#๐Ÿ–ผ๏ธโ”ƒ2d-tools

1 messages ยท Page 8 of 1

fathom carbon
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Hello, I'm using Unitys 2d Tilepalette. I have a tile (a road marking) which I want to flip/mirror and rotate so it's applicable for each direction and side. The rotating via the shortcuts works just fine but I can't mirror the tile using the flipX and the flipY shortcut in the grid painter shortcuts. Should I press either flipX or flipY the tile turns invisible and turns visible again should I press the button again. Should I press flipX and then flipY the tile rotates 180ยฐ. Anyone know how to fix that?

solemn latch
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Do you weights on the mesh?

distant estuary
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I'm trying to animate the Sprite Resolver, the animation runs correct in the scene view but in runtime it just shakes at high frequency... I've searched and found you need to set the anim curves to constant, which I did but still it is not working. Anyone knows how to resolve this?

modest cargo
distant estuary
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like it plays back the frames super fast or cuts them off. I think it was a bug with the animator controller, I removed all other animations but one and then it worked all good. I added the animations, that broke it again, did the same again and now all animations play as expected. Super weird, but hey it got resolved

wraith bay
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Anyone know why tilemap material changes the shape of hex pointed top?

wraith bay
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Damn, nothing?

rare hawk
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Hey guys, i created a tilemap and some of the tiles arent showing in game tab, but in scene view they are. i think its because the tiles have transparent parts, its supposed to be a wall. anyone know why the tiles wouldnt appear? other tiles, which are full color appear.

rare hawk
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nvm figured it out

brave adder
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Why cant I drag in here, well. Sprites?

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I tried Png. and Jpg. Images

pale nymph
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Because it wants a SpriteRenderer, not a Sprite

brave adder
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...

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Im so stupid

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thanks

desert crest
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Hey there, I am just trying Unity for 2D animation (first engine program I tried) and I am kinda confused. For example when I click at my camera settings, size says it is "5". What is 5? So far I used to resolution like 1920x1080 etc so it doesn't make sense to me :/

Btw, I am planning to export the final animation as a video file, is it possible?

modest cargo
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Unity's cameras aren't limited to any pixel dimensions, but will render the image with the resolution and aspect ratio the user's monitor

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(unless pixel perfect component is used)

desert crest
modest cargo
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Render a video out from Unity, or only display videos to the user, or something else?

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Why a PSD file could look bad can have many reasons and depends on how you're importing it and how you're using it

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It's not a PSD file anymore once it's an asset

desert crest
# modest cargo What do you mean "render as a video"

Basically as an .mp4 file etc.

It is clear to me that Unity2D's priority is game making, not just animation which is something not I am used to, so everything is pretty alien atm. How I instert PSD file is, I convert it to PSB file and just drag-drop in to Unity

modest cargo
desert crest
modest cargo
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The resolution will be determined how you record to video

desert crest
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You jumped from inserting to exporting? Honestly I couldn't understand

modest cargo
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If the issue is the "bad quality" in game window, you could give more info about that

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A screenshot of the game window as well as texture import settings for the psb file for example

desert crest
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I just want to ask this now, can I export my animation as .mp4 or .webm (alpha support)? With 1080p resolution

modest cargo
modest cargo
whole peak
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this is 2d

nimble vessel
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Iโ€™m trying to make a 3D game with a 2D core using (donโ€™t ask) but Iโ€™m not sure what I should use. I need something that could make multiple lines of different colors (also if thereโ€™s a better channel to post in lmk)

modest cargo
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The project templates just determine what packages get installed

inland ivy
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Do sprite batches in unity?

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Cuz mine don't ๐Ÿฅน

brittle silo
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hey everyone, do you know why after i set up tile in the tle map sometimes these small blue line appear ?, in this pic these is a big blue line in the middle

hidden geode
# brittle silo hey everyone, do you know why after i set up tile in the tle map sometimes these...

i used a pixel perfect camera component on my camera, disabled all anti aliasing, disabled any compression and usesd "point" rendering on all sprites/tilemap images...
this removed most of them, yet i still have these glitches...
it's basically a rounding issue, resulting in a pixel line where nothing is rendered, so you'll see your default background (which in your project seems to be blue)

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in other words: also very curious how to properly solve this problem

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i tried using a sprite atlas but that didnt change anything

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these glitches only appear when i move the camera, in position 0,0 at least all those glitches are removed with the steps above

modest cargo
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@brittle silo @hidden geode Pixel perfect camera component would fix

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If it doesn't seem to, it might not be configured correctly

hidden geode
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"quickly"

brittle silo
modest cargo
brittle silo
modest cargo
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The downside of the pixel perfect component is it requires understanding of how it works and how it needs to be configured

brittle silo
hidden geode
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im just playing around atm, got 128x128 pixel tiles, if i set the pixel perfect camera to 64 asset pixels per unit, the glitches disappear

brittle silo
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woah let me try it

hidden geode
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i guess this plays into " it requires understanding of how it works and how it needs to be configured"

brittle silo
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first time heard of the pixel perfect camera haha i usually use unity to make app or game that heavy UI base

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thanks @hidden geode and @modest cargo for helping me, lots of love.

solemn latch
desert crest
solemn latch
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Anyway, Unity has no inherent concept of an animation as a thing to render. Setting recorder to timeline will let you use a workflow basically equivalent to that though.

tribal briar
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Currently debating whether I should use an add-on like Ferr2D or Spline Terrain 2D even though they are seemingly abandoned - they offer some features that spriteshapes don't have like "inverted" spriteshapes for interior spaces/caves. Anyone who had this same dilemma?

solemn latch
shell moat
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these big pink blocks randomly started to spawn on my tile palette ๐Ÿ˜ญ

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im so confused

unkempt ledge
# shell moat

Same thing happen to me yesterday... Using version 2021.3.19f1 LTS

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Would like to know the reason for that

shell moat
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so its gone

unkempt ledge
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Maybe it is a visual bug, dont know what triggered it for me ๐Ÿ™‚

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Haha funny, it was not there yesterday when i closed the project

thick dock
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Boys we got hella verts on these sprites and it's mulching framerates.

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Unity sprites need meshes, but its auto generated meshes are AWFUL.

The requirement to use SpriteRenderers is also slowing things down. The requirement comes from SmartLighting2D which will only work with sprite renderers for casting its 2d shadows. Without that requirement we could try drawing the meshes directly.

But while I'm stuck with this solution, and not wanting to make future modders & devs manually cut out sprites to reduce verts & tris... is there a Unity Asset out there which can optimize Unity auto-meshes at runtime, so future modders can also take advantage of the tool?

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This is the closest thing I've found that isn't the Unity 3d equivalent of 3dsmax Pro Optimizer (used for making lods in unity basically.)

solemn latch
modest cargo
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That really doesn't look like a lot of polygons, especially compared to how many 3D meshes generally have (which are also rendered again for each light and each shadow)

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If you haven't already you should do a stress test comparing those sprites to same number of different sprites with custom low-poly outlines made in the sprite editor

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(or just sprite type full rect)

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Also did you try the asset you linked

thick dock
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The asset linked is excellent. But with 200+ assets doing it that way would be okay, but would exclude future modders.

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We also need better batching. 1300 in this example, but that is unrelated.

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The messy automated meshes from Unity are to blame for the majority of the performance loss in this test scene.

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Thr biggest issue being so many overlayed sprites with so many verts. With batching well shoot back up to 180fps and if the tricount could be lowered by even 60%. There's nearly 150000 tris in this scene with 150 characters.

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https://assetstore.unity.com/packages/tools/utilities/poly-few-mesh-simplifier-and-auto-lod-generator-160139

Something like this,basically just a turbo proOptimizer from 3dsmax that COULD be a solutions for modding, but I've never tried it on a flat sprite. And polygon meshes like in the first example would be beneficial as we deform characters for body types as well.

Use the Poly Few | Mesh Simplifier and Auto LOD Generator from Brain Fail Productions on your next project. Find this utility tool & more on the Unity Asset Store.

modest cargo
hushed flame
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I'm currently using an isometric tile map & assets but every time I try to do it, it always does this where the next tile is above the previous one. What's causing this?

solemn latch
dusk rose
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how can i create 2d water?

modest cargo
thick dock
# modest cargo Did you test performance with Full Rect sprites instead of Tight

& @solemn latch -- Characters are made of many parts, which are rigged to a pseudo 3d bone structure.

The sprites are loaded via XML from external data, part of our long term plans to enable modding.

Smart Lighting 2D is the planned lighting solution, and that requires SpriteRenderers. We're using Tight instead of Full Rect to eliminate as much alpha overdraw as possible, with this unsavory side effect of Unity automatic meshes being obnoxiously dirty. A polygon automesh tool, like the one linked, but available at runtime with some parameters to tweak when generating the meshes, would be nice. Unity out of the box obviously has no such solution as nothing it does is exposed, and coding one would take time we'd rather spend on gameplay.

If we hire someone wiser with shaders than we are currently, maybe our SL2D dependency can get removed for a custom lighting solution and we can directly draw the mesh. Something like what RimWorld does.

modest cargo
thick dock
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It is definitely the issue, and yes, we have.

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There are more things to address, but the number of verts unity's automesh generator creates is the issue at hand.

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If there's no tool out there which addresses that, cool. We'll just have to ask texturepacker if we could modify that with a change in license or create our own.

solemn latch
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Have you tried using an opaque cutout shader?

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Also, as a general thing do you have burst and mathematics packages installed?

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I don't know anything about smart lighting 2d

modest cargo
solemn latch
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It would probably work fine. I mean, Diablo didn't have transparent walls. ๐Ÿ˜›

violet sorrel
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hey so does anybody know why semitransparent isometric tiles always render on top of solid tiles? theyre on the same tilemap and the same sprite sheet, and all of the different fully solid tiles i made render in the correct order so i cant figure out what it might be

solemn latch
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Because all opaque objects are rendered before any transparent ones.

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Are they on separate layers?

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Do you have the pivots set differently for the water ones?

violet sorrel
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theyre on the same layer in the same tilemap, from more testing the issue apparenlty came from the urp force resetting the transparency sort mode settings

solemn latch
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That'll do it

violet sorrel
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it is now watering properly

scarlet shard
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How to I practise drawing 2D pixel art? Like I am pretty decent at drawing in paper. I saw a video where the guy said to practise drawing in 16 by 16 canvas. I tried and I couldn't because it was too small. Like coloring every single pixel by pixel, like just to make the character's eye, I needed 2 pixels which took the entire size of the head of my character. Should I start drawing on a larger canvas instead ?

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This is a picture from net, what must be the canvas size for this one? Or can we just randomely select a canvas size and draw on them ?

solemn latch
scarlet shard
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๐Ÿ˜… kinda may not sound professional but if it works then I am ok with it

solemn latch
nimble vessel
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Is there a way I could render multiple lines with the line renderer component

golden harbor
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About how resource intensive are tilemap objects? (the tiles themselves + the tilemap renderer component) I'm working on a really neat 2D/3D hybrid gameworld that uses tilemaps as a way to "texture" box colliders and there's usually 4 renderers per object.

Should I find a better way to do things or should I not worry

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I'm estimating there'd be no more than maybe 100 tilemap renderers per scene if that helps.

modest cargo
golden harbor
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I move and rotate them into place to give the impression that something is "textured"

golden harbor
modest cargo
golden harbor
modest cargo
modest cargo
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I'd say if you're not doing tile operations at runtime and/or using a variety of tiles per one collider face then it may be better to look at other options, like sprites or textured meshes

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But it's hard to say
You can really only know the performance by doing tests and profiling the performance

golden harbor
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I suppose I will have to do a stress test of my own yeah, thanks wario2

worn nymph
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I feel like this is a stupid question but how do I give one sprite two different box colliders that each trigger their own unique animation?

solemn latch
worn nymph
solemn latch
worn nymph
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Wait so I can have the colliders as a child of the spirte object?

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not the sprite as a child of the collider object?

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hmm ... it doesn't seem to be working for me htough ...

still tendon
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Heyo! I think this is the place to ask this...

I've been using Scratch as my platform of choice for a while, but I'm now hoping to move into developing with Unity. It's a lot less daunting than I first expected, but I've hit a bit of a wall with a design choice.

I'm working on a 2D top-down RPG game with a few others, and we're not sure if we want to stick to a tile-based system, or use a sprite-based system. From what we know, it seems to be a trade-off where tiles are easier to use in bulk, but sprites tend to look nicer overall, though they are more time-consuming to work with. We'd stick with tile-based with no issues, but we're a bit concerned that choosing a tile-based system will funnel us into being forced to work strictly with pixel-art, minimising our ability to make expressive locations & structures within the game world.

Any insight into this issue would be amazing, seeing as we're incredibly new to Unity, and we're not sure if tile-based systems can/will work without using pixel-art. Is there a workaround that will allow us to still draw with tiles, but using non-pixel graphics, eg. a large repeating terrain texture to be shown where the ground is drawn?

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Also, if this isn't the place to ask this, I'll move it to the correct channel :)

modest cargo
still tendon
nimble vessel
solemn latch
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But I suppose nothing other than it being a bad idea is stopping you from doing it with line renderers.

modest cargo
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I don't think you can have multiple separate lines in a line renderer (unless kind of by having gaps in the texture)
Line renders are procedural meshes so it doesn't seem very advantageous to use them in this way

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As opposed to line shaped non-procedural meshes

tiny nest
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anyway

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If I made a ruleset of blocks, and I want to add a slope to the ruleset, how can I make it connect?

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right here it's disconnected

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but I wanted it to be connected like this

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maybe there's a better way to explain

solemn latch
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I hope so because I don't understand at all ๐Ÿ˜›

tiny nest
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yeah I'm working on a way to explain

formal compass
# scarlet shard How to I practise drawing 2D pixel art? Like I am pretty decent at drawing in pa...

Pixel art is more like sculpting than actually drawing. Given the tremendous ammount of simplification you have to do, you really have to focus on the big shapes first, and then slowly build and detail them however you want.

Here I'll be sharing a tutorial on pixel art scale, but this guy has many other really cool videos related to pixel art.
https://www.youtube.com/watch?v=ad-3dn2qUUs&pp=ygUPcGl4ZWwgYXJ0IHNpemVz

Ok sure, a pixel is one squareโ€ฆbut how many of them should you use to make pixel art? In this video, we walk through a few different sizing options based on retro video games to give you an idea of where to start!
โ€”โ€”โ€”โ€”

Check out my art here:
https://instagram.com/brandonjamesgreer
https://twitter.com/BJGpixel
โ–บ Online Shop: https://BJGpixel.red...

โ–ถ Play video
tiny nest
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I want it to be like this

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aka just act as the same block type and connect to it

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in other words, I would want 2 ruletiles to interact with each other as one

solemn latch
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As far as I know, by writing your own rule tile or by using an external editor.

tiny nest
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like this

tiny nest
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it's a shame this isn't a default feature

modest cargo
# tiny nest it's a shame this isn't a default feature

You'll probably want to use an external program like Tiled for creating tilemaps since it offers a competitive range of tilemap rules and tools
You'd only have to resort to Unity's own tilemaps if you need tile rules at runtime

tiny nest
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I don't need rules at runtime

tiny nest
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lemme see

solemn latch
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They have an example on there for having multiple tiles as matches

tiny nest
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interestinnnnnng

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I'll take a look thank you

sour hill
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A made a post also in #archived-urp since its the renderer pipeline I am using, but I am unable to solve this one. By simply creating a new shader graph, making a material from it, and applying that material to a tilemap, it appears to break tile rendering, any idea for how I can get materials to place nice with tile maps?

inland flame
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does someone know how to add this little corners with autotiling?

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it should look like this

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also with the other corners but different sprite

still tendon
modest cargo
still tendon
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What about the 2D project template?

modest cargo
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All 2D sprites and related components are 3D meshes with the added utility of 2D depth sorting methods between each other

still tendon
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Oh, interesting

modest cargo
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2D physics are "truly" 2D, but you can attach 3D visuals to them without any limits

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(in case of URP 2D template, it starts with the URP 2D renderer which kneecaps 3D shaders but it's still all 3D also)

still tendon
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That's intriguing, though it is a little off from what I was asking. More was curious as to why they'd use the 2D template to draw a 3D scene as opposed to just using the 3D template

modest cargo
fading hemlock
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Hello. I have 2 questions:

  1. How can I make the collider on an animated tile update itself so that it matches the shape of the sprite each frame?

  2. How can I stop/pause the animation of the tile after it has reached its last frame?

I tried searching online but either they are either left unanswered or they are not the one's I'm looking for.

modest cargo
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How to stop it depends on whether it's animated with an Animator or a script

fading hemlock
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I'm using an animated tile from 2d tilemap extras

still tendon
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I wonder if there's a way to automatically shape colliders based on sprite shapes

fading hemlock
modest cargo
fading hemlock
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Hmmm I think this would be too much work to do in a tilemap

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I think It would be better to just use a gameobject then have it seemlessly placed inbetween the tiles

modest cargo
fading hemlock
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Thanks for the answer @modest cargo

modest cargo
fading hemlock
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Now I could just make an empty tile and have the tile gameobject spawn in its place

modest cargo
fading hemlock
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alright you're a saver

modest cargo
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And each tile rule has its own prefab slot as well ^^

still tendon
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Wondering if anyone knows how to set up a 'point based' tile system. Or maybe a plugin? Tired of making so many variations. With my tileset, it can create a lot of shapes without having to manually draw each variation.

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basically if I place a tile, I want it to set 2x2 tiles, taken from the sheet, to turn it into 1 tile, visually. Kinda of like there's subtiles.

modest cargo
still tendon
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but thanks for the info ๐Ÿ™‚

modest cargo
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Iirc Tiled can be used to export tilemaps to Unity

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Though that won't help if you need rule tiles that can be modified at runtime in Unity

still tendon
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ye, there's a Unity importer for Tiled

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All I need was the feature of autotiling my specific tileset type. Tiled supports that layout/type, so I will use that! Though Unity should have a built-in option for it if you ask me ๐Ÿ˜›

modest cargo
fresh vortex
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Im making a 2D game and when messing around with the Z axis and some rotation I found this which looks really neat, the only problem is im unsure how to fill in the black vertical gaps without making and lining up a tile map with each wall. Is there a tool i can use to achieve this 2.5D effect without going isometric?

fresh vortex
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Im using two tile maps at the moment with the walls being 0.2 on the z axis

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but i dont think that is gonna help you make a 2d game

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is there no youtubers you can learn from?

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i dont speak spanish, I only did a year in highschool and its been long forgotten

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Im not really that good myself but i guess i can try

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perfect, good luck

solemn latch
fresh vortex
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can you do that in unity 2d?

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also how?

solemn latch
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Tiles have a slot to add a prefab.

fresh vortex
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Alright ill check that out thanks

modest cargo
# fresh vortex can you do that in unity 2d?

All Unity is 3D, sprites and tilemaps are meshes with a transparent shader
(URP 2D renderer is an exception as it attempts to disable all non-2D shaders which makes it harder to mix 2D and 3D components)

fresh vortex
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oh ok, im using urp is that possibly why i cant see the prefab slot?

solemn latch
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Not sure... might be rule tiles only. I don't use tilemap myself.

fresh vortex
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not super familiar with them, I guess ill try that too

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ah yes

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k thanks

abstract olive
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Google and find out.

nocturne musk
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hi, my character asset is split into body parts
do you know any tutorial that can help me making the character in this situation? (if there is a movement tutorial too, I would like to have it)

still tendon
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There's tutorials online you can use to help you create your ideal game. I'd start with looking for one for the base genre, eg. RPG, and following it until you have basic movement & terrain. From there, you can use elements from other tutorials and mix & match to create your ideal experience.

Asking 'How do I make an entire game like this' is such an open-ended question that it's impossible to directly answer, so I cannot recommend using a tutorial enough.

tardy pollen
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In 2D Sprite Skinning Editor, is there a way to position bones precisely without affecting their childen? When I am in edit bone mode I can drag bones individually. If I enter position coordinates as numbers, their childen move with them. That is annoying. Any ideas?

unique vine
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Hello wanted to ask is there a way to set this mesh renderer sorting layer? because currently it is rendered behind my tiles :/ i dont know how to fix it

modest cargo
tight cloud
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how do I do 2D character desigen everytime I go for it I get overwhelmed and then cant do anythiong

zenith snow
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Question, is there an easy way to get a rule tile to treat the bounds of a tilemap as an extension? Like in this image here, I'd like to make it so that the outer walls are not visible

zenith snow
ashen mauve
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has some of you experience in using tilemap and sprites as a tool to create non-distinct shapes, e.g. topograpical maps with smooth borders?

Trying to get this to work and get massive tearing (yes, I use an atlas). Wondering if Unity can handle this many small tiles to fake a "single shape" style?

naive dirge
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what do you use or what do you recommend for making 2d graphics, I started using krita but I don't know if it's a good start for a beginner with creating 2d graphics

solemn latch
solemn latch
wet portal
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What's the best way to make such atlas configurable instead of hardcoding uv coordinates in code? I tried:

  • creating scriptable object with list of coordinates and tile type - but after some changes in it it resets and I have to fill the values again
  • splitting this atlas using Sprite Editor - then I have individual sprites in "main" texture. But if I screw something up I lose references to sprites. And the sprites aren't even named by coordinates
modest cargo
wet portal
solemn latch
wet portal
solemn latch
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That can be animation frames, or it can be surface type

wet portal
solemn latch
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Since you are manually building your mesh, you could supply the texture index in an additional vertex stream, maybe, or even in vertex colors.

modest cargo
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I guess that means you'll still have to "hardcode" the UV coordinates for each tile, if I understood what you meant by it

modest cargo
solemn latch
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Setting the texture coords in the shader lets you have the same UVs for each face.

modest cargo
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You couldn't have the same UVs for each face if they display a different portion of the grid layout texture

solemn latch
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The flipbook node displays a single tile out of a grid, based on an input. That input could be vertex data, just like how particles do it.

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Vertex color, or additional vertex streams.

modest cargo
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Or UVs, but it's all the same vertex data in the end anyway

solemn latch
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Yes. It all depends on what fits their workflow.

modest cargo
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What I mean by "hardcoded" is that the level generator has to point to specific tiles of the texture's UV map, and can't otherwise "know" what tile the UV values are corresponding to

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Unless there's a system that adds a layer of separation to it, like how Unity handles sprite references by ID internally

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But I'm kinda guessing what was meant by "make such atlas configurable instead of hardcoding uv coordinates in code"

solemn latch
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Yes.

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Though the uv math is pretty simple.

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So while the flipbook is handy it isn't ridiculously hard to replicate whether in the shader or in thr mesh creation.

modest cargo
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Sure, I assume their only two options are to "hardcode them in code" or make their own tile asset that has the same UV values for each tile that the code would have if "hardcoded"

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Unless there's some other ways to make it "configurable"

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It's possible I'm just misunderstanding the initial problem

wet portal
solemn latch
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Well, either is pretty configurable, if you set inputs for the atlas setup.

solemn latch
modest cargo
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Doesn't seem to have much to do with 2D

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I guess it's possible to utilize sprite metadata for other purposes too but that doesn't seem useful if all the texture tiles are simple squares

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Would be nice if texture atlases were natively supported instead of just sprite atlases, but it doesn't seem that they are

wet portal
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I tried to use Sprite Editor to split the "atlas" into multiple sprites, so I thought it was related to 2D. But then I have to assign manually each sprite into some sort of scriptableobject because the positions of squares are different.

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Anyway, thanks for help. ๐Ÿ˜„ I think the shader stuff is too difficult for me, so I think I'll leave that for now.

modest cargo
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The flipbook shader is the best approach, I believe

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Or just import them as separate textures/materials and deal with optimizing it later

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That's the simplest way

wet portal
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Thanks

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Lol, in the meantime I might have found what I was looking for accidentally: https://www.youtube.com/watch?v=l7gO_QL5Jw0

In this video we're going to write a little tool that allows us to put individual block textures into a folder and automatically pack them into a texture atlas. It's not part of the main series but it's been asked for a lot so here we are.

Because it's technically a "Bonus" video, no future code will rely on anything in here, so if you're not b...

โ–ถ Play video
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The almost exact problem but with packing tiles into *.png instead of *.spriteatlas which cannot be used as a material texture

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But the code might not work since the video is quite old

modest cargo
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Furthermore the challenge of atlasing systems is not the part about packing many textures into one, Unity's Texture2D API itself gives tools for that (which at a glance the video tutorial seems to be re-inventing)
the actual challenge is allowing every system that uses the textures to track their references even when after they're compiled to an atlas

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This needs to be explicitly supported by the Renderer components and the shaders they use

wet portal
#

For now I gave up and went back to my hardcoded values for tile positions

#

I've spent 3 days researching how to change that (and failed) lol

#

Maybe I'll try again with more experience

nova bear
#

this channel's okay for tilemap talk right?

cunning current
#

Ok so in one point the extras tilemaps dont load, but when the character (and therefore camera) move to a different place the complete opposite thing happens (the collision boxes are the same, just the rendering of tilemaps)

cunning current
nova bear
#

oh okay great

cunning current
#

there are other questions here related to tilemaps

nova bear
#

yeah, so like i just began with tilemaps

#

i wanted to save my tilemaps as like files and put them in special little "folder" organization and load them when a player enters a certain place in a region and load them there

#

so let's say, I was making several tilemaps for a town in the Human Realm, one for the marketplace in the capital city, one for the alleyway area, one for the slums, one for the village plaza, one for the riverside, etc etc

#

Each tilemap is intended to be loaded anew when the player leaves the other place and enters the new one

#

it's a similar effect to entering a house by their door and you load a whole new scene of some sort

#

except it applies everywhere, and I'm not looking to use Unity's scene system

#

unfortunately, i can't find where tilemap data is stored at first glance so i can't fetch it or load it to my current limited knowledge

#

the unity site shows this, but my unity doesn't show that last Info bit..

formal scarab
#

Hello all; I feel like I'm missing something very simple and was hoping someone could give me a pointer. I have an Aesprite file I'm importing, which is coming in with all my animation frames, generating the animation sequences great, and has an animation controller.
I can open up the Animator and play my animations manually just great by setting transitions on the animation controller.
Now, what I want to do is setup a Timeline to change the controller properties at the right times - and that's what I can't figure out out to do. When I'm recording in the Timeline, it doesn't pick up anything I do to the instance's animation controller.

#

Is that the wrong approach? Can I just have it directly play animations instead, and if so, how?

#

I suppose I can just "add from animation clip" and entirely ignore the controller, maybe that's overcomplicating it for a fixed sequence anyway.

cunning current
cunning current
nova bear
#

where is data in tilemaps i draw stored? I really want to copy the data and paste it in my thing, so that when my game runs i can take that data and load it into a tilemap again

modest cargo
nova bear
modest cargo
#

Similar to how text fields and particle systems store all their data in the component

#

You could store them as prefabs and load/stream on demand, I expect

nova bear
#

Right, i should go with the prefab idea after all

modest cargo
# nova bear Right, i should go with the prefab idea after all

Prefabs are just stored components for you to do with what you will
Unity has many ways for making it modular to stream in assets, including additive scene loading and prefab instantiation, so I'd try to exhaust the potential of those before inventing complex custom systems for it

nova bear
#

additive scene loading.. you just gave me a great idea! im spared of so much work now

#

i was going to put in my serializable class, a platform list... a decor list (with type names and behaviours)... a list of houses...

#

i was going to throw my tile data in that class too

#

it seems like i might be able to squeeze all of that in a single GameObject field

#

as for decor behaviours (like bushes and stuff), they can all be managed by a script attached to some object in that prefab; the possibilities are endless!

#

this really has sparked for me

#

thank you Spazi!

#

when i think about it, Scenes themselves are a dropdown in the hierarchy, almost like prefabs!

#

they just look weirder

modest cargo
high carbon
#

I need help

#

The sprite shape profile is bad

modest cargo
#

That's totally indecipherable, but based on some common complaints it seems the sprite shape editor is broken in 2022.3. LTS, like a lot of other things

misty kiln
#

I'm confused about resolution size and pixel per unit? Are they related? For example let's say I want per unit to be 64 pixel art as my a character is 64x64. However the resolution is 1980x1080 and in the main camera size is only 5 and when I counted the blocks units, there are 10 units in width. Meaning that each block should be 108 per unit right? But in the sprite editor, I put the pixel per inch as 64, so what does it mean? Is the 64 pixel art upscaled to 108 pixels?

If the resolution increases, does it mean the upscale also increases, and that's why it makes the character more sharp?

#

If you can link me to somewhere it explains this or ping me if someone replies, thx in advance

modest cargo
#

Camera's orthographic size equals number of units from center of the sceen to a vertical border

#

So half the height

#

Camera size and display resolution determine how many screen pixels one unit is
You can use the Pixel Perfect Camera component if you want to enforce a standard sprite pixel size

plain mortar
#

I want to upscale small sprites (32x32) to 64x64 but the pixels must still be the same size (not 2x2). Not sure what the algorithm is called (interpolation?) but there must be no anti aliasing. I don't mind touching up the sprite after the scaling.

misty kiln
modest cargo
#

PPU only adjusts sprite default size relative to one unit

#

What camera does has no bearing on that, exactly

#

Camera size is not directly concerned with screen resolution either

#

Camera size 5 will display 10 units in height whether your screen is 1920x1080 or 300x200

#

Pixel Perfect Camera will link them all together to represent a specific reference resolution

high carbon
#

Help

modest cargo
# high carbon

You'll need to provide more information than a shaky photograph

chrome leaf
#

Hi everyone, I'm new here and I've been trying to follow Isometric TileMap tutorials (currently using isometric Z as Y) on youtube and I can't seem to find the answer to this problem I have in terms of sorting. All of the videos I have watched show that when you increase to z-axis to 1 the tile is sorted to show on top of of the existing tile however I'm finding the opposite to be the case when i'm working. When z-position is positive (aka +1) it goes below the default tile (z-position = 0) and when I go negative (aka -1) the tile will show on top. This is a problem because the "higher" I go the blocks will disappear because it's closer to the camera.

So my question is how do I resolve this issue? The "taller" I make my tile map the further I have to zoom out which is not ideal. I'm not sure what exactly I did wrong here as I followed the exact step a tutorial i was following did. Here are the screenshots of my settings.

#

The PPU is 100

chrome leaf
#

Never mind I figured it out

digital cargo
#

Hello! I would like to ask, if there is a GameObject in Unity, that would allow to draw out several sprites on a line in a fashion similar to how a TextMesh handles characters in the string - always centering its content in the middle (The picture is meant to show an example of such object in practice- the upper part contains the object with a single sprite, the lower part an object with two sprites loaded in)?

timber jackal
digital cargo
timber jackal
digital cargo
timber jackal
digital cargo
timber jackal
digital cargo
tiny nest
#

I can't move the handles on custom physics shape for some reason

abstract olive
#

@orchid prism nobody is going to do skilled work for you for free. This is also not the place to ask.

modest cargo
tiny nest
#

I'm 2023.3

#

damn

#

I'm going to try out Godot

#

for a bit

#

might switch

modest cargo
# tiny nest I'm 2023.3

That one won't be out for a while yet
2023.1. would be the upgrade version to upgrade to if you don't want to downgrade
It's a tech stream release though

modest cargo
tiny nest
#

Yeah my needs are 2D

tiny nest
#

I'll downgrade to 2022.2.4f1

drowsy void
#

hey i was using a tilemap and was wondering if there was a way to guarntee one tilemap would be in a higher "layer" then another?

#

for example if i was using it for furniture

drowsy void
#

thanks

timber jackal
formal scarab
#

I'm having trouble getting started with the 2D Tile Palette. I created a new Palette from my tilesheet, which seems to be imported properly and looks fine in the Sprite Editor. When I created it, I gave it a Tiles folder to extract the tiles into, and that all looks fine too - all the tiles are in there and look correct. However, none of the generated tiles actually appear in the Palette window to use, and I can't figure out why. I'm probably missing a step, but I went through three tutorials now and can't seem to spot what I'm missing.

torpid night
#

for a tilemap with a composite collider, is it possible to give different tiles on it different layer masks for their collider? I assume no, but just seeing

#

like some tiles allow collision with certain layers, while others donโ€™tโ€ฆ Or does that really need a separate tilemap object?

unkempt surge
#

how would i animate that back part of hair

#

its on a seperate layer in photoshop

fervent pulsar
#

Hello guys, I have a few questions that. I saw this asset on unity asset:
https://assetstore.unity.com/packages/2d/characters/50-slimes-fully-animated-256273
I think those animation are all great but I Don't think that they're just using sprite sheet. So are there any ways to animate that without sprite sheet. And If yes, How can i find document about it, what should i google for. Thank you

Elevate your workflow with the 50 Slimes Fully Animated asset from Wurrad. Find this & more Characters on the Unity Asset Store.

solemn latch
unkempt surge
#

i just dont know where to put the bone for it

solemn latch
#

Then you can just add bones to it as normal? The exact placement depends on the sort of animation you want to do with it.

#

Like, you can go very elaborate with hair bones, or you could go very simple like it is a limb

#

(Not hair but same idea)

#

Generally, you will either have a single chain of bones down the middle or one down each side, depending on whether you want it to just swing or if you want to be able to have the hair spread out.

#

So probably either of these would work fine

solemn latch
fervent pulsar
solemn latch
#

I dunno

#

They don't show the animations

feral venture
#

Hey guys. I created an empty object, applied a sprite renderer and applied a slime to it. Now I see the slime but when I click play it dessapear any ideas?

solemn latch
feral venture
fervent pulsar
solemn latch
solemn latch
#

Eh, those don't look that difficult to do in unity.

#

A bit easier to make the variant skins and stuff in spine, but nothing unity can't do.

fervent pulsar
#

Btw your design and animated look very cool. I love it

tribal briar
#

Was looking into a way to have "negative" lights in URP 2D, somebody on stackoverflow suggested using a custom blend mode with a negative multiplicative factor, however it seems this feature was actually removed in URP 11.0.0...

Anyone got an idea on how to achieve a "darkening" light?

https://stackoverflow.com/questions/64863690/is-it-possible-to-make-dark-light-in-unity

solemn latch
fervent pulsar
#

Ohhh btw thank you for your sharing very muchh

hidden geode
#

i was wondering, if you would want to create animated objects and characters of a topdown 2d project, what tools would you use for creating and animation of those sprites?

hidden geode
solemn latch
#

I mean, 'topdown 2d project' is super broad

hidden geode
#

think of a link to the past on snes with slightly better resolution ๐Ÿ™‚

solemn latch
#

I mean, you could do that sorta thing in almost any art software.

hidden geode
#

that is true but im not that artistic and a simple tool with "enough" features might help

#

ive been looking into Piskel

#

thats what i found since i wrote that initial message and researched more, free, simple, yet has sufficient features it seems.. i was just interested in others opinion and choices ๐Ÿ™‚

alpine canyon
#

help, is it possible to make an image sliced from one side and tiled from another? when i set PPU multiplier to 3 it looks normal, but if i set to something higher (like 8), more healthbars start appearing

tranquil coral
#

Hello everyone!
I'm having some problems with Unity's Sprite Editor (ver 2022.3.5f1).
The rigging "section" doesn't feel to behave like I'm seeing in online videos and images.
If I hover the mouse over a bone, it should suggest me to rotate it (from what i've seen online), but in my project this does not happen.
I can still rotate the bone by selecting (selecting bones also doesn't feel "right") them and change manually the rotation.
Another error I encountered is that if I'm in the weight section, I can't do changes with the weight brush.
For everything feel free to ping me.
Thanks.

#

I've already tried:
Restart Unity
Restart PC
Reimport asset

solemn latch
#

@modest cargo could probably tell you which are safe to use

worn nymph
#

Does anyone know how to just make a simple sprite layer that blurs everything underneath it?

#

I cannot for the life of me find anything that can work

#

all the tutorials keep linking me to URP and I can't even find all the options the tutorials tell me to do.

modest cargo
tranquil coral
#

Thank you guys, I'll try it

modest cargo
tranquil coral
#

Even better then.
For now I'm just doing some tests so 2021.3 LTS should be good.
I hope this bug will be fixed with the next LTS

modest cargo
#

So I was hoping before the currently newest bugfix

fossil shard
#

is there a package that lets you kinda spaghetti out ideas like a pin board and draw connecting lines and stuff between them? I forget what these are called and couldn't find anything because of that
(wasnt sure what channel to ask this in)

lyric sinew
#

I wanna get into spriting and animating my own sprites for my future projects, any tutorials, sources or tips for a beginner?

tulip gyro
#

Hello, what software do you use for making menu and starting screens for your games?

modest cargo
#

What were you doing when the error appeared and what broke with it?
What's the relevance to 2D tools?

calm arch
#

Anyone know why the angle in the tile palette is not going isometric angle?

#

It's more top-down

solemn latch
shy goblet
#

can someone please tell me why my camera isnt showing my player or anything really

solemn latch
shy goblet
#

its shouldnt be, its a 2d scene

solemn latch
shy goblet
#

how would I know what direction to make it face

solemn latch
#

You can hop into 3d view and it will show where it is pointing. Usually, with the default 2d camera if you put your assets at 0 z position they will work.

calm arch
solemn latch
#

In your tilemap settings, not sure exactly where

shy goblet
modest cargo
# shy goblet its still not showing me my player

Does it look like in the 3D view that your sprites are in front of the camera? Usually the camera's Z position should be less than the sprites'
Also, judging from the diagonal lines your camera is a perspective camera rather than orthographic, which kinda means it's 3D not 2D

lavish rivet
#

I have this picture in single sprite mode
I don't know how to formulate the problem...

solemn latch
lavish rivet
#

If I use a multiple he will have to change something in the code and thus cause unnecessary programming errors

frank willow
solemn latch
solemn latch
lapis relic
modest cargo
modest cargo
lapis relic
modest cargo
solemn latch
#

Right. It is a known unity bug for those versions.

lapis relic
modest cargo
solemn latch
#

Ah, gonna have to try that.

#

I hope they fixed the other shit too

elfin sandal
#

love how they promote 2d tools on their youtube but its a broken mess

shadow ore
#

Im having trouble with Rule Tiles, for some reason different tiles refuse to connect to each other and I see no option for changing this behavior. Does anyone know how to fix this?

bleak flume
#

Basically 2 different ruletiles won't connect you will have to make a custom tile by extending the ruletile class and add that functionality.

shadow ore
#

it feels like a functionality that should be built in

#

having a way to at least say "these tiles should be connected to"

#

and if for some reason someone doesnt want to use it, they would just not touch that part

#

unlike some other features present in Unity this wouldnt harm performance in any way

bleak flume
still tendon
#

How do i change what tilemap layer is on top of which

tired furnace
full turret
#

Can anyone help me understand how a 2.5d game in pixel art style works? Does the artist just make pixel art for a 2d game and then the camera angle is looking down on it? For example, a game like Enter the Gungeon. Also, if you aren't looking at the pixel art from a direct 2d perspective (and instead doing 2.5d perspective) whould each pixel be more of a rectangle instead of a square? It looks like it's squares in Enter the Gungeon but I don't understand how. Any info helps, thank you!

latent nymph
#

anyone know how to fix the tile not fitting in the box correctly?

shadow ore
#

does anyone know how to set the cellSize value through script?

#

Im trying to make adaptive GUI and need to be able to change the value in response to other values

shadow ore
shadow ore
sharp tiger
#

the Sprite tab is not shown, only the Bone tab. Is this a bug?

latent nymph
#

this is so weird, when i have a composite colllider, and i have a sloped geometry it doesnt work properly and let me jump, it makes 0 sense

modest cargo
foggy stratus
#

How do you select a bone? I tried clicking and it doesn't work. Also tried dragging but it starts the selection from a random position. Is this a bug?

latent nymph
drowsy eagle
#

im not sure if this is where i ask this but

#

for my health bar it was gonna be like a big circle shape where the red sinks into the middle as you lose health

#

would that work the same in unity as a slider?

lean estuary
#

@drowsy eagle Don't cross-post. Pick one channel

frigid echo
#

the sprites of my characters are with different sizes and positions, which causes problems between animations, is there an easy way to solve this in photoshop?

#

the artist who made these drawings did not standardize the images, I will send a short video demonstrating the problem

#

how resolve this?

modest cargo
# frigid echo how resolve this?

You can change the sprite pivot point in the sprite editor
But it's much easier to start by using images that are consistent among each other in dimensions and character position

frigid echo
frigid echo
modest cargo
#

When drawing characters it costs no effort to not move or crop the image like this so it's a bit weird that you see artists doing it anyway

frigid echo
onyx ruin
#

Hi, I was wondering if it's possible to reverse a Texture Atlas? I have the Atlas files and the code the game uses for them, so would it be possible to create the completed image in Unity?

fervent moth
#

I don't know if this is the best channel to ask but, does anyone have suggestions or guides that could help in making a 2D game physics feel more satisfying or realistic? I tried tweaking options and sliders here and there but I can't really put my hands on it. I'm a beginner btw I'm talking about basic stuff like controlling the falling speed of the player, its friciton and things like that

#

Oh I just noticed there's a physics channel, I couldn't find it earlier, I'll ask there

modest cargo
still tendon
#

Can somone help me. I made a tilemap and after you make the tilemap you have to go to your sprites and put the pixels you have, on the sprites but i have 16x17 tiles and if i put 17 is space and if i put 16 they go into each other i have to remake the sprite or i can make it somehow.

onyx ruin
modest cargo
#

Working on sprite atlases without the source assets isn't a supported workflow I'm afraid

onyx ruin
#

Yugioh Rush Duel Dawn of the Battle Royale Let's Go Go Rush

onyx ruin
solemn latch
onyx ruin
#

Ok, but my question is about how to use Unity? This is the Unity discord?

#

I'm not asking how to asset rip, I'm asking how to fix an image

modest cargo
minor saffron
#

Can anyone who has done Pixel Art or knows how that works tell me how i put text in a 32x32 image cus im using paint.net and my text tool doesent go that small and idk how to get text that small cus im tryna make assets for a game im making

modest cargo
solemn latch
#

Or just draw the text.

minor saffron
outer epoch
#

dk if this is the right place to ask but, how do I add a 2d texture to a sprite

edgy pawn
#

pink tiles in tile palette, anyone know how to fix? they go away whenever i run the game but come back when i stop

nimble lark
#

Im having an issue with using the sprite atlas and mipmaps. I have 4k assets on a sprite atlas with mipmaps enabled. they look fine at 4k resolution but become blurry at 1920x1080

#

the one on the left is 4k, right is 1920 x 1080

#

ive read that adjusting the mipmap bias could help but I dont see a place where I can do that for the atlas

shadow ore
#

How might I access a slice of a texture via code? Nothing I've tried so far works

#

I want to be able to plug in the name of what I'm looking for, this way I can iterate through sprites by name with my custom animator, without having to manually set hundreds of sprites in the editor

shadow ore
#

nevermind found a way, apparently the method I found required the inclusion of a Resources folder

#

on further research I found that Unity does this for the sake of mobile OS compatibility, but it feels like it might be more user friendly to obscure that by, under the hood, considering everything in the project as inside of a hidden Resources folder

#

or if not hiding it, just having a Resources folder next to the Assets folder by default, leaving it to the developer to choose where to put their games files

solemn latch
nimble lark
solemn latch
#

The point is more to avoid artifacts such as moire patterns and crawling pixels, and to speed rendering.

modest cargo
# nimble lark Without mipmaps they do not for me, is this normal behavior for a mipmap? I thou...

4K has 4 times as much pixel density than 1K
If your sprites in these two cases are of constant size relative to screen, then what you're seeing is just an expected result of rendering stuff at a lower resolution
If the sprites are constant pixel size relative to each other, then there could be a practical problem with how mip maps are calculated that may be helped by mip map bias or something

nimble lark
modest cargo
#

But really I'd like to know what resolutions the sprites displayed at in your previous image

nimble lark
#

left is 3840 x 2160, right is 1920 x 1080. the 3840 x 2160 version looks very good, the screenshot I am showing makes it look more pixelated than it appears at fullscreen but I am trying to show the detail

modest cargo
nimble lark
#

yes, its a sprite atlas

modest cargo
# nimble lark yes, its a sprite atlas

I mean you aren't adjusting camera size (or using constant pixel scale if this is on UI) to standardize sprite resolutions regardless of screen resolution?

#

If not, then I believe there is no mystery here

#

Rendering anything at quarter of the original resolution will make it blurrier, or more pixelated if you disable mip maps

nimble lark
#

Ok thanks for the info!

gilded cloud
#

hi am trying to make a transition from scene to scene and the transition have to look like you are entering the matrix from a phone something like in the movie here is an example image

calm niche
#

Not sure if this should be in art-asset-workflow or here, but curious if anyone has had issues w/ Sprite Editor marking changes dirty after you apply slicing or pivot changes and then switch to a different focus from the sprite editor? Basically it'll prompt you to save changes again (even after already applying them)

This is in 2022.3.4f1. Never had an issue like this, but makes for a crappy workflow when you have to keep saving changes you've already applied.

#

quick example. Here you can see it's not dirty, and everything's been applied.

#

but if i click on a dif asset in the project i still get this prompt

#

it's clearly not marked as dirty anymore, yet it's still giving me a prompt

solemn latch
#

I've seen that bug pop up irregularly for years, never could quite pin it down enough to properly bug report it though.

undone rose
#

Hi all! I am currently making a game where my map is only one large image, but when in Unity, the image looks vey blurry/washed out but in something like gimp its very clear and sharp. How can I improve the upscaling in unity so that it looks like in gimp.

#

I hope this fits well in the channel ๐Ÿคž

dense bough
#

does any1 know what font this is?

jolly narwhal
dense bough
modest marsh
undone rose
modest marsh
#

filter mode to point, format to rgba32. Is your texture larger than 2048x2048? Increase that if needed. Note that this will be an uncompressed texture in memory so while you won't have any compression artifacts, it's going to be pretty large. Probably not a big issue for such an important image, but if it's on mobile and larger than 4k you're going to have problems with some gpus. Ideally 2k and below for mobile devices

solemn latch
rare acorn
#

Hey guys, can someone help me on how to animate the character that moving around by clicking or touching?

rare acorn
#

I already follow some tutorials in yt, and it works but only if I use the arrow button on keyboard

#

If I use the mouse click, it doesn't have an animated moving left, right, up, or down.

#

I assume it must be because it's a different movement input, that's why the script didn't work on mouse click, or maybe I'm just wrong

languid pond
#

Hey there people, i'm looking for advice on a problem that i really can't seem to figure out alone :((

basically i have a 2d scene with pixel art assets, i also have my UI elements as pixel art assets, my issue is that whenever i'm at a resolution of 1920x1080 and a scale of less than 1x all the assets including UI become distorted and blurry, the problem is that when i zoom the scale to being 1x the art looks crisp but the UI is cropped out (and the game looks too zoomed in) but when playing around with resolutions like setting it to 480x270 with the appropriate orthographic size the art looks fine but the UI art becomes blurry

also i did setup all the art correctly (point no filter, compression to none, PPU 32 since all the art is made with that ppu in mind)

i'm really new to setting up scenes with pixel art so i really can't seem to figure out what to do to have a crisp looking scene with the UI being correctly placed in the camera view and not distorted

modest cargo
languid pond
#

i think i'm using a canvas ui image and placing the sprite asset as it's sprite

#

so UI images

modest cargo
#

Just to confirm is the component "Image" on the gameobjects, not "Sprite Renderer"

languid pond
#

yeah it is

modest cargo
# languid pond yeah it is

Good to know, they are much different systems
This is an #๐Ÿ“ฒโ”ƒui-ux thing but anyway
The thing about rendering pixel graphics without blurring or distortion is that they can never be displayed at non-integer scales
Which means usually you'll have to pick a specific display resolution to target all your graphics to
With UI you can use Constant Pixel Size to ensure a change in resolution will not stretch or squash them, and also enable "pixel perfect" to make sure their position can't fall between screen pixels

languid pond
#

thanks for the advice, so how do you i enable pixel perfect for the Ui?

modest cargo
#

Constant Pixel Size will not scale well, however, as the UI will appear much smaller on a 4K monitor as opposed to 1080p for example
I don't know what the proper way or if there is a good way to do pixel art UIs with good scaling
Sprite Renderers can benefit from the Pixel Perfect Camera component so personally I'd use that for all user interface instead of Canvas at all

#

But it depends on how badly you need Canvas features to consider it worth it to avoid it

shell igloo
#

Is it normal for a sprite to change colours after importing it?

#

(picture from the editor and from window image displayer)

modest cargo
shell igloo
#

Where can I dissable it?

#

Nevermind

#

Thank you!

modest cargo
#

@languid pond One more thing I forgot
Make sure this Scale slider is at 1x, or everything in the game window will be stretched

languid pond
#

@modest cargo also you said something about setting up and picking a specific display resolution to target all your graphics to, i saw this advice everywhere i searched but i really don't understand how to do that?

if i have assets that are intended for a ppu of 32 and let's say my target size 1920x1080, how do i set this up to work properly in unity? i heard about changing the orthographic size to (res height / 2 / ppu) but even when using this orthographic size the ui is still cropped of when at scale 1x and the assets are still blurry if the scale is at less than 1x

modest cargo
#

First you would set your Game window to 1920x1080

#

Otherwise the UI appearance will be valid only for whatever size the game window happens to be set in

#

Game window scale is just for zooming in the preview, it has no effect on build or the game itself

languid pond
#

yeah it's set at 1920x1080(full HD) but on game view when maximized the ui is cropped out, i'm assuming this is only in game view but i'm gonna build and check if the image changes in a full build

#

i'm currently comparing the game view to full build and you're right the pixels are crisp and ui is in the right place, but why is the game view so distorted that's so weird :////

so i guess just setting up the proper orthorgraphic size and adding the pixel perfect option to the canvas is all it takes?

modest cargo
languid pond
#

okay then so it will appear as setup in the scene view when doing a build got it! i thought since it's cropped in in the game view it would look the same in a proper build

#

but even the crispiness of the art (appart from the text elements) is good so as long as the ortho size is correct the pixels should be crisp?

modest cargo
# languid pond okay then so it will appear as setup in the scene view when doing a build got it...

Scene view will just show how the Canvas has adapted to your current screen size
In the above screenshots it's cropped because you can't fit a 1920x1080 image on a window that's smaller than it while at 100% zoom
Again ortho size has nothing to do with UI
I would recommend doing the UI with sprites since you seem to be using the pixel perfect workflow anyway and not bother with Canvas
Describe your Canvas problems in #๐Ÿ“ฒโ”ƒui-ux if they persist

undone delta
#

Basically, I created a 1 tilemap for my little project. When I "drew" everything I wanted, and checked my game view, I saw that my tiles were glitched. As you can see on these dark green walls, there are a few weird lighter lines. This "checkboard" is glitched too. What can I do to fix that?

#

Here's how it should look like (scene view)

hazy pilot
#

How can I create a flat top hexagonal tilemap where X is left/right and Y is up/down? If I create a flat top hexagonal tilemap the default swizzling is YXZ - changing it to XYZ gives me "point top" files. If I create a point top tilemap, the swizzling is XYZ.

My graphics assets are flat top and I'd like to refer to the tiles as X in the left/right and Y as the up/down so I don't have to mirror them across the origin.

lean estuary
#

Not sure what the question is. You can select any swizzle you like to use and there's no left/right with flat tops, you have to select one of the diagonals for Vector2Int representation.

hybrid fog
#

Anyone got an idea about how I could fix this? the "ground" is a 2d tilemap but placed in a 3d scene, however you can see all sprite renderers TROUGH the tilemap. I want the tilemap to act as a solid ground.

modest cargo
#

You must be using a shader that's not a sprite shader to enable opaque sorting

#

Opaque with alpha clip specifically

#

Transparents will sort properly with opaques, but transparents together are problematic so mix them sparingly when you're in 3D space

hybrid fog
modest cargo
#

I don't recall exactly what sprite features you lose that way but maybe it's nothing too important

hybrid fog
#

The current sprite shader im using is only to make the sprites be able to cast shadows. Is that something I'd lose?

modest cargo
#

Which render pipeline is it?

hybrid fog
#

URP

modest cargo
hybrid fog
#

Seems to work fine for the tilemap but not for the sprites?

modest cargo
dusk bluff
#

hi, i dont know where to ask tbh, but can someone help me figure this out?

Isometric z as y map, im using multiple tilemaps for each layer, i want to have a half tile. If i were to use just one tilemap, i can get the desired result by modifying the z value. but i want to have a tilemap for each layer.

in the img you can see that i can get the half tile, but its still covered by the layer 1 (which makes sense) but i dont know how to approach it

solemn latch
#

You can also set sorting layers explicitly, but for 3d scenes like this that is usually more trouble than it is worth.

honest shadow
#

How can I make a Sprite Renderer not preserve aspect ratio and instead squish/stretch the image to fit it? A UI image can do it but how do I make a sprite renderer do that?

solemn latch
bright scaffold
#

My rule tile isn't working for the bottom inner corners, but is for the top inner corners even though they have the same rules just flipped? It might be something really stupid and if so, my bad

strong temple
modest cargo
honest shadow
#

Which is what I don't want to happen, I want it to be like this

solemn latch
honest shadow
#

I'm unsure what that means

honest shadow
solemn latch
#

I'm still not entirely sure what you want to be happening

#

waaaait. You mean when you actually change the sprite you want the collider to change?

honest shadow
solemn latch
#

Ah.

#

Think you'd have to write a script to do that.

honest shadow
solemn latch
#

Easiest option would just be to make your sprites the same size

tough moon
#

Anyone got an idea of how I can fix this? When my enemy is inverted, although the pivot in centered, he moves very far as if there's an offset?

still tendon
#

anyone knows a general fix to "Unable to set invalid palette" for a 2D isometric tile palette?

#

I'm at my wits ends at this point, it just doesnt work; the tiles dont appear in the palette when placed

#

and I can create a palette but only in one single specific folder, anywhere else doesnt work

tough moon
#

Maybe show some screenshots? @still tendon ?

still tendon
#

I found one(1) simmilar issue online, absolutely nothing else

tough moon
#

Have you installed the 2D Tilemap Editor package from the Package Manager?

still tendon
#

downloaded, still doesnt work. I don't have to create a new project, do I...?

#

tilemap selected, grid doesnt show up at all

#

I am actually just mentally impaired I'm sorry please ignore this one it does work

#

...nevermind, same error pops up whenever I try to create a tilemap. Sometimes work, sometimes doesnt

#

god save me

tough moon
#

Have you split the image in Image Editor?

#

@still tendon

still tendon
#

its not even about the sprites at this point, the tilemap still doesnt want to save

bright scaffold
bright scaffold
#

This blend tree makes no sense?? How is the top one activated even though the dot is clearly closer to the left??

wet totem
#

Super-beginner here. So I have an issue with particles, I assign "Default Particle" Material to my particles and I can't see them on my background, if they are in the canvas but outside the background, I can see them

bright scaffold
wet totem
#

I feel like it's related to the material

#

That's what I'm using and I have no idea if it's good

bright scaffold
wet totem
#

oh how do I do that?

bright scaffold
#

not that renderer just realised

#

wait gimme a sec

wet totem
#

I'm in a 2D scene btw

bright scaffold
#

The order in layer variable

#

Set it to higher and see if it works

#

I forgot what it was called sorry

solemn latch
#

Also see if your particles are actually behind the background

wet totem
bright scaffold
#

Bottom quarter of the renderer part in the screenshot you sent

#

Currently set to 0

wet totem
#

I put it on 5000, still nothing

#

Do I need like a canvas renderer component or something?

#

https://www.youtube.com/watch?v=FEA1wTMJAR0 I followed this tutorial but it doesn't seem to work the same way, I'm using images as my assets, and a 2D scene

Udemy: http://bit.ly/BRACKEYSMEM

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bright scaffold
#

Further up

#

There's cast shadows, shadow bias, motions vectors, sorting layer ID then Order in Layer

#

you need to change Order in Layer

wet totem
#

still no

#

Do you want me to share my screen or something so it's easier for you to understand?

bright scaffold
#

Click the 2D button on the top of the screen and check where it is and check if the chest is on a different sorting layer and if neither of them work, ask chatgpt and then uhhh idk wait for someone more experienced to solve it for you

wet totem
#

it is in front

#

They are all on the "Default" layer

#

I feel like I'm missing something very basic, like setting up the camera, or setting up a renderer

bright scaffold
#

oh it might be the camera's clipping mask?? I really don't know though

modest cargo
#

The particle system is designed to be compatible with Mesh Renderers and Sprite Renderers, not Canvases

#

But Canvas can be made compatible with them by setting it to screen space camera or world space

gusty crest
#

hey all! I'm pretty inexperienced with tilemaps and currently trying to make a torch tile that emits light (I'm using URP's lighting system). Is there any way to create a sort of light emitting tile? Or do they have to be gameobjects?

wet totem
normal oasis
#

Hi. I'm trying to make Rule Tiles connect to other tilemaps. Right now, I've only tried making a Custom Rule Tile script and overriding RuleMatch. Though, I don't think it's possible to get a TileBase's position and its tilemap, so this didn't work. RuleMatches also exists, but it uses an "ITilemap". I think getting all the tilemaps in the scene and run RuleMatches for each of them would work, but it's not possible to convert a Tilemap to an ITilemap. What I have is multiple scenes each representing a level. I'm trying to make a metroidvania-like level swap (when you exit a level it pans the camera to the other part) and each of these levels are scenes which each contain one tilemap. The problem is rule tiles won't connect to tilemaps in other scenes (the scenes are loaded additively). Is there any way to make it work? Do I just need to find another way of handling levels ? The latter option would require more resources in perf (since the WHOLE world would basically be loaded at once, the world is all seamless transitions)

normal oasis
# normal oasis Hi. I'm trying to make Rule Tiles connect to other tilemaps. Right now, I've onl...
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEngine.WSA;

[CreateAssetMenu(menuName ="2D/Tiles/Multi Tilemap Rule Tile")]
public class MultiTilemapRuleTile : RuleTile
{
    Tilemap _tilemap;
    public Vector3Int Position;

    public override bool RuleMatch(int neighbor, TileBase other)
    {
        Debug.Log($"{neighbor}, {other}");

        switch (neighbor)
        {
            case TilingRuleOutput.Neighbor.This: 
                if (other == this)
                    return true;
                else if (other == null)
                    return HasSameTileInOtherTilemap(other);
                else
                    return false;

            case TilingRuleOutput.Neighbor.NotThis:
                if (other != null && other != this)
                    return true;
                else if (other == null)
                    return !HasSameTileInOtherTilemap(other);
                else
                    return false;
        }
        return base.RuleMatch(neighbor, other);
    }

    bool HasSameTileInOtherTilemap(TileBase other)
    {
        var allTilemaps = FindObjectsOfType<Tilemap>().ToList();
        allTilemaps.Remove(_tilemap);

        MultiTilemapRuleTile otherRule = other as MultiTilemapRuleTile;

        foreach(var tilemap in allTilemaps)
        {
            if (tilemap.GetTile(otherRule.Position) == other)
                return true;
        }

        return false;
    }

    public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
    {
        _tilemap = tilemap.GetComponent<Tilemap>();
        Position = position;

        base.GetTileData(position, tilemap, ref tileData);
    }
}

for now this is what I have. It does work if the checked neighbor tile is existing. But since most of the time when we check any other tilemaps the tile is NOT existing, then we can't get its position. Knowing what position the match is currently checking would resolve that

normal oasis
#

I'm not finding a lot of answers to this and the question is basically never asked. Though, I feel like that's a common problem. Been struggling on this for the day now, if anyone has an idea i'll take it

modest cargo
#

I thought of writing to the same tilemap instead of connecting multiple ones, but I haven't tried it

normal oasis
#

yeah but if it's the same tilemap I won't be able to have one per scene

#

so the whole world would have to be in one tilemap wouldn't it?

normal oasis
# normal oasis ```cs using System.Linq; using UnityEngine; using UnityEngine.Tilemaps; using Un...

i feel like im close to the goal here but the only way it would work would be to know which position offset it is checking in the RuleMatch method. Since that isn't possible, I don't think we can ever do that. But if we can't then I'm stuck for my problem with scenes. I don't see another way of being able to have "slices" of levels still connected to each other. Only thing I can think of is using normal tiles and not rule tiles. Maybe Tiled would fix the problem since it's not using rule tiles stuff? I'm not sure if I can easily make the levels in Tiled and then "slice" it in each scene

modest cargo
normal oasis
#

ah yeah

modest cargo
#

Whether that's even comparable in performance to loading in separate tilemaps and gluing them together remains to be seen though

normal oasis
#

though the loading/unloading might be intensive because I think it would run the rule tile checks everytime

#

I think I might just use Tiled

#

I don't know if it's possible to make slices of tilemaps with it but I'll see

modest cargo
normal oasis
#

yeah I mean smaller chunks

#

I won't need runtime changes to tiles no. Unless I make a level builder... I'll see when I get to that. Thanks for the help though

modest cargo
normal oasis
#

thanks! yeah probably something to make it work with other tilemaps could be great

modest cargo
#

You can let me know if you find more about it
The stuff earlier from you will surely help me when I return to this

normal oasis
#

will do ๐Ÿ‘

fervent moth
#

I have a weird problem when I try to import my spritesheets in my project

#

I made my spritesheet in Aseprite and I only have one layer and no transparency gimmicks going on, but when I import the sheet on Unity it does this weird thing that I can show you with a picture

#

For example this is a normal sprite viewed from an external editor

#

This is how it becomes when imported in Unity

#

And all of the tiles from this spritesheet only do this in Unity

waxen blaze
#

is there a way to have a rule tile pattern work with another pattern of the same ruletile on a seperate tilemap? i was wanting to make prefab rooms and have them put together but since they are on different tilemaps in the same grid, the rules dont work between them

oblique latch
#

how do i make the player colide with a certain tilemap only

modest cargo
modest cargo
waxen blaze
#

i will looks thanks

modest cargo
waxen blaze
#

ah so from a brief reading of the convo, doesnt look like a standard way

oblique latch
solemn latch
modest cargo
fervent moth
modest cargo
solemn latch
fervent moth
#

I don't really know what import settings are, I just tinkered with the settings where I read "compression"

#

I'm a complete beginner

#

Where can I find them?

modest cargo
fervent moth
#

Okay yes but the compression box is already unchecked

modest cargo
fervent moth
#

Ooooooooh

#

Yes I'm dumb af

#

thank you so much for your patience

modest cargo
solemn latch
#

You paint over then in a new layer

normal oasis
#

Doing it in a new layer would require more tile maps

#

Maybe it can work but idk not sure if it's the best way

modest cargo
solemn latch
#

Do they need to be adaptive at runtime?

modest cargo
blissful cargo
#

Upgrading to Unity 2022 changed all sprite atlas v2 settings for filtering to be bilinear instