bigger than they are...how do I make the background grid also 16x16 pixels? My only other option is to scale 200+ pixel art images much larger so they appear to fit on the grid.

gilded wadi
#

You can change the pixels per unit of a sprite in the image’s import settings

celest gulch
#

how do I change pixel per units of the grid?

gilded wadi
#

Iirc it’s a property of the tilemap

#

Ah, cell size in your grid is the property you want to change

celest gulch
#

I couldn't find anything on the internet about that lol

gilded wadi
#

I’ve been trying to solve my issue with tileset collision for months lmao

#

Like there are some tutorials that get into the basics for tileset stuff and 2D collision but they only cover super basic tilesets with very few assets

#

And the advice they provide scales very poorly when you have a tileset with over 1000 tiles

celest gulch
#

that doesn't sound fun lol

#

I keep putting a tile into my tileset thats the wrong size and it busts my entire tileset and makes everything hell until I remove the tile 😭

gilded wadi
#

The auto generated collision is extremely imprecise and won’t work at all if I’m not using the built in unity physics for motion

#

Only solution for me atm is just to select every tile asset and force them to grid based instead of sprite based collision

celest gulch
#

oof that sounds horrible

gilded wadi
#

But then the tiny stupid colliders it puts on stuff are just full squares instead, which would require me to manually go through all of my assets to disable collision one tile at a time

celest gulch
#

eek

gilded wadi
#

Wouldn’t be too terrible to enable or disable collision on specific tiles if I could actually do it in the sprite editor instead of going by assets manually

celest gulch
#

surprised that isn't an option

gilded wadi
#

That’s what I’m trying to figure out now, if there’s a way to flat out disable a tile’s collision in the editor

#

They have a ‘custom physics shape’ editor but you can’t multi select and you can’t outright delete the collision with it

#

Surely I’m not the only one who’s had this issue before, does anyone have any advice for conveniently setting up collision for very large tilesets?

river nest
#

i use paint.net, and i use seperate layers to draw the limbs, and then i animate it. by animate i mean save the base as Base.pdn and then open Base.pdn in another tab, then position the limbs as you wish, and then flatten it, and save it as a new .PNG and name it as you wish.

gilded wadi
#

?

river nest
#

im just letting people know how i do my stuff

gilded wadi
#

I’ll rephrase my question in a more simple way I guess

#

Is there a way in the sprite editor to disable the collision of a single tile in a tileset

#

And is there a way in the sprite editor to preview the physics shapes of your entire tileset? I can only see the physics shapes of tiles that I define a custom physics shape for, and I can only see that physics shape when the tile is selected in the editor

#

This makes editing the physics shapes of a large tileset an absolute shit show

gilded wadi
#

How do I remove a tile’s physics shape in the sprite editor

silver bane
#

I think when you are adding tilemap colliders to your tilemaps it uses some algorithm to generate the collider

#

I don't think there are inherent physics shapes in any sprites

silver bane
# gilded wadi

If you want to add colliders for everything, but slopes, why not just draw them on another tilemap?

#

And then add tilemap colliders to the other tilemap, which will have every solid block

#

But tbh, this seems redundant for the game, do you even need these colliders? If you are going to draw colliders for the slopes, be it with polygon colliders or any other ones, then you already have a surface for your characters to stand on?

gilded wadi
#

The reason I need to delete physics shapes from my tileset is for the small raised pieces above some solid tiles

#

They’re purely cosmetic and shouldn’t have collision

#

If this doesn’t work out I’ll make a tileset specifically for collision that contains all of the slopes and shapes I need

#

Like this example from my sand

silver bane
#

Yes, I get that

#

My questions is why do you need colliders under the slopes?

#

Oh, nevermind, I got it

#

Yeah, I guess you could use another tilemap for the colliders

#

And then just cosmetically draw on top of them tiles that have these weird elements in their geometry

gilded wadi
#

Probably going to be my best bet in that case

silver bane
#

Otherwise, I don't think there is a way to do this. Tilemap colliders generate colliders automatically and I don't think there is any comprehensive way to edit them

#

If I am wrong, correct me please

celest gulch
#

can anyone help me understand why the transform on camera is -0.4 for Y....yet when Im ingame, transform.position.y = 0.6 to see the same "top" of camera?

gilded wadi
#

The sprite editor has a custom physics shape editor, but it doesn’t appear to have any way to remove the custom physics shape from a tile or to mark a tile as having no collision

#

Hopefully at some point this will be addressed I guess

#

As far as I know the only way to edit the collision for tiles in a tile palette is to edit their asset directly

silver bane
#

Yes

#

I also don't know of any other way

#

But that can cause a whole lot of other problems

gilded wadi
#

Pretty major oversight, I’m surprised I couldn’t find almost anyone else with similar issues searching online

silver bane
#

As I said, in your case it would be easier to draw cosmetics on one tilemap and physics on another

celest gulch
#

oh hey

#

thats what Im doing rn 😭

gilded wadi
#

Right, that’s my plan going forward now. Only for a prototype anyway, the actual game is being written in monogame, so we can set up collision however we feel is easiest for us

#

Just annoying unity doesn’t have a simple solution in editor I guess

celest gulch
#

agreed, just using multiple tilemaps seems simple enough...you have to do that anyway to render things on top of each other anyway right?

gilded wadi
#

Right

silver bane
silver bane
#

You can use custom sorting order axis

celest gulch
#

when Im ingame

celest gulch
#

ingame the camera needs to be 0.6y to reach the bottom of the very top of the block aka stage

#

confused why there is a difference

#

would have expected both to use the same value

silver bane
#

I am not sure

#

But

#

You should keep in mind that how your game looks in the editor play window might be different from how it will look when you maximize that window

celest gulch
#

ah dang, thanks

silver bane
#

It might be the case that your camera is just not covering everything right now

#

Try it with maximized play window and let me know if that solves the issue

#

I am curious to know too

celest gulch
#

how do you maximize play window?

silver bane
#

On top of the play window there is an option you can change

celest gulch
#

sweet thanks

silver bane
#

"focus on play"

#

change it to "maximize on play"

gilded wadi
#

You might also want to look into the pixel perfect camera unity package

#

Iirc it’s installed by default for the 2D template

celest gulch
#

will look into it

#

but anyway @silver bane in fullscreen X was still correct

#

Y is 0.4 instead of -0.4 as would expect however

silver bane
#

Hmm

#

What do you use to control your camera?

celest gulch
#

you mean the script?

#

basically just follows the player but maxes out at a certain value

#

pretty sure its poorly coded but dont think it will cause problems

silver bane
#

It definitely can, but I will trust you

celest gulch
silver bane
#

And in the inspector TopY is set to 0.4?

#

@celest gulch

celest gulch
#

ya

silver bane
#

Now that is weird

celest gulch
#

ikr

silver bane
#

I think what's wrong here is the way you set up your conditionals

#

For example

#

What happens if this condition is not true, when your camera is near the borders of the level? if (deltaY > boundY || deltaY < -boundY)

#

Then the part of the code which is responsible for clamping the camera is not read by the engine

#

And hence it can go over

#

Also I would recommend you to use CineMachine

#

It is exactly what you are trying to implement here

#

It is free

#

It uses trigger colliders to confine the camera

#

Super easy to use

#

But regarding the code, I think this part is never running

silver bane
#

Nevermind, the code is working fine, I tested it myself.

#

No clue what the reason might be then, sorry

silver bane
#

Did you manually set your camera to this position?

#

Because it shouldn't even be at that position in theory.

#

Also I see that your scale is set to 1.4

#

That might also cause this

celest gulch
celest gulch
celest gulch
#

my character is randomly running into something in the game image and can't move left further...any ideas?

gilded wadi
#

??????

#

how does unity suck so bad at this

#

it literally could not possibly be a more simple shape

celest gulch
#

lol

celest gulch
#

seems like it just zooms in the screen

silver bane
#

When I was testing it on my device scale was not affecting it

celest gulch
#

wack

silver bane
#

But if it solved the issue, that's cool

celest gulch
#

I think its cause the sacle is causing a slider on the side of my screen that I didn't notice

silver bane
#

Even if I was to manually change the camera's position

celest gulch
#

yep that was the plan

silver bane
#

It would return to the topY instantly

#

So that's why it is weird

celest gulch
silver bane
#

Code shouldn't behave differently on different machines

#

That means there is another factor at play here

#

But yea, just use Cinemachine

#

It will save you alotta time

celest gulch
#

Its just what the TopY is set to that caps it

#

but wtf is my character hitting there

silver bane
#

I dunno, honestly

celest gulch
#

its only random and after I've jumped a few times

silver bane
#

Examine your code

#

If there is nothing in the scene, it is your code

#

Anyway, I will be going now

#

Good luck everybody

celest gulch
#

later! thanks for the help

silver bane
#

Np

gilded wadi
#

that'll do

#

😎

celest gulch
#

solid

mild pewter
#

Has anyone whose used AronGranberg A* pathfinding explain how GetTraversalCost is supposed to work? I think that's how you're supposed to put in logic about different tiles costing different amounts of movement points. (In my case I'm doing top-down hex tiles)

#

But the documentation is super unclear

#

Most relevant excerpt from documenation:

silver bane
gilded wadi
#

Separate collision tileset

celest gulch
#

what do I have setup wrong here for tilecollider + composite collider?

#

my collider falls through the stage lol

#

freezing Pos x/y/z makes it appear to not fall through stage...however my player no longer collides with it

lean estuary
# celest gulch my collider falls through the stage lol

Tilemap has own collider combining tiles, unless you want to join multiple tilemaps you don't need composite. If something falls through completely then your code is not using proper physics methods and forcing something inside a collider. For pure physics controller with tilemaps you just need to set collision detection to continuous and it works fine.

celest gulch
#

didn't see that option earlier and people told me to use composite instead

lean estuary
#

Tilemap collider combines them itself

celest gulch
#

like tilemap collider 2d?

lean estuary
#

yes

silver bane
celest gulch
#

thats not what Im finding unless I have something clicked wrong

silver bane
#

I think maybe you need to add a component to the grid

lean estuary
# silver bane Does it?

Tilemap has many optimizations handling tiles on background. It has full automated chunk handling system among other things.

#

The only anomaly is physics objects getting stuck on seams sometimes, but like I said, setting rigidbody2d to continuous fixes it

silver bane
#

Oh I was only wondering if tilemap collider 2d can automatically use multiple tilemaps to form colliders

celest gulch
#

like such?

silver bane
#

What is getting stuck in your case?

celest gulch
#

my player on a seam with that setup above 😭

silver bane
#

How do you move your player?

#

Do you manually change its transform pos?

#

Or do you use RB methods?

lean estuary
celest gulch
#

_inputHorizontal = Input.GetAxisRaw("Horizontal"); _currentVelocity = new Vector2(_inputHorizontal * _movespeed, _rb.velocity.y);

#

Input gathering inside update

#

the actual _rb.velocity = _currentVelocity;
is inside fixedupdate

silver bane
#

You shouldn't really set velocity directly

#

I am not sure if that's what is causing the problem

#

But it might be the case

#

You should use AddForce method

celest gulch
#

why is that?

#

wont I need to add forces in the opposite direction when player isn't pressing keys with AddForce to prevent it from feeling like player is on ice?

lean estuary
#

Because you are ignoring physics pushing object with that code and it ignores collider

silver bane
#

Yeah, you are adding velocity to an object manually

#

So when the player meets the wall, normally as a result of the physics calculations its velocity would be set to 0

#

But in your case you just put a number to it

celest gulch
#

gotcha

silver bane
#

That's how I think it works at least

celest gulch
#

yeah it will keep the velocity at 7...however the collider stops the movement

silver bane
#

Oh and also there are modes to the AddForce method

lean estuary
#

If you want to move the object with a speed limit, you can do it in several ways properly. Either manipulate specific movement vector checking if it exceeds velocity you need and capping shortening specific vector direction. Or use drag to counteract mass+force

silver bane
#

Oh

celest gulch
#

I got the link anyway lol

silver bane
#

Ok

celest gulch
#

pfft

silver bane
#

xd

celest gulch
#

apparently gifs aren't alllowed

silver bane
#

I would imagine so

#

For the player movement I would use and Impulse Mode

#

It sets an impulse instantly

lean estuary
#

Just for reference. Object mass 1 with force 1 over zero friction with drag 1 will be moving 1 square per second. If I haven't mixed up anything.

silver bane
#

With Force mode the object will have an accelaration time

#

But, you know. You can try and just change transform position too

#

It might work for you

#

I think changing the velocity vector is literally the worst way, even worse than changing the transform

celest gulch
#

lol

#

why do you think that?

#

seems like the 1 downside is it could have velocity when it shouldn't

#

but everything otherwise is easier to do

#

dont have to worry about going over speed you want

silver bane
#

When you change transform pos it leaves the physics calculation at play

#

But when you change the velocity, you are manually affecting the physics

#

tbh, I am still figuring stuff out

#

So I might be very wrong

celest gulch
#

sounds right to me

#

something I might fix at some point if I run into issues

lean estuary
#

Can do similar thing for character, but only reducing X direction movement

silver bane
#

It will still have miniscule velocity

#

And will never reach 0, no?

lean estuary
#

You can have a threshold, when movement reaches magnitude 0.001f to reset it to Vector2.zero completely

silver bane
#

Well, yeah. I guess that works

#

Gotta look into this stuff later

#

Right now I am working with navmeshes

celest gulch
still tendon
#

hi, can anyone help me. im new to unity and im not even sure thats the right channel but ok. im trying to make a crosshair and it looks completely garbish. at first i tried to use to images and adjust them. then i tried to use image from the internet, still. pls help

small berry
still tendon
#

It doesn’t look like a normal crosshair

small berry
still tendon
still tendon
small berry
#

should be the parent gameobject of that crosshair

obtuse ridge
#

where can I download a circle mesh? I only see quad

solemn latch
#

Just make one

obtuse ridge
small berry
#

Circle or torus?

#

If circle, paint for no transparency, paint.net or gimp for transparency
If torus, blender

small berry
obtuse ridge
#

I just need a circle

vernal needle
#

somehow the vectors of some objects are not anywhere near the object they belong to so if i use move tool i cant see object while moving iot. is there a way to move moving vectors top the obkject they belong too?

tribal briar
#

heyo, I was wondering if anyone knew of a tool similar to the line renderer that can utilise stuff like sprite borders, so capping off the line with a cap specified by the sprite's border settings - a bit like the spriteshape tool

elfin sandal
#

hard to picture what you want

gilded wadi
#

Might want to check unity’s docs for that

small berry
# vernal needle somehow the vectors of some objects are not anywhere near the object they belong...

Either the mesh is on distant children of the gameobject, or you imported a mesh with a very distant origin
First case, just move the child objects closer
Second case, you need to fix the mesh in blender OR assign it to a childobject, and move it so that the mesh is at the correct place
OR you selected multiple objects by accident or sth
OR you selected an object with many distant children and the arrows are at the middle position of all child objects

obtuse ridge
#

I've create a circle mesh using blender but my problem is the touch is not accurate like if I touch from the left it goes to center

#

I don't know what's causing this kindly help

vernal needle
#

thank you

celest gulch
#

when I try and mess with my Scene this camera icon is in my face and annoying...anyway to disable it without just disabling the camera?

celest gulch
#

how do I make it so a boxcollider doesn't actually block collisions but just detects them?

#

is that what triggers do?

elfin sandal
#

Yea

silver bane
#

It's a cinemachine icon, you can also try disable the cinemachine and not the camera

modest cargo
silver bane
#

Oh yeah, I think there is a button on top of the editor window

#

It has a checklist

#

U can just uncheck some of the stuff in there

celest gulch
lean coyote
#

Yo

#

Which one is better

#

This ^

#

Or this ^

#

In another word, should I add black bordered in my game

#

When I make it full screen, everything is so big

steel kayak
#

how can i set the color of a 2D experimental light in script

hushed cove
#

does anyone know how to improve the play mode quality of my game? everything looks so pixelated, i attatched 2 picutres, 1 in play mode and 1 in scene

silver bane
#

I really like your sprite, btw

tranquil ice
#

I have a weird issue with the pixel perfect camera, where I have two cameras with the exact same settings, yet the "Current Pixel Ratio" for both of them is wildly different
not sure why the orthographic sizes are different when they are both copies of each other (minus the texture it renders to, which is of the same size)

still tendon
#

Whats the best way to make a 2d sprite?

modest cargo
gilded wadi
still tendon
#

k

lusty aspen
#

Is there an easy way to ensure that the Sprite Atlas doesn't encroach some sprites onto other sprites? Tight packing is turned off but there are some artifacts that bleed into other sprites

#

By guess is to make an invisible box around the sprite to make the atlas "think" that there is some data there, but hopefully there are easier alternatives

elfin sandal
lusty aspen
#

if you mean padding, then no that doesn't work

#

8 is the max and it is still there. Even if padding does work, I don't think it really fixes the core of the problem as well

eternal zinc
#

Hey all, wasn't 100% sure where to post this. I am trying to have a rigged 2D character aim a gun at the mouse position. When I rotate the arm bones through code the sprite doesn't follow the bone, but when I rotate the bone through the scene editor the sprite rotates with the bone? I checked the weights and all looks good there.

solemn latch
#

If so, try using LateUpdate()

eternal zinc
#

Heya, nope doing it in LateUpdate

solemn latch
#

Show the code?

#

Are you sure you are moving the right transform?(the bone and not the renderer)

eternal zinc
#

Yep moving the actual bone transform. Will get the code in a sec

solemn latch
#

The spriteskin component isn't disabled? You have no other scripts/constraints affecting those transforms?

eternal zinc
#

I was noticing some strange behavior with the sprite itself as well. Everything works fine in the sprite editor but in the scene the bone weights aren't working. I'm wondering if it's something wrong with the sprite...

#
    private void LateUpdate()
    {
        Vector3 difLeft = Camera.main.ScreenToWorldPoint(Input.mousePosition) - LeftPivot.transform.position;
        Vector3 difRight = Camera.main.ScreenToWorldPoint(Input.mousePosition) - RightPivot.transform.position;

        difLeft.Normalize();
        difRight.Normalize();

        var rotationLeftZ = Mathf.Atan2(difLeft.y, difLeft.x) * Mathf.Rad2Deg;
        var rotationRightZ = Mathf.Atan2(difRight.y, difRight.x) * Mathf.Rad2Deg;

        LeftPivot.rotation = Quaternion.Euler(0f, 0f, rotationLeftZ - 110);
        RightPivot.rotation = Quaternion.Euler(0f, 0f, rotationRightZ - 110);
    }
#

Here's a grab of the editor

#

And one with the game running.

solemn latch
#

Show the bone gizmos? Make sure that the bones are actually rotating

solemn latch
eternal zinc
#

Sorry, the bone I am rotating through code works in the editor, but as I was trying different things the bone for the head stopped working

#

I'll get another grab. Had to do a reboot

#

Apologies for contradiction. Here you can see I can rotate Bone_BicepL (the one I'm trying to rotate with code) fine with the editor, but the head is no longer following with the spine 😦

#

When I rotate Bone_BicepL with code the sprites don't follow the rotation

#

I've painted the weights a dozen times now and hasn't resolved the issue

eternal zinc
#

Started with a clean project and if I disable the Animator it works. I removed changes to those bones in the idle animation, but doesn't seem to be enough. Will dig into it again another time.

solemn latch
#

weird.

civic knot
#

Anyone had to deal with multi-tile objects(like furniture) while using unity grid and tilemaps? How did you implement it?
I feel like I'd need to extend the tilemap and potentially the grid classes to get it working..?

modest cargo
lusty aspen
#

Yea thats what it was

eternal zinc
#

Dug further into my issue. I created a new animation controller and once I created a transition to another animation that had properties for those bones it stopped working. So I removed properties from the other animations that were modifying the arms, and now it's working as desired.

meager whale
#

the SpriteSkin gizmo fails to draw the 2d animation package rigged character's bones in the scene view, or it renders them behind the sprite or something.. the bones don't show up in scene view unless I turn off the visibility of the layer that the character is on, then the bone gizmos are visible (and the sprites are not as expected). This is on Unity 2022.1.20f1 - anyone seen this? Bug or do I have some settings wrong somewhere

meager whale
ornate sand
#

It's my first time doing using 2D Tileset and have encountered this. How do I prevent this from happening?

warped rivet
modest cargo
ornate sand
ornate sand
gilded wadi
#

Not necessarily

#

Pixels per unit is exactly what it sounds like

#

How do you want to scale your pixels relative to a single unity unit

#

I think generally speaking unity2D is designed around a single unit being a single tile

#

But for some purposes it’s better to avoid this

#

For my own game, which uses 16x16 pixel tiles, I found it more beneficial to scale my imports at 1 pixel per unit, because it allows me to handle my character’s movement at the scale of pixels instead of tiles, which means less akward fractional values

#

As long as all of your assets share the same pixels per unit value, and your grids also share this value, you’ll be fine at any value that suits your own purposes

#

@ornate sand

#

Also good choice on that tileset, reminds me a lot of hollow knight. Very nice

solemn latch
hard cosmos
#

how do I scale the tile palette block down to the grid cell size?

modest cargo
gilded wadi
#

Also, looks like you may have screwed up your input settings on the tileset itself

#

For pixel art you generally want to use “point” filtering, otherwise it will interpolate your pixels and make things look blurry

#

As for the grid size, like Spazi said, it’s your pixels per unit

#

Make sure you’re using a consistent pixel per unit value on your tileset and your grid

modest cargo
celest gulch
#

so I don't need to change each one individually when importing

gilded wadi
#

you can make presets iirc

ember mantle
#

Hello, everybody! We are trying to optimize our game, which uses Animation 2D and PSD Importer. Our users create their own characters, and these characters use the same UVs position for locating each part by skeleton and swapper. For each rendered part we have a texture that contains all the parts from these set, even if they are not used. Our question is: is there a way to rewrite these positions and create a new texture with this set of selected parts in runtime (and with skeleton and swapper respecting it)? An image will help you figure it out better our issue! Thanks in advance 🙂

solemn latch
ember mantle
solemn latch
#

Can't you just color it in the shader, or with vertex colors?

ember mantle
bold dagger
#

some pixels are missing how do I fix

raven spear
#

Hi, i made a 2d platformer where i have a player with some animations. I want to create multiple skins with the same animations for my player which would be selected before start playing and i cant find how to achieve this

modest cargo
# raven spear Hi, i made a 2d platformer where i have a player with some animations. I want to...

You can't normally
Meaning the way you usually would do it is to have a keyframe that swaps the sprite renderer's referred sprite, but that reference cannot be swapped later while keeping the animation since it points to a specific asset
You'll probably need to create a new type of asset which holds a set of sprites a sprite renderer can show, each with an index
When animating gameobjects, you'd keyframe the change of that index instead of the sprite reference

#

This would allow you to swap the custom sprite list asset while keeping the animation intact

#

I wish such a basic thing didn't require an entirely custom system but what can you do

raven spear
#

How is it that complex even if i dont need to change the sprite while playing

#

But i will try

raven spear
solemn latch
smoky sand
#

Hi, i have this problem, the collisors have mid pixel of difference, pls help.
(Sorry my english)

modest cargo
raven spear
raven spear
modest cargo
modest cargo
#

Can i dm you

analog widget
#

why does this look so off?

analog widget
#

how can i make it so the sprites are affected by lght?

#

its greyed out right now

tranquil ice
#

would it be possible to make the lights also pixel perfect?
as while this smooth gradient is nice, I wonder if there is a way to make it more pixelized

proven oriole
#

I'm trying to use Lights in a 2d project using Unity 2020.1.15f1. When i place a light in the scene it doesn't do anything. Do i have to enable URP somewhere, or what am i missing here?

elfin sandal
modest cargo
verbal holly
solemn latch
little crypt
#

Hey, anybody got some cool 2d tileset for prototyping a platformer ?

little crypt
#

why?

solemn latch
little crypt
#

shuush

sick tide
#

What do u guys use to do Ur pixel characters??

abstract olive
#

You were already directed to software like Aesprite. You can also just look online for popular tools, and find things like Paint, Gimp, Photoshop.

tiny nest
#

I have no idea why, my IK flips and reflips on its own

tranquil copper
#

I'm trying to delete the collision for tiles but can't find any way to

#

I read you can change collider type for individual tiles like in this pic

#

if I expand out my spritesheet and click any individual tiles I don't see these options anywhere tho

#

how do I find this?

#

all I get is this instead

modest cargo
# tranquil copper

With the collider type: sprite, the tilemap reads from the sprite sheet's physics shape which can be edited in the sprite editor

tranquil copper
#

Thanks for the reply! I know the sprite option lets you read from the physics shape, but my issue is I don't see that Collider Type pulldown even available if i click an individual tile

modest cargo
tranquil copper
#

I assumed I press the > arrow on the sprite sheet to expand all the tiles within the sheet

#

what is the other way to look at individual tiles that I should be doing?

modest cargo
tranquil copper
#

oooh wait

modest cargo
#

A tilemap with the tiles are a separate asset

tranquil copper
#

I see now, I completley forgot there was a separate area all of the tiles and palettes go to when making them

#

now I got it

#

thanks for making me realize 😄

civic knot
#

Dammit. Is it just me or the unity tilemaps implementation is bad? Especially for extension...

elfin sandal
#

They have scriptable tiles but doumentation is lacking

civic knot
#

Like, I can't even find a way to update the tiles data at runtime. You can't get tile instance data just from the Tilemap it seems. You need access to ITilemap, but that's only passed to Tile when the tile is to be placed.

#

Do I need to call RefreshTile or something?🤔

#

And most of the methods in Tilemap are not even virtual... How am I supposed to extend it?😅

elfin sandal
#

Theres a tilechangedata class

#

Idk if thats useful

civic knot
#

Yes, but it's only usable when you set the tile. Not if you want to update already existing tiles.

elfin sandal
#

Ah

bright scaffold
#

My sorting group component isn't working and won't override the pivot point, does anyone know a fix?

modest cargo
bright scaffold
#

A pivot point for a player sprite with animations, so that I can use the "sort by pivot point" feature for a topdown game

#

But nothing happens when I create a new gameobject and make it a parent to the sprite and adjust it correctly

wispy totem
#

Hi, I'm using 2D Tilemap Extras to make 3D tilemaps using prefabs and weld them together later. I've figured out how to make custom rules through code, but I want to modify the RuleTile.TilingRule class itself (class for handling each list element under Tiling Rules, stuff like GameObject, Collider, Output, etc.) to add options for randomisation (of prefabs and rotations) using actual GameObjects, not sprites. I realise I can inherit the class, but how do I then use that in the RuleTileEditor class?

So far I've found out that I can override OnDrawElement(Rect rect, int index, bool isactive, bool isfocused) in RuleTileEditor and that it either inherits or uses logic from ReorderableList but am unsure where to go from here. Thoughts?

cobalt shard
#

Is there any way to turn tiles sideways in the tile palette editor? Because I'm trying to use this platform as a wall.

tribal wave
#

Hi guys, is it possible to make a sprite image with rounded corners in Unity? w/o photoshop

gilded wadi
fallow vector
#

How do you align the tile map?

#

bc every time I start a 2D project, the map is through half a block.. and that triggers me slightly

#

idfk how to ss, but yeah that's my issue lol

civic knot
fallow vector
#

how do you take a ss on windows 10?

#

nvm think i got iut'