#🖼️┃2d-tools

1 messages · Page 6 of 1

hidden swan
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Guys which one is better?maps with tilesets or ones with an open canvas?

gaunt badge
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I'm a fan of tilemaps myself.

hidden swan
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Tilemaps can get very technical that's the nice part about them

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Open canvas map on the other hand look somewhat better I guess

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I feel like I could use both, open canvas for important areas and tilemaps for less important ones like vast lands that are made for farming and combat

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Can also have the tilemaps be auto generated so they look different everytime you enter them

gaunt badge
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It depends on what you're using them for I guess.

hidden swan
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true

solemn latch
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Your material isn't transparent, so the transparent parts of the sprite are visible.

hidden swan
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Did I do a good job with these tiles?

dense anvil
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Hello, I’ve just started 2D art and pixel art this week, so I’m looking for advices/thoughts to help me improve 🙂

hidden swan
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absolute god tier

dense anvil
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Oh okay, my bad

sharp apex
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Any reply will be welcome, thanks.

static violet
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Hey, I know there is some math I can apply to my camera movements and zooms to make sure it never tears my pixel art, but I'm having trouble finding any info about this online, anyone know what I'm talking about?

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basically the math for pixel perfect, but I need to make it work for zooming the camera too

solemn latch
agile obsidian
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why does my texture look like this

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this insnt how its supopse to look witht he transparency and color

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i used asperite and then even used photoshop to save my spritesheet as png

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do i have to turn on some setting or what?

modest cargo
agile obsidian
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oh ok

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thanks

agile obsidian
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why does the sprite look weird in the game window but the actuall sprite aint like it (the one in the bottom right)

modest cargo
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In Unity sprite position, rotation and scale aren't restricted to the pixel grid, but you can't render more detail than you have pixels on screen

agile obsidian
sharp apex
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..??? @solemn latch I dont think that user understood what I meant in my request...

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but hey, thanks anyways. I'll try his method...

modest cargo
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You might get them to look okay, but to get them to look "perfect" you need pixel perfect rendering, or potentially a sprite anti-aliasing shader

agile obsidian
modest cargo
# agile obsidian I am kinda new could give me just a basic list of the things I need learn to fix...

The gist of it is that you have to have each sprite pixel match exactly one screen pixel, or some kind of distortion or blurring will ensue, as Unity will not snap sprites to pixels by default
It's not strictly necessary to solve, especially if your sprites are relatively large relative to real screen pixels so the distortion will be unnoticeable
https://assetstore.unity.com/packages/2d/smooth-pixel-209066 This asset does so that you get a slight blur instead of a noticeable distortion, which is may be enough to produce acceptable results in your case
If not, then you must learn how to use the pixel perfect camera component
In essence the component snaps sprites to pixels, and can also emulate lower screen resolutions, but the difficult part is that you need to make sure your PPUs, sprite sizes and the reference resolution match very precisely
https://blog.unity.com/technology/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games
Here's an introduction to that workflow

agile obsidian
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What is ppu

modest cargo
agile obsidian
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👍thanks bro

agile obsidian
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i changed the normalized pivot to pixels and added the pixel perfect component to the camera

thorn star
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wondering how would i make x and z the main axis of a tile map with y as the sorting layer?

weak ether
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I am in need of help for my project. I have a month to work on it and I am overwhelmed with just the menu.

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I want an animation to play when the mouse is hovering over a raw image. I am pretty new to coding so I don't want advice where I have to code or else it will be a disaster. I already have all the animations made how do I make the animation play?

elfin sandal
weak ether
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Ok thanks

lost turtle
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Dont worry fixed

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I put all textures into a sprite atlas

thorn star
thorn star
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they are always .5 off for some reason....

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and the placement never matches where the selection box is...

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ok i managed to change the .5 issue using Anchor, but now the selection box is even more innacurate, strange

thorn star
austere relic
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How could I make the rotation in my game look like what is seen in this image?, I have a pixel perfect camera and my rotation looks as if its normal

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these are my settings for my pixel perfect camera

elfin sandal
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Ref resolution

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Make it some small amount

urban shale
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If anyone needs it, I can help draw textures in 32×32 or 64×64 resolution.

barren orbitBOT
onyx jetty
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It is correctly oriented outside of the tilemap editor, but not in it wtf

old dust
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my paint button isnt working

onyx jetty
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set an active tilemap, then it should work

modest cargo
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Or the mesh should be rotated within the prefab hierarchy

onyx jetty
modest cargo
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I'm not specifically familiar with gameobject tiles, but it looks like they follow the same logic as prefabs elsewhere

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When a prefab is created procedurally, its position and rotation are assumed to be zero

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And scale as well I think

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Unless assigned at that time (the offset, scale and orientation fields)

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This only concerns the parent gameobject of the prefab hierarchy

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If your mesh is the child of that, then you can add any orientation to the mesh transform and it'll still be rotated, even if the prefab will be created with 0,0,0 rotation

onyx jetty
modest cargo
onyx jetty
honest brook
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Hi idk why but my collisions doesn't works with tilemap collider 2D

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but

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as you can see at the right, the contact exists

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i try to understand why link can walk over the tree

uncut forge
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those assets look... familiar.

austere relic
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Is it possible to change the shape of a ShadowCaster2D with code?

elfin sandal
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if it's possible, it's not something that's officially supported

errant vigil
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Does anybody know how to fix this? I have the tile for the Left and Right but it wasnt work, so I tried Mirror X and it worked for the Ones on top and bottom but not the ones for the Center, any ideas? Im just trying to have one RuleTile for it

agile obsidian
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why are you mirroring it ?

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and why do you have three of the same sprite?

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you only need one of them to make the rule tileswork

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@errant vigil

lilac monolith
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hello friends jitaenWave I've been learning 3D PS1-style gamedev as my first ever experience
I made a little 3D scene in Crocotile which came out quite well, but the sea involves animated UV tiles and when I exported it into an obj the animation was exported as a txt file, which looks like it isn't recognized by unity...
so it just took the animation sheet as texture which looks awful...
I'm very new to this so this might be a silly question but how can I fix that?
thanks in advance! fiyuHUG

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(I also have these ugly lines over the 2D bushes that appeared when I changed them to Point instead of Bilinear...)

elfin sandal
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its not gonna work on the standard shader
you'd need a custom one
this is more of a #archived-shaders question tho

lilac monolith
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ohh
I am very afraid of shaders

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thanks fiyuHUG

gaunt leaf
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I know that I can cut out frames of an animation from a sprite sheet and turn it into an array from textures. But how can I do the inverse? Turning multiple sprites into a spritesheet?

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Do I have to remake the sprites as a spritesheet? They are not all the same resolution

elfin sandal
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you dont have to do that if you just want an animation

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just drag the sprites in the animator

gaunt leaf
elfin sandal
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then youd do that outside of unity

gaunt leaf
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Okay. Thank you

errant vigil
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@agile obsidian I had 3 because of the 2 the one and top and one on bottom mirrored On X, but the middle ones didnt, The problem was I had 2 of essentially the same sprites, but the one on the left and the other on the right side of the sprite, the Rule Tile was picking one for both sides, so I was trying to figure out how to make it work, so I thought I could mirror it, but that didnt work only for the middle ones

modest cargo
lilac monolith
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I'm going to try that later, thanks! fiyuHUG

agile obsidian
alpine bobcat
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One fast question, why when I select different objects, the coords in the inspector are different?(ping me when answering)

errant vigil
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@agile obsidian I just changed up the sprites and centered the walls, I couldnt find a work a round so this works

uncut forge
merry python
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Hi, I’m doing a 2D pixel art game. I have an issue with the camera where it stretches the pixels in a weird way. I know a solution to this is using the pixel perfect camera. The only problem is that I can’t zoom in or out when using the pixel perfect camera, which is a very important part of my game

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Is there a way to get rid of the pixel stretch while still be able to zoom in and out?

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Or a way to zoom in and out while using the pixel perfect camera?

elfin sandal
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You can zoom by changing pixels per unit property

merry python
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Thanks, but I’m trying to do a smooth zoom, and if I change the pixels per unit to something that isn’t a multiple of the actual pixel size the pixels get stretched

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I was thinking that maybe I could render the scene with a screen perfect camera, and then just crop it and zoom, but I’m not sure how I could go about doing that

modest cargo
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It fixes the "weird stretching of the pixels" by preventing smooth zoom or any smooth motion

merry python
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Is there a way of fixing the stretching of the pixels without using the pixel perfect camera?

modest cargo
merry python
alpine bobcat
wheat condor
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Here's the page I'm modifying. What I need is the two stacked boxes on the right to take as much height as possible within the heigh of the scale bar on your left.
The way it's setup right now: My main parent "Detail Panel" contains The vertical layout group (Stretched to the scale height of the scale).
As long as control child size heihgt and witdh is on, it works as expected.
However, one of my children is a box containing text. I need the text box to scale with the text height of course. But I want to have the "house box" to take as much space as it can and stretch down as the text box increases.

And this part doesn't work and creates this strange bug where the main parent thinks the text box is much bigger than it actually is and leaves tons of empty space for seemgly no reason:
Please help 🙏

uncut forge
alpine bobcat
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its that why?

uncut forge
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Are the parents in different spots?

alpine bobcat
uncut forge
alpine bobcat
uncut forge
merry python
modest cargo
merry python
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It zoomed in smoothly, and the pixels are not stretched or anything while it zooms in

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I think it renders the pixels in a pixel perfect grid, and then just crops the image and makes it bigger to zoom in

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But I’m not sure how to do that in unity

modest cargo
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I mean how exactly didn't the asset work

merry python
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I’m using URP, but the asset isn’t compatible with URP

merry python
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I want to know if there’s a way of rendering the screen in pixel perfect, then taking a part of the screen and make it bigger

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Thanks a lot for the help by the way

merry python
modest cargo
# merry python I want zoom like this

Hard to see since the video is so blurry, but I think Celeste uses some very precise math for rendering since there's even semi-smooth camera movements without pixel jitter problems

merry python
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Sorry for that

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It looks like it simply takes one section of the screen, and simply makes it bigger regardless of the pixels

modest cargo
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That's possibly easier than trying to get the pixel perfect camera to zoom like that

merry python
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Yeah

modest cargo
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But you still have to upscale the render texture in specific ways to avoid stretching or shimmering of those pixels

merry python
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How do I upscale the render? That sounds like it's exactly what I need

modest cargo
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URP 2D might have some curveballs for you trying to have a pixel perfect camera with another different type of camera but that will be exciting to discover won't it

merry python
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I'll try that. Thanks for your help

elfin sandal
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No silhouette support

still dagger
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Who's using Sprite Resolver in production? I'd love to hear your thoughts on the workflow.

novel timber
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Do any of you guys know, why as soon as i turn on pixel perfect camera my sprite starts to jitter like this? Im 100% sure that it isnt gun rotate script, because same thing happens as soon as i turn it off

modest cargo
novel timber
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Ive tried with fixed, normal update and nothing works

merry python
crisp delta
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hi, I don't find where I made a mistake, why the tiles in the left are not set correctly ?

modest cargo
novel timber
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Damn

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So maybe, is there a way to remove the glitching lines without adding a pp camera?

modest cargo
novel timber
modest cargo
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There's colored lines that are mis-sampled from adjacent tiles on the sprite sheet, that can be fixed by adding padding onto the sprites which can be done automatically by generating a sprite atlas or with a tool like Aseprite (or manually with any image editor)

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Then there's physical gaps between the tiles which are officially only fixed with pixel perfect camera, but you could decrease the tile sprite PPU just a tiny bit so they're a bit larger than one tile, filling the gaps between

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The third kind of tilemap gap is an antialiasing error from using MSAA which doesn't play well with sprite graphics

modest cargo
novel timber
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lmao

novel timber
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i will try to fix them

modest cargo
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I'm not yet sure which is the better workflow

novel timber
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Its late, ill try to fix it tommorow

modest cargo
merry python
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I basically created a Render texture, and make the pixel perfect camera render on that texture. Then I added the texture on an Image, and made another camera render that image. To zoom in or out I just access the canvas scaler to make the image bigger to zoom in or smaller to zoom out

solemn latch
merry python
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Yup, it works perfectly

solemn latch
vivid axle
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is there a way to manually slice sprites in the sprite editor without it being automatic? cause the automatic one keeps joining the first three sprites together as if they're one sprite

frank minnow
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just click and drag

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or click on the box and manually adjust how big the x and y are

chilly valley
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Anyone got a pixel art of a healer type character that I can use for my uni game project? Thanks

pliant cipher
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I know there's a site that has images of keyboard keys for stuff like "Press [key] to open inventory" with minimalistic cartoon-ish icons of individual keys, and I forgot that site. And maybe anyone here knows it :\

waxen pike
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how do i make a tilemap

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and place the tiles in there

tidal turret
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I have an issue with 2D sprites in Unity since I updated version in my project not being able to get selected in the scene viewport if the sprite has flipped scale values (ex. Z = -1)
I've searched around forever for this. I just cant find anything about it. It seems like something that was "updated" but rather seems like something that appears broken. It's impossible to work in my scenes with this, I have thousands of sprites and can't select half of them.

Does anyone know what's wrong or what I can do to fix it? I've posted on forums before, and other people did as well, without any dev response on it yet.... unity 2021.3.8f1

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Need to mention that this worked without issues before. Seems after this version update, it broke. I posted in this thread but nothing on it. (last post solution isnt anything that fixes it either) https://forum.unity.com/threads/selecting-gameobject-with-sprite-renderer-with-negative-x-scale-is-not-working.1192657/

modest cargo
tidal turret
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yep but I have colliders that wont flip unless using -1 in scale. No other choice sadly

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afaik at least

modest cargo
tidal turret
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yeah. How else would you propose avoiding it?

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meaning, how would you go about flipping the collider

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one thing I had in mind is using two colliders in the prefab and just deactivate /flipswitch one and the other depending on flip status, but it seems excessive (and theres no way to completely mirror the collider that ive drawn in the sprite editor)

modest cargo
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Tbh polygon colliders for 2D games are very rarely beneficial, since players prefer colliders to be robust and predictable over being detailed, and they're a lot of work to deal with in general

tidal turret
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i agree, in this case i have quite a unique game though so it requires polygon colliders :] but ill have to keep looking for solutions on this

modest cargo
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Anyhow if flipping the scale doesn't seem to cause issues with that collider type, there's no reason to avoid it

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The selection bug may be improved by updating, or like mentioned in the thread by using a two-sided sprite

tidal turret
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It sounded plausible at first but I dont have such a setting in my shader.

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(it is basically already two-sided)

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It does work though when I switch to another basic shader, like Sprites/Default 😬

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(need to use my own shader though). maybe theres some way to make an include?

austere relic
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How can I rig my character? I've tried going to skinning editor but it gives me strange results

gloomy abyss
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hi, i setup a rule tile and it gives me weird results

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here's the tileset

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and here are the rules

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please help

modest cargo
modest cargo
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This problem is addressed in 2023.2. alpha, as you can mark sprite Graphs two-sided

vivid axle
livid latch
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Hi guys, TileMapCollider gives collider according to the shape of the object.
But I want to edit collider shapes,
How can I do that?

elfin sandal
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In the sprite editor

shy basin
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How do you assign sprites to particle systems

light scaffold
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anyone know why my sprite isnt 9 slicing?

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unity 2022.1.7f1

solemn latch
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Can you be more specific?

austere relic
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Not the same image but same result

solemn latch
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I'm not sure what it is supposed to look like

austere relic
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I would like to be able to connect the parts into the desired spots, but i don't know how i'm supposed to do that, in any tutorial on rigging a character i see, the parts magically connect together once on the skinning tab

solemn latch
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What do you mean? Are they in the wrong spots?

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Are you using a single layer, or a multi layered image with the psd importer package?

austere relic
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it's just a png, i don't have photoshop or any way to get a PSD

solemn latch
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Then you will need to assemble the character in the scene view after rigging.

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like so

austere relic
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Also, the image is distorted when i go to skinning editor

solemn latch
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I generally suggest putting more space between the pieces to make it easier and to avoid rendering glitches, but otherwise the same basic thing

austere relic
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Oh alright

modest cargo
solemn latch
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That seems likely, yes.

austere relic
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What do you mean by that?

modest cargo
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Before bones can deform the sprites, you need to use the editor to make them into meshes to be deformed

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I forgot what that editor was called

solemn latch
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Sprites have both a rect(the chunk of texture they are 'cut out of') and a mesh(the actual vertices that you use to form that piece of geometry.

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Your image looks like you might only have the former.

modest cargo
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This thing to first create valid geometry for each limb

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Tutorials will surely go over this

solemn latch
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This is generally how fully rigged geometry with bones and weights will look

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Your character is pretty simple shapes without much deformation so you can get away with a very simple mesh.

austere relic
solemn latch
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Well, Brackeys tutorials sucked even when they weren't out of date.

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And now they are also out of date.

austere relic
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So, I have all of the geometry, bones, and weights and once i put it into scene view I gave it a sprite skin component and pressed Create Bones and it creates the bones, but the texture is completely gone

oak rapids
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I'm just going to ask here since I don't know where: how can I change the ortho size when using a 2D pixel perfect camera set to upscale?

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I want to zoom out the game while also keeping the pixelated shadows

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if I increase the reference resolution, the shadows and lighting become "smooth" and look out of place

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alternatively: is there another way to get this chunky shadow look?

modest cargo
oak rapids
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the issue if I change the reference resolution the shadows un-chunk-ify

modest cargo
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There probably will be a red warning about it too

austere relic
oak rapids
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Yay Eskom

modest cargo
oak rapids
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also nvm it's now just, not increasing the camera size

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its not increasing the camera size/ortho zoom

modest cargo
# oak rapids

Pixel perfect camera will not do anything (besides control the ortho size) if your Grid Snapping is set to None

oak rapids
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ah

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there, set it to upscale again

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I want to zoom out a bit more

modest cargo
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Also it can't work properly on Free Aspect game window unless you're using a Crop Frame setting that can accomodate that

oak rapids
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did stretch fill

modest cargo
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Your reference resolution should be your display resolution divided by a power of two value

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Ideally

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You can control zoom by choosing from one of such values and by tweaking Asset Pixels Per Unit

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But in fine increments
You're restricted to displaying full pixels after all

oak rapids
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divided by 4, its about the right size but the shadows still don't have that "chunk"

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if I set the PPU to 8 then my textures are destroyed

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unless

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I scale everything by 2X

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but then I'm back to the old zoom

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I've found something which is pretty close to what I want. I'll stick with it for now

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if anybody knows how to get a shadow to look more pixelated, that would be quite nice to know

modest cargo
solemn latch
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Are you getting any error messages in your console?

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Or warnings about bone weights?

weak ether
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How can I add smooth corners to a 2D UI?

timid sand
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How's my first Pixel art work character? also what free software do you recommend?

twilit elk
timid sand
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Thx

blissful yoke
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anyone knows why my textures are blurry even with these settings? it is blurry only in play mode for some reason

elfin sandal
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maybe

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idk

blissful yoke
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could it be camera?

elfin sandal
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do you have pixel perfect camera

blissful yoke
modest cargo
modest cargo
# blissful yoke

The blur looks exactly like bilinear filtering, though I don't see an obvious cause for it
Check if it persists with pixel perfect camera component disabled, and check that the texture's filtering is set to point/none in import settings

celest charm
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I made my own sprites but my problem is that my sprite is blurry

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how can i fix it

modest cargo
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Could be other causes too but it depends what kind of blur it is exactly

celest charm
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i found a video i think it will fix it thank anyways

rocky scroll
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Does anybody know how to make sprites take less disk space in build? The entirety of my Assets folder is 30mb, but the build report says Textures 194.5 mb 99.2% , and final build hovers at around ~78mb, which is just unacceptable for the small game I'm making
This seems... Weird.

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Maybe I can force Unity to store original .pngs?
If not, is it possible to create sprite AnimationClip s at runtime, if I'll load stuff from StreamingAssets?

modest cargo
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(Well, png compression might be smaller but I don't think that's really supported or desirable, as you'd need the build to somehow import all the textures and re-compress them)

rocky scroll
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The sprites are only grayscale+transparency, so maybe changing format could help, but I'm not exactly sure which of the options would suit this

modest cargo
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Though I'm not really sure how to keep using texture alpha with an RG format, for example

rocky scroll
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Huh, a WebGL build is only 10mb with no noticeable issues with quality
So I guess everything is alright, problem solved

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Regardless, thank you!

grand loom
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Which one of these would be best suited to something along the lines of spawning a bunch of 2D assets along a line like a wall or certain blocks, that i can adjust the curve/shape and that parts can be destroyed in game.

They seem v similar aside from one is designed for 2D but the other seems more detailed.
https://assetstore.unity.com/packages/tools/utilities/easy-spline-path-2d-127710#reviews
https://assetstore.unity.com/packages/tools/level-design/bezier-master-107374#reviews

Get the Bezier Master package from Alexander Kotov and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.

Use the Easy Spline Path 2D from DC_Assets_UY on your next project. Find this utility tool & more on the Unity Asset Store.

solemn latch
grand loom
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Im aware of it but havnt looked into it extensivly

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Seemed basic compared to these ones tho

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I need to spawn sprites along a line, and the Unity one seemed to be more texture based rather than being able to spawn individual sprites?

solemn latch
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There are two packages- splines and spriteshape.

abstract olive
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Yep, Unity's spline package can be used for spawning

solemn latch
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It isn't perfect but it is very free. UnityChanAssetStore

grand loom
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Il have a fiddle see what i can do, otherewise those asset store ones are only luck £5 each

tame turret
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no such thing as a perfect spline package, most spline assets are overloaded and still don't get you exactly what you need

solemn latch
paper yew
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Is there an easy way to combine a whole bunch of textures into a TextureArray?

paper yew
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O, well... I already got something working. It requires some handling, but it's functional

grand loom
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Does anyone that know Splines well think they can help me out, im essentially trying to make a peggle clone demo, currently im struggling on the level building aspect.

How would i go about spawning in pegs like this, where they clearly follow a Spline, but the pegs seem to bend and contort to the spline to get a seamless finish, instead of just spawning around it in a linear fashion (example 1)

When i instantate my ones they follow the line but clearly are just spawning the prefab along the line best it can (example 2)

However when i apply the extrude function with the mesh renderer it seems to get more of that shape , is there a way to like spawn a prefab into the extrude option/mesh renderer, but they still keep their individual colliders etc? (example 3)

modest cargo
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The first image on the page demonstrates the effect

oak rapids
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So I'm trying to use the asesprite importer and uh

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for some reason all of my sprites are like this

elfin veldt
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How can I avoid these gaps in the collider? I'm using a 2d tilemap collider and a composite 2d collider on the same gameobject which is the tilemap I've painted on. I want it to use the entire tilemap cell as the collider.

modest cargo
elfin veldt
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@modest cargo Hmm I don't see that option here?

elfin veldt
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Aha it's on the tiles themselves... Got it working now, cheers 🙂

last acorn
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Hello all, I want to make a dynamic background for my text. I tried doing it through VerticalLayoutGroup and ContentSizeFilter, but it's a bit off because I can't limit the length and width of the text. How can I make length and width limits?

oak rapids
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It makes no sense

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It’s a 16x16 asset

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Why is the sprite so awful

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If I try to use it with the tile map, everything is misaligned

modest cargo
oak rapids
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So basically for now just turn the ase files into PNGs for now

solar nebula
#

Okay, so this is a Ruletile with a prefab attached in the GameObject field. I am getting this super weird behaviour where the prefab is appearing offset from the tile depending on the mouse position. Can anyone even begin to think about why this might be happening? I would expect the prefab would have the exact same position as the tile on the ruletile.

https://gyazo.com/21fee04daf527d70c8ab2a167c5cb5b8.mp4

https://hastebin.com/share/eyajefenom.csharp

weak ether
#

How do I add a collider to my tilemap. It's my first time working on them and I have no idea what I am doing. I want the player (which right now is a capsule) to be able to walk on the tile map. I would like it more if you dm me but is it fine if we do it here. I don't really mind.

knotty hull
#

I'm stuck here with tilemaps people :S

#

I can't get any material into my tile palette, what every I drop and drag nothing is added.

#

Please give me a ping if you can help me out.

modest cargo
knotty hull
#

But they have tiles in the example already, I don't have that

#

@modest cargo

#

I figured out how to add a sprite to the palette, but it's not working either

#

The tilemap tutorial isn't as clear as the other tutorials I did tbh

modest cargo
knotty hull
#

Urgghh

#

The download for the example tileset isn't working

modest cargo
#

I'd assume you have tileset sprites to use if you've set out to make a tilemap UnityChanThink

shrewd charm
#

can somebody help me every time i export my pixel art to unity it gets blurry and fadded i have tryed many diff pixel art softwares dose anybody know hoow fix this?

knotty hull
modest cargo
shrewd charm
#

alr ill try that ill tell u if it works

#

is it in unity i do that?

knotty hull
#

@modest cargo I can use this tilemaps also in 3d right?

modest cargo
modest cargo
knotty hull
#

It would be handy if they link the files(bricks) they use in the unity tutorial tho

modest cargo
shrewd charm
#

ohh alr thx i just started unity yesterday

modest cargo
#

I recommend looking for them on OpenGameArt first

knotty hull
#

Even simple things should be mentioned in a beginners tutorial I think 😛

modest cargo
#

Like I said it's a separate topic, but it's a topic you can pursue all the same ^^

#

In my opinion once you find an example tileset and get it working, you can draw your own tiles using the file as a base, so the dimensions and import process are exactly the same

shrewd charm
knotty hull
#

Am I seriously this stupid? :S

#

The use of these folders will become apparent as you move through this tutorial. Next, import the asset pack you downloaded and drag its contents into the “Tile Images” folder.

#

there's no .unitypackage in the provided download -_-

modest cargo
knotty hull
modest cargo
shrewd charm
#

oh tysm

modest cargo
knotty hull
modest cargo
#

If there's an .unitypackage you drag that into the project window
If not, you drag the folder into the project window
Or use "import package" or "import new asset" in either case respectively

knotty hull
#

So Import package > Custom package, would be the same as just drag the files into unity?

modest cargo
#

Yes

knotty hull
#

That's good to know, I thought there was an extra process behind it

#

Now I need a smoke XD

#

@modest cargo "Save “Solids” in the “Tile Palettes” folder. "

#

How can I save a Tile palette? :S

modest cargo
modest cargo
knotty hull
modest cargo
#

Creates it where? Once the asset exists you can move it anywhere you want in Project window

knotty hull
#

After I added the images it asked me to save

modest cargo
knotty hull
#

2021.3.22

modest cargo
#

That's the same as mine, so I don't know where this discrepancy seems to stem from

knotty hull
#

Think it works now, but I still don't understand how this all works

#

The palette converts .png to .asset ?

modest cargo
# knotty hull The palette converts .png to .asset ?

Doesn't "convert"
Your tile sprites are in sprites/textures folder or whatever like they always were
When creating a tile palette, you get an asset of that (apparently stored as a prefab) and a tile asset for each tile that simply reference one of the tile sprites each

#

The tile palette quite literally works as a palette as you can make preset shapes from tiles and paint them many at once
"Tiles" are functionally different from the "tile sprites", as they contain info how the tile will work
It's always useful to be able to modify the sprite textures without having to modify the assets that make use of them, and vice versa for the tiles

past mesa
#

recently I imported images edited in GIMP into unity and set them to (Sprite 2D and UI) Texture type so I can use them for my phone app but when I run the Unity remote application my photo quality on my imported images drops drastically as seen on the phone view image. Hierarchy on these objects looks like this empty game object>canvas>panel>panel>6 * (raw image) with textures applied any tips? or fixes?

sullen mountain
#

Has anyone successfully used mecanim retargeting on a 2D humanoid model?

sullen mountain
#

Bipedal, arms, legs, neck & spine etc...

#

But for a side scroller

modest cargo
# sullen mountain But for a side scroller

Right, as far as I know retargeting requires an Avatar setup, such as a Humanoid which is what I thought you were referring to
Avatars are fundamentally 3D, though that doesn't really mean a whole lot in Unity context as everything is 3D

#

The only more or less 2D things are 2D physics and sprite renderers and other related 2D renderers
There's no reason why you couldn't use a 3D armature with 2D sprites

#

But it might work a bit weirdly in some situations

sullen mountain
#

I will give it a shot, hopefully it looks natural

modest cargo
#

You can even make 2D games with fully 3D characters and vice versa
The challenges depend on what you precisely want

sullen mountain
#

Think Mario using skeletal rig with the humanoid naming convention. Then I just "copy/paste" Luigi, Bowser, peach etc and can use the same animation assuming the follow the mecanim rules. Is basically what I'm trying to achieve

#

Also thanks for the response

modest cargo
#

If the character is using a 3D skinned mesh renderer that should be pretty simple
You don't even need retargeting if they use the same armature

#

If they're sprite renderers attached to the bones, that may be a bit more involved

sullen mountain
#

But if I throw Toad in there it would look funcy cause he's so short. 😦

#

Multiple models with multiple sprite renderers using the same animation

#

So I can just add new characters as I get new ideas without having to reanimate

modest cargo
sullen mountain
#

Sprites. I would import using a psb file

modest cargo
sullen mountain
#

Will do! (rolls sleeves up)

solemn latch
solemn latch
past mesa
#

I’m not sure. I was testing on a iPhone 13

worn zealot
#

The distortions are due to the weird rigging of the test sprite. the animation itself is just some random mocap

split valve
#

hey all hows it going.is anyone around who has used sprite library assets before?

elfin sandal
#

yes

split valve
#

hey @elfin sandal so i have it working for an animation of 2 different bow shoowint

#

but it only works for me now when i have 2 seperate library assets. each with the same category name. one for bow 1 and the other for bow 2

#

can i just use 1 library asset and have 2 categories? so category bow 1 and category bow2?

elfin sandal
#

yeah shouuld work

split valve
#

when i try it that way it reverts to the original category i used when setting up the animation

elfin sandal
#

oh wait so you have 2 bows

split valve
#

yea. each with the same number of frames. its the same animation but with 2 different looking bows

elfin sandal
#

and you keyframe a library asset sprite change

#

then your only choice is to use 2 assets

split valve
#

yea well right now im just on the editor trying to manually change category

#

so what is the pontof multiple categories. im not understanding that really

elfin sandal
#

categories are for multiple body parts of 1 character

#

or say you have different weapons

split valve
#

ok so the way i have it now i have a parent with the children being the different sprites

#

so the library asset just needs to be on the parent? and not the actual child that has the sprite renderer?

elfin sandal
#

yeah

split valve
#

ok

#

kind of annoying. because id need to make seperate library assets for each bow animation

#

so ill probably just put a library asset on each body part instead of making the same library asset a bunch of times with each bow variant

elfin sandal
#

yeah probably better to keep the weapon seperate

split valve
#

ok thanks man appreciate it

elfin sandal
#

np

split valve
#

its been a nightmare trying to figure out how these work. took me forever to realize the category name and labels need to be the same to swap them around

elfin sandal
#

there could be more resources on it but oh well

split valve
#

so ill do one for the weapons which are animate.d than a general asset that has "helmet" category, "unanimated weapon"

#

makes sense

barren latch
#

Does anyone have a good tilemapping tutorial?

novel timber
#

Can i change autotile resolution? At first i think its 16x16 but i need 32x32

weak ether
#

Hey guys I need help with my title maps. I added a collider to them but when I add a capsule (with physics) it just goes through? Any ideas of what I should do? I already googled this and everyone told me to do the same thing and that is to add a tile map 2d collider which I did.

#

The capsule has a 2D rigid body (set to the defaults) and the tile map 2D collider is also set to the defaults

uneven locust
#

In terms of performance, how effective are tilemaps? I want to render a sizeable (30k+) hexgrid and was wondering if tilemaps would be appropriate in this context.

vital knoll
#

Does anyone know how I can bake image textures to a mask?

#

I have all these

#

And I want this to be a single image

#

Why?

#

Because my unity version doesnt want to support pbr graphs

#

So I need to make this into a single image

#

Is there a way to do that?

solemn latch
solemn latch
oak rapids
#

is there a simpler way to handle different animations when facing left/right?

#

oops wrong channel

sleek pivot
#

Anyone know how to Give a 3D effect to a tilemap? Or would I need a custom script? Like how Gungeon does it here

rich sky
#

i can only draw and animate... not particles

elfin sandal
#

Also i dont know what u mean by 3d effect?

sleek pivot
# elfin sandal Also i dont know what u mean by 3d effect?

3D effect as in: the collision boxes of those pillars in the picture are squares, but there is also a rectangular sprite for the wall, and another square/tilemap for the sprite on top, creating a 3D perspective despite being a square from a gameplay perspective

elfin sandal
#

Well like i said the game is 3d

#

Usig an orthographic camera

sleek pivot
#

I gotchu, thank you 👌

novel timber
#

i have a weird problem with my isometric tilemap and idk how to solve it

silk rune
#

is there a way to apply a material to a sprite? I made a simple shader that lerps between 2 texture with a specified mask and would like to use it on my tiles.
I am new to Unity so I maybe there's another way to do this

#

I am trying to apply this shader to tiles inside my rectangular tilemap

modest cargo
#

Please don't crosspost
There is not really an answer to that question

silk rune
#

Or is there a way to paint GameObject's?

solemn latch
silk rune
#

but then I can't use it in my tilemap

weak ether
#

`using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour
{
// Start is called before the first frame update

public Animator animator;
float horizontalMove = 0f;
public float runSpeed = 4f;

[Header("Components")]
public LayerMask groundLayer;
public Rigidbody2D rb;

[Header("Collision")]
public bool onGround = false;
public float groundLine = 2;
public Vector2 colliderOffset = Vector2.zero;
public Vector2 colliderSize = Vector2.one;
public float colliderRotation = 0f;

void Start()
{
    rb = GetComponent<Rigidbody2D>();
    // Set collider size and offset
    PolygonCollider2D collider = GetComponent<PolygonCollider2D>();
    if (collider != null)
    {
        collider.offset = colliderOffset;
        collider.points = new Vector2[]{
            new Vector2(-colliderSize.x / 2, -colliderSize.y / 2),
            new Vector2(colliderSize.x / 2, -colliderSize.y / 2),
            new Vector2(colliderSize.x / 2, colliderSize.y / 2),
            new Vector2(-colliderSize.x / 2, colliderSize.y / 2)
        };
        collider.transform.rotation = Quaternion.Euler(0, 0, colliderRotation);
    }
}

`

#

` void Update()
{
// Ground Check
onGround = Physics2D.Raycast(transform.position, Vector2.down, groundLine, groundLayer);

    bool JumpW = Input.GetKey(KeyCode.W);

    bool JumpSpace = Input.GetKey(KeyCode.Space);


    bool RightD = Input.GetKey(KeyCode.D);

    bool LeftA = Input.GetKey(KeyCode.A);


    if (RightD)
    {
        Debug.Log("Right Key (D) Pressed");
        rb.AddForce(transform.right * runSpeed, ForceMode2D.Impulse);
    }

    if (LeftA)
    {
        Debug.Log("Left key (A) Pressed");
        rb.AddForce(-transform.right * runSpeed, ForceMode2D.Impulse);
    }

    if ((JumpW || JumpSpace) && onGround)
    {
        Debug.Log("Jump Key Pressed");
        rb.AddForce(transform.up * 5, ForceMode2D.Impulse);
    }


    horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

    if (onGround)
    {
        animator.SetBool("isJumping", false);
    }
    else
    {
        animator.SetBool("isJumping", true);
    }

    animator.SetFloat("Speed", Mathf.Abs(horizontalMove));




}

private void OnDrawGizmos()
{
    Gizmos.color = Color.blue;
    Gizmos.DrawLine(transform.position, transform.position + Vector3.down * groundLine);
}

}
`

high stirrup
#

Is there any way I can make a circumference arc act as a hitbox?

worn zealot
solemn latch
weak ether
still tendon
#

I am using tilemap to make the map and everything looks fine but when I enter the "game" part, the tiles are separated
any help?

#

in scene

uncut forge
elfin sandal
#

I heard it can be fixed by turning off anti aliasing but im not entirely sure

high stirrup
spark moth
#

Hello ! I have a TilePalette in which I'd like to have my global ruleset and other rulesets containing traps, or coins for my game.
For my coin to be visible in the TilePalette, I have to set it a sprite, but it'll then make its animation not visible since it's in the GameObject.
Is there any way to make this sprite hidden when starting the game, or a better way of adding these kind of object in a TilePalette ?

solemn latch
solemn latch
high stirrup
#

What exactly are you trying to do here

still tendon
#

why does it looks like this

uncut forge
still tendon
#

alr changed it

#

it looks good on scene but not on tile palette

uncut forge
#

tile palette grid size maybe?

still tendon
#

how do i change that

little vessel
#

Hi, I was trying to make a billboard popup for the item the player is looking at and should pick up, but i canmake it so that it renders in front of the object itself.
I thought about moving it a bit forward or use a script to render it on the UI, but I dont think it fits really well. Any advice on wha should I do or how to achieve my first idea?

little vessel
#

Nevermind I decided to render it on canvas using Camera.WorldToScreen.Position

fathom wedge
#

Is there ai for pixel art ?

fathom wedge
high stirrup
#

What ab using a usual ai image creator naming it pixel art/ pixelated, and then pixelating it by yourself if the pixel wasn't perfect?

fathom wedge
high stirrup
#

Also, you could use this, but it is 65$ https://astropulse.gumroad.com/l/RetroDiffusion

Gumroad

Rapid designing with AICreate, change, and refine artwork in minutes.What is Retro Diffusion?This extension for the popular pixel art software Aseprite allows the easy installation and use of Stable Diffusion AI image generator from inside Aseprite. It also adds advanced features like smart color reduction, and text guided palette creation. In c...

candid bay
#

i think i have moved my palette and now i have this
how can i fix it without placing tiles again?

rare narwhal
#

I've textured something in Blender, and when I import it into Unity, the texture becomes broken in a handful of places.
Is it possible to paint (on a model) in Unity? If so, how?

rare narwhal
solemn latch
#

You can do some minor uv edits using probuilder but for actually editing the texture you'll probably need something else.

oak knot
#

Hey there.. i’m trying to make a colour by number game and I’m using the bizzy bee template from the unity store. I’m having an issue with the level creator. It is supposed to take a black-and-white image and the colour image exact same dimensions and a few other specifications and then on the output, it’s supposed to create a bytes file, a level text file and an atlas number PNG, which is the output of the original images needed for the game but it’s not creating the atlas PNG I’m not getting any visible errors either. Help please!

#

🙏

#

I can share the readme doc if that helps

oak knot
rare narwhal
oak knot
rare narwhal
oak knot
weak raptor
#

not too sure if this count as 2d, but i want to know how to make a two colored striped rectangle or anything in this sort of format. like imagine cutting off the green part, i just want that ykwim

solemn goblet
#

hi, me and my team are making a game, and we are using the 2d rigging features. Since the project is very big and heavy, artists are making animations on a separate project, and exporting UnityPackages for us to use. The animations for the bones get passed correctly and everything works, but sprite swaps don't. Basically SpriteResolvers keep losing category and indices. Note that on the original project where artists are working, sprite swaps work correctly. Also, SpriteLibraries are correctly exported. Does anyone have had similar problems and knows how to fix? Thanks in advance to anyone that has any information on this bug

solemn latch
#

Probably something to submit bug reports for, if you haven't yet.

#

The more peeps complain the more likely a fix is =p

brazen silo
#

Hello ppl. How can i make the tile sprites adjacent to each other without a space? I tried reducing the pixel per unit of the sprites but this time tiles look very disorganized and one on top of another.

#

This is how it looks like when i reduce the pixel per unit of the sprites to 410 px:

#

It's fine on the y axis in 512 px, but leaves spaces on the x axis

solemn latch
#

I mean, they aren't square

#

The problem in the second one is that they aren't sorted properly.

brazen silo
modest cargo
brazen silo
modest cargo
#

Unless you meant to have them next to each other, not "stacked" in perspective

brazen silo
modest cargo
#

Looks exactly like you have in your second picture but with correct sort order

brazen silo
brazen silo
modest cargo
brazen silo
# modest cargo Either or both Check the link I sent

i read the link but still don't understand this; the tiles are generated randomly, e.g the yellow tile is generated on the bottom left at one instance so it looks on the right place, but when it's generated again it'll look on top of another tile, concealing it. What exactly do i need to sort here?

modest cargo
brazen silo
#

Yes i think custom axis does the trick. By this way i also learned that this is the way to render isometric objects or give stacking effect, thx very much for that. I have a slight problem tough, how can i adjust this so the top face of the blocks are covered by the block on top?

solemn latch
#

Reverse the sorting

dire plaza
#

i have a camera with pixel perfect camera (with pixel snapping) on it following the player. is there a good way to stop the random stutterings happening when the player is moving?

elfin sandal
#

its been a while since i dealt with that but i think you need to update movement on fixedupdate or something

#

idk it's a nightmare

#

might have to do with script execution order too

#

are you using cinemachine

#

i think cinemachine takes care of it with it's pixel perfect component

dire plaza
#

i am doing movement on fixedupdate, so i might need to try cinemachine

modest cargo
#

Cinemachine in my experience is worse at this, or used to be

#

Parenting the camera to the gameobject is usually the most robust way to stick them together

modest cargo
dire plaza
#

im moving the character using rigidbody velocity

#

parenting the camera works, but i want to be able to limit where the camera can move

dire plaza
modest cargo
dire plaza
#

im just surprised ive found nothing about this online considering its such a basic feature of 2d pixel games. i feel like im missing something super obvious

modest cargo
# dire plaza im just surprised ive found nothing about this online considering its such a bas...

Three reasons for that I think
First is that there are a bunch of different problems that cause jittering with pixel perfect rendering in different ways, such as conflicting update methods, smoothing and execution order so it's a bit hard to diagnose at a glance or in a single post
Second is that many people just don't care that much if it doesn't look perfect and most aren't even bothering to use pixel perfect components
Third is that Unity's 2D tools are so far from perfect that people who are serious about it prefer other engines

dire plaza
#

yea, true

modest cargo
#

Most of the problems stem from Unity being a 3D engine emulating 2D

#

And the 2D tool team not having a huge amount of resources

dire plaza
#

im mostly using ppc to get rid of the sprites leaking into other sprites when using spritesheets, and i like the way particle systems look with upscaled render texture. im pretty sure the first issue can be solved some other way.

#

but yes i might not be using the optimal engine but im a bit stubborn

modest cargo
#

Unity has a lot of good tools and the huge advantage of being able to combine 3D with 2D freely (except in URP 2D unfortunately)

solemn latch
#

Yeah, kinda shooting themselves in their main advantage there.

modest cargo
#

There's already been some improvements in 2023.1., such as more rendering options for sprite graphs, like two-sided and opaque alpha clip

solemn latch
#

I already told ted what I want.

#

I think 2drp was a mistake though, even if it gives me pedicures and rum.

fierce cosmos
#

quality looks bad. why is it?

modest cargo
#

You'd prefer point filtering and no compression

fierce cosmos
#

Thank you sir, fixed

modest cargo
fierce cosmos
#

This isn't a default setting right? This is my second project and in the first one I don't remember changing this option to no filter

modest cargo
#

And not noticeable otherwise

solemn latch
#

Yeah, you want filtering and compression for nearly everything else.

still tendon
#

Anyone know an app that can make a simple animation video from a single picture? I just want a picture to rotate for like 2 mins then save as a video

#

Or is this even a channel for asking this

solemn latch
#

It is not

sage stump
crisp flint
sage stump
crisp flint
sage stump
#

I swear, it didn't work. It just said it didn't exist, but now it works. Maybe the version was taken offline for some time there?

#

🙃

crisp flint
#

Haha magic! Im happy it works now at least

sage stump
#

Yeah 😅

solemn latch
#

@crisp flint! Good to see you here UnityChanwow

true niche
#

i don't know if this is the right channel, i hope it is. Do you know how can i make the canvas have the same size of the screen?

modest cargo
novel timber
#

Is there any great way of getting rid of these annoying lines?

modest cargo
novel timber
#

Yeah but i dont like the pixelation effect over every rotation

modest cargo
#

Maybe another workaround could be to decrease the tile sprite PPU just a tiny bit so they're each larger than a grid cell

light elk
#

Btw how to add shaders to sway grass on sprite shape profile

#

Like if my border is grass

#

N fill is soils

#

Example

#

How do I add a shader to make the grass sway with wind using shader graph

solemn latch
#

You just change the material in the renderer.

#

Er, the materials- there are two(edge and fill)

marble fox
#

my sprites are coming out in black and white when i instantiate them but the orginal ones have color

#

anyone know hwy?

solemn latch
marble fox
#

how would i fix that

#

the shader is on standard

solemn latch
#

You've not really given any information about how your material, sprite, scene, or anything are set up so I'd only be guessing.

modest cargo
#

It might be useful to know how you're instantiating them and how the sprite looks in prefab edit mode
Any info you could give can give could be useful since this doesn't look like any kind of common issue

solemn latch
#

Yeah. It could be that you have the wrong format selected so you're only getting one channel

#

Or it could be a very broken shader

broken pewter
#

Hey there. I have an issue with the sprite editor. When I select an area to slice it out, it now does no longer create a new rectangle, but it always selects the last created area. I've restarted Unity and it still does the same. Any ideas on how to fix this?

elfin veldt
#

How do you handle zooming with a pixel perfect camera? It overrides the camera settings, so when I set PPU to 32px which is what I use for my assets the game gets super zoomed out... I would also like to be able to zoom in and out in game.

limber whale
#

Hello I don't really know where to ask this but it'm trying to make a cloth attached to my character that has physics. So i've put bones to my cloth with the Skinning Editor, rigidbody 2D and circle collider 2D to them and attached them with spring joints 2D. In fact I followed a tutorial named "Unity 2D Cloth! No Code Needed!" and did everything they did but my bones keep rotating like crazy and this is the crap that comes out of it :

eager fable
#

Does anyone have an idea why i cant currently just drag and drop PNGs in my project? I never had an issue before with that with unity and now i tried to make a scene with the map of my building and it just wont let me drag the map on the scene and im confused D:

solemn latch
limber whale
#

Yeah I know but I am open to any way of doing this. I didn't find much on 2d clothes. I just found assets that you need to buy but I'm searching for free ways of doing this.
If you need more information you can ask me too but yeah i've tried numerous ways without any success

solemn latch
#

What I meant is just saying 'I followed a tutorial' isn't helpful info- you didn't even link it. So I can't even guess at where you might be going wrong.

I'm gonna take a guess and say that your spring constraints might be too loose for the scale of your object, but that is only a stab in the dark.

limber whale
#

I didn't want to link the tutorial as for some servers it's forbidden or frowned upon but here it is then
https://youtu.be/obYEeTEvS2M

Also I described what I did and I don't really know what other info I need to give.

Due to popular reddit request, I made a tutorial video on 2D cloth physics. This method requires no code, and looks really great!

Buy me a coffee: https://ko-fi.com/thatoneunitydev

Link to Kenny's platformer pack:https://opengameart.org/content/platformer-art-deluxe

Timestamps
0:00​ Introduction
0:19​ Project Setup
0:30​ Sprites
0:55​ Bones
2...

▶ Play video
solemn latch
#

Well, you could show your spring settings, what it looks like in edit mode, etc

#

Or show it in motion

#

Your screenshots just show a mess of overlapping stuff, it is hard to tell what is what. For all I can tell your physics is working perfectly and your sprite is fucked up.

limber whale
#

Here you go. I also tried enabling collision on the spring joints but it does the same thing. Maybe I have to constrain the bone's rotation

solemn latch
#

You probably just need to adjust your spring settings.

light elk
#

hey if i want a road in the middle of my sprite shape how can i do that?For example if i want a road to go to house here

tardy bay
#

Hello
Im starting to learn unity and i need a free application for creating detailed sprites and tiles

#

Do u have any suggestions

light elk
#

krita if raster affinity designer or inkscape for vector

#

asperite if pixel art

tardy bay
#

Thank u so much

light elk
#

can you do that using sprite shape?

#

or do i just make use of tiles here

#

hmm maybe just draw the road texture with the house that can work

modest cargo
# light elk

Sprite shape is for bends and curves, tiles are for repeated discrete sprites on a grid
I see neither here, so it'd be just a big singular sprite

reef shuttle
#

could somebody reccomend me an app to create 2d sprites ?

modest cargo
light elk
modest cargo
#

Krita is great for digital painting
My suggestions were assuming you wanted pixel art specifically

eager ravine
#

How true is this, if I want to achieve pixel-perfect?
It says to determine the size of my main-cam I need to take the height of my screen's dimension /200

So if my resolution is 1024x 768, 3.84 should be the size of my main cam

solemn latch
ocean swan
#

is there way to reset the tilemap.origin so that the rect (formed by four blue dots) fit the blackrect?
idk why the bottom part of rect is too big

lean estuary
#

@terse mica Don't cross-post, please

terse mica
chrome grove
#

Is it possible to organize this list at all?

tardy bay
#

what aplication should i use for creating animations

#

?

austere laurel
#

Hey guys! I'm making a game that's a 2d top-down story teller with interactive characters. (Kinda like corpse party)
Are there any useful assets / engines that would make my life a bit easier with this?
Any suggestions?

fluid bay
#

hello i got this tileset from itch io
and i sliced it 16 pixel

how to i unselecht everything except the top left i marked with a blue circle

#

i tried left click dragging but it doesnt work

#

is there a way to mark everything the tiles on the top left

still tendon
#

It’s better to slice all of them

still tendon
fluid bay
muted raft
#

What can I use to make this more pixelated, I dont want it to be blurry.

still tendon
#

Point (no filter)

muted raft
#

In the camera or in the image

muted raft
still tendon
#

Inspector

still tendon
#

Instead of just 1

still tendon
muted raft
#

Which component?

#

I cant find anything about compression

still tendon
#

Oh wait sorry

#

I made a mistake

#

Click the image from the folder

muted raft
#

oh alright I got it

#

thanks

spiral raven
#

I need help with shader, do i ask the question here?

#

sorry, found the sub

modest cargo
heavy nova
#

ok thanks do i delete this post?

modest cargo
#

Yes that'd be nice

heavy nova
#

ok

#

done 🙂

real tulip
#

why isnt my linerenderer repeating the arrow event though its set on tile

solemn latch
viral marten
#

Is there a way for decals to have a multiply effect, rather than flatly placing the image colors over a surface?

celest tree
#

Does anyone have any tips for laying Tilemaps? I am auto generating scenes setting tiles on my Tilemaps. I have multiple layers to create a dense looking forest. As you can see this results in weird overlaps between times in the different layers. Can you think of a way to go about solving this (without manually painting tiles).
See an example of my 2 tilemaps:

still tendon
#

can anyone tell me how to decrease the opacity of an 2d object in unity

#

can anyone tell me how to decrease the opacity of an 2d object in unity

still tendon
#

ty

viral marten
#

How do I access the materials shader settings? I am stuck on this step

viral marten
proud siren
#

How do I crop smth in unity?

#

walter white is too wide

cyan mist
cyan mist
#

Also if you've put that sprite on an UI element you might wanna check the inspector and see if you've scaled the object in a weird way.

twilit iron
#

How do I make my custom cursor larger I tried makin my photoshop file larger but it stayed the same size when I put it into unity

barren latch
#

How do I tilemap, I followed a guide but the tilemap has options of isometric, geometric and stuff

neat hollow
#

just in case someone know, is there a feature to import categorized sprites from folders directly into aseprite app ?

#

i've been doing it manually

still tendon
barren latch
#

I need to learn how to tilemap still, tutorials seem outdated

#

I found it out, I am dumb for spending hours trying to figure this out

long anchor
#

how can i add a shadow to my button?

#

btw i'm on version 2022.2.13

fathom lake
#

Is there anyone here who can help me fix this 2d sprite issue?
I've been told it happens when you delete a sprite asset from the tilemap renderer without removing it from the tile palette

cyan mist
#

I'm not well versed in tilemaps, but yea missing stuff is often shown as pink to make issues easier to spot.
I wonder if there's now a pink spot or an error in the tilemap palette? Maybe putting a new texture on the deleted one's spot would replace the missing ones with it.

fathom lake
#

Solved! Yeah no idk y I just panicked and didn't cover most of it up. I'm just starting the entire floormap design from scratch. It'll take some time but it's better than keeping that pink stuff there

paper pendant
#

Do I need a rigidbody 2d to send OnCollisionEnter2D events? or is two colliders (one per object) fine?

novel timber
#

I have prepared ui and particle systema assets in unity, how can i scale them to match up with the game's pixel per unit? My game is pixel art, and i would like to make every effect also pixelated.

#

I dont want to use pixel perfect camera btw

modest cargo
novel timber
#

i hate using it

#

it is so glitchy

modest cargo
# novel timber it is so glitchy

For it to be able to enforce a pixel grid, you have to make sure you have all the settings correct such as PPU and reference resolution

#

There are ways to render pixel perfectly without it, but that means you have to handle all the necessary functionality and math that the pixel perfect camera component does for you
And that would be glitchy

novel timber
#

but take a look how it makes my character look way worse in a second

#

@modest cargo

modest cargo
novel timber
#

I can never set it to work great

elfin sandal
#

you shouldnt worry about fine details like that

#

just make games

novel timber
#

Also, it kind of destroys my cinemachine confiner

#

it snaps to the white outline but only green one is displayed

novel timber
elfin sandal
#

you'll hate it more when your one month in and with no progress on the game

modest cargo
# novel timber

Are your sprites using 15 PPU and is your scene designed for 15 PPU?

novel timber
#

its designed for 16, but green outline matches white only when its set to 15

modest cargo
#

If you set Grid Snapping to Upscale Render Texture it pixelates everything to your reference resolution and more clearly visualizes the pixel grid you're trying to enforce

#

Unity's default sprites are 256 PPU, this is unlikely to match your intended PPU

hexed bison
#

hey so how come the image quality of my sprites got worse after cutting them up in the sprite editor

#

this is it now

modest cargo
hexed bison
#

so whats the recommended size

modest cargo
hexed bison
#

so if i slice them in a grid the quality will be better?

modest cargo
hexed bison
#

yeah idk why but the pictures get blurry immediately after putting them in either unity or sprite editor

#

do i have to use vectorgraphics?

#

but that wont work for my use case

hexed bison
#

its 499 by 10000

modest cargo
hexed bison
#

well when you put it like that

#

ill try it out but downsizing it anywhere is gonna hurt the quality

hexed bison
modest cargo
#

The problem is that their current arrangement is horribly inefficient

hexed bison
#

hmmm

#

ill look into that ty

#

its my first time using 2d tools, so kinda just testing the waters right now

modest cargo
hexed bison
#

very true i was basing the dimensions in relation to the samples i used

#

should have thought that through a bit more

still tendon
#

In the inspector

#

Filter : point (no filter)

#

Compression: none

modest cargo
#

It doesn't look like it's meant to be pixel art so I'd enable bilinear filtering in this case

grim mantle
#

Hello, I have a 2d pixel art character that I made for unity, but its animations are not very good, can anyone help me write to dm?

still tendon
#

Is clip studio paint fine for making sprites?

solemn latch
#

Honestly there's little reason not to go with trilinear thes3 days unless you are on mobile

#

The performance difference is negligible in most cases

violet agate
#

is there a 2d alternative to probuilder?

abstract olive
#

What is the alternative to a 3D mesh in 2D? 🤔

violet agate
abstract olive
#

Using what?

#

3D models in 2D, vector art, splines, tiles, neither of these?

violet agate
#

tiles

abstract olive
zealous kettle
#

Does anyone know why my Sprites are stretched when applied to an Angle Range on a Closed Sprite Shape?

The Grass Sprite pictured works fine when used in an Open Sprite Shape but when I apply it to an Angle Range in a Sprite Shape Profile to be applied to a Closed Sprite Shape, it comes out stretched in the middle and squashed on the edges.

How do I avoid this?

urban knoll
#

how i can send this in the back if they are in a different sorting layers?

novel timber
elfin sandal
#

where is the ik package?

#

did unity make it so you cant use ik in unity 2019?

#

i dont see the ik package in the package manager, and when i typed in IK in unity's github repository it didn't pop up

#

anyway i can find it somewhere?

#

i don't want to use 2020 and up versions because they're not stable on my old laptop

#

nevermind, you have to enable preview packages in package manager

#

😅

topaz sonnet
#

I'm using the Tilemap/Tile Palette and I can't add more than a single Cell per palette with the GameObject brush. The "Orientation" property is overlapping the +/- button, and when attempting to change cell size, it just clears the Gameobject. I've seen other people's UI's and they aren't like this so any help would be appreciated

#

Nm, I figured it out! =)

still tendon
buoyant tiger
#

in the Unity Skinning editor, some of the changes I've made to the vertex weights using the Weight brush gets reverted once I click apply. It has cost me a lot of time at this point. Any ideas of what's going on here?

plain mortar
#

Is there a tool or simple component that combines textures but keeps the individual sprite dimensions in the final texture?

#

My game has a set of walking sprites for dozens of enemies but uses a separate texture for each.
The texture is actually a Sprite2D, sprite mode is Multiple.
...so the reason for doing this was to reduce draw batches and I went with a sprite atlas instead.

cursive meteor
#

Hello, I'm wondering if there any best practices regarding picking your Camera base orthographics size in a 2D project ?

I have picked 15 randomly since it was making it easier to work with particle effects size values, but I don't know if I should take other factors into consideration (target resolution, etc..)

I have not started mass producing sprites and think I need to figure that out before starting

vast marlin
#

So im trying to make a tilemap to visualize something i made but when i click create new palette i get this error : ArgumentException: Unable to set invalid palette and when i click on the no valid palette the only thing there is the create new palette

still tendon
vast marlin
#

i did that

still tendon
#

Then create a new tile palette

solemn latch
dry patrol
#

I'm making a 2D top down game, and I've started using Tilemap in Unity. I want to use rule tiles for automation. All the tutorials teach about using tilemaps for side platformers, but top down is different because certain tiles should end up on different tilemaps (fe. walls should be separate from floor). Can I create a rule tile that will separate walls from floors automatically? or what's the best approach for using rule tiles in top down games?

elder minnow
#

But you will soon realize that rule tiles don't work too well with games that have a lot of details in the scenery, like adding paths or different patches of grass.

dry patrol
#

Yeah I know, but I need a rule tile that will have a floor tile in the middle (in the Floor tilemap) and wall tiles on the edges and corners (in the Wall tilemap because collision). In other words, two separate tilemaps inside a single rule tile.

elder minnow
#

You can make more than one rule tile, just make one for floor and one for walls.

dry patrol
dry patrol
elder minnow
elder minnow
dry patrol
#

you mean custom rules maps scripts something something? I've heard that is a thing, didn't look into it yet

#

alright, makes sense

#

thanks!

novel timber
#

How can i connect normal map with albedo in unity ;c

#

none of tutorials show that

solemn latch
#

What do you mean by 'connect' it?

#

Are you talking sprite secondary textures, or what?

indigo star
#

Is specular type material stuff available for unity 2d?

novel timber
solemn latch
#

I'm on mobile so can't link it but just google sprite secondary textures.

solemn latch
indigo star
#

Ah, I can't find any ability to apply specular maps or indeed change the shinyness of any object in 2d unity

#

It doesn't seem to be part of the kit

#

I'm guessing it's because 2d lights in unity are "fake" lights

#

Like if I want a sword to be shiny like metal in 2d unity that doesn't seem to be possible

solemn latch
#

Well, sprites are 3d objects so you can apply a different shader to them that reacts to 3d lights- though sprite meshes lack proper tangents.

modest cargo
solemn latch
#

They work from certain angles but not others. They don't have a proper 'front' and 'back' like a mesh renderer would.

#

So if you look at them from behind(for instance) or flip them, you get normals flipping around.

languid current
#

hey, im having a issue with opening the sprite editor not opening, I've tried googling and following steps but I can't seem to solve it (or maybe I'm just missing something easy :D)

  1. i have reinstalled the 2D packages, updated to latest version, restarting etc, new project still same issue, i have reset to default layout if it should spawn outside of screen
  2. i receive zero errors when pressing, nothing just shows up
modest cargo
languid current
#

That doesn't work :/ I tried resetting all the layouts to default aswell, but no luck. Maybe I should try reinstalling unity and see if solves it? Do I need to reinstall all the other installed packages, assets etc I have downloaded from the package manager and unity store or do they come back with the reinstall?

#

I've only managed to find one reddit post with the same issue, but no solutions found hehe

indigo star
#

It looks like the 2d GlobalLight has no direction. Is there an equivalent to directional light available for 2d?

languid current
#

I just reinstalled all of Unity and it solved it, gave up on trying to solve bug 😄

modest cargo
indigo star
#

If we could just set the angle in the global light that would be great y'know

#

Also being able to use the normal map with it

indigo star
#

How messy is mixing tilemaps and normal gameobjects together for level design?

#

Like 60% of the levels is doable with tilemaps, and I'm fine with gridded collision, but also want non-tiled stuff

#

Do I even have a choice here? Are there any examples of games made in 2d (side view) that used / did not use tilemaps?

modest cargo
indigo star
#

Like ah, if Mario suddenly jumps from the tilemapped bricks onto like a special mushroom that was not tiled

#

Basically just a normal colliding game object

modest cargo
#

There aren't really that kind of limits

indigo star
#

Sure, so that part works fine, yeah?

modest cargo
#

Hollow Knight for one uses a lot of non-grid non-repeating sprites for its environments

#

Tilemaps allow you to define non-tile prefabs to be instantiated on specific tiles

#

All 2D colliders can work together, as can all 2D renderers

indigo star
#

Non-tile prefabs as in normal prefabs?

modest cargo
#

What's not a "normal" prefab in this case?

indigo star
#

Well, a tile

#

The nomenclature is a bit difficult to express here

modest cargo
#

Tilemap is just a workflow for making it easier and more performant to place sprites and generate colliders for them

indigo star
#

Right

#

I feel like I may have misjudged tilemaps

#

I see how people use them and it's very Mario Maker

#

But I was hoping for more hollow knight

#

like, dynamically placing larger objects

modest cargo
#

Tilemaps are very effective for blocky, square level creation, but it's not the only thing they're capable of

indigo star
#

Right, and I bet they're useful if you want to do pathfinding stuff

modest cargo
#

Do note though that tilemap renderers and sprite renderers or other types of 2D renderers are technically different things

#

2D renderer components refer sprite assets to create procedural geometry for rendering those sprites

modest cargo
indigo star
#

I'm not sure what that entails

indigo star
modest cargo
#

Not inherently, no

#

Like, the scene won't explode if you have a tilemap and sprite renderers on top of it

#

I can't think of any exact examples where they would conflict either

indigo star
#

Right, in that case it seems safe to use

indigo star
modest cargo
indigo star
#

I'll give tilemaps a shot then

#

I just want to try to avoid the mario maker look

modest cargo
indigo star
#

2d raycasting that is

modest cargo
eager ravine
#

need help understanding this bit from the unity blog
does it mean the pixels are being stretched?

Context:
The PPU for the 218 x 175 px rock was left at 100
and the orthogonal cam size is 5 (which makes the vertical cam height = 10)

#

I know the basic formula to find the PPU for a sprite would
be the (vertical dimension of the screen in pixels ÷ camera height)
So ideally, the PPU for the rock would be 108 units (assuming it's 1920 x 1080)

grand cove
#

Is it possible to shade an entire sprite sheet a certain color with just the editor?
Like make a duplicate like this and just shade it like it's possible to do with other sprites?

lethal wave
#

I need some help determining which tile the mouse is over when hovering. This is the code I have so far that seems to be the general goto. But I am having issues with the worldPos result being wonky and not mapping to a proper cell.

var mousePos = UnityEngine.Input.mousePosition;
mousePos.z = 1f;
var worldPos = Camera.main.ScreenToWorldPoint(mousePos);
var mapCell = _terrainTileMap.WorldToCell(worldPos);
var tile = _terrainTileMap.GetTile(mapCell);
if (tile == null) return;

The Grid position is 0,0,0 along with the tilemap within it being 0,0,0. The Camera will zoom in and out as part of the controller. I have been stumped on this for hours and every search result comes up with this same solution. But no matter what, the mapCell is always the same. Im not sure what I could be missing here.

grand cove
leaden sonnet
#

Does anyone know an easy way to get a reference to the game object spawned by SetTile with rule tiles?

I have a rule tule with a game object attached and I want to get a reference to the object so I can do something with it, but I am not sure how

indigo star
#

The PSB importer is creating frames of different size from my layers. I want it to have every sprite be exactly the same size. Is that possible?

#

The sprites are positioned correctly in the PSB, but as soon as I bring them into Unity they are all in random positions depending on the pose. For example extending an arm forward moves the body left

modest cargo
indigo star
#

It's a walk cycle

#

But as the poses for "legs extended" are wider than the pose for "legs underneath", the character moves back and forth

modest cargo
#

Moves how? Is it a skinned sprite* renderer?
How the sliced or rigged sprites move shouldn't depend on how the sprite sheet is laid out

indigo star
#

Ah, I'm just using a sprite resolver to swap out the image basically

indigo star
#

So how would you ensure that the position of a character is constant when swapping out the texture for the sprite?

#

Wanting to do that may be impossible with the PSB importer?

modest cargo
indigo star
#

Yeah but their position is off related to each other. Basically as the sprite sizes are different I lose control over the location of the object itself

modest cargo
#

The "location" would be the pivot point set for each sprite in the sprite editor

indigo star
#

Basically if you imagine one sprite where a man is standing, and in the next his hand is reaching forward

#

he goes from being in the center to being on the left

indigo star
#

So I just place it myself then yeah?

modest cargo
indigo star
#

They do

#

I guess manually setting the point is fine too

#

By the way, is setting every keyframe to "Both Tangents - Constant" really the only way to fbf animate with the sprite resolver?

#

Is there no other way to prevent it from interpolating?

indigo star
#

Anyway, thanks a lot for the help Spazi.

clever ingot
#

I am getting acquainted with Tilemap, and presently playing with the "GameObject Brush" from the Unity "2D Tilemap Extras" package.

It has a list of "Cells" describing the game objects which should be instantiated together, but I seem to be unable to add elements to the list - clicking "+" or changing the list size only results in the first (and only) element being reset. I'm struggling to find any similar accounts on the web - any thoughts?

elfin sandal
#

Its a preview package meaning that bugs are expected

#

If you want to fix it youll have to learn efitor scripting

clever ingot
modest cargo
leaden sonnet
#

Does anyone know an easy way to get a reference to the game object spawned by SetTile with rule tiles?

I have a rule tule with a game object attached and I want to get a reference to the object so I can do something with it, but I am not sure how

solemn latch
solemn latch
plucky gazelle
#

Ok but why does unity do this to my sprite? when I rotate it upwards or downwards from the pivot, it becomes l o n g

#

But then if I rotate it left or right, it becomes w i d e

#

Anybody know why?

mint dragon
#

Hi, in my WebGL Unity project I am using .svg graphics. That is why I had to add Vector Graphics to my project.
Problem is that when I am building project manually graphics looks good and everything is fine. But when it is built by Gitlab pipline and pushed to my server, .svg graphics is deleted and replaced by white squares.
I already add Vector Graphics to .gitlab-ci.yml, but nothing changed.
Any idea how to fix it? Or where I can find solution on my problem please?

modest cargo
clever ingot
# solemn latch What about dragging a prefab into the list? (Specifically, into the dropdown, s...

No dice - it seems the list does not accept prefabs as elements... I would guess due to list elements having a bunch of other fields in addition to the GameObject?

Also, do you have the same problem with other arrays in other scripts?
Not that I've noticed - I just threw a public List<GameObject> and public GameObject[] in a script to double check and both function as expected.

I appreciate the thoughts in any scenario :)

solemn latch
# plucky gazelle Anybody know why?

As Spazi said, it is because the parent is scaled non uniformly. If you wanted to counter this, you can apply an inverse transform to the child(or an intermediate empty object)

modest cargo
#

Usually the best workflow is to keep all gameobjects with children as 1,1,1 scale, and if you need a scaled gameobject, such as a stretched sprite or a mesh, it's best to have it as a child gameobject

worn nymph
#

Hi everyone, I have an issue that I think is related to 2d tools. I'm reposting here because It might be more related to 2d

I have a back ground image and an additional layer to that image that are basically the "interactable objects" in the image. I'm trying to layer the top layer on top of the original image ... but I also need to separate each object which I did with the sprite editor.

Is there anyway to do what I'm trying to do by layering it first and then separating each interactable as their own object or is this just a matter of having to do this all manually?

modest cargo
worn nymph
#

Im having trouble locating it

worn nymph
#

Oohh! Thanks! I'll test it out as soon as I can!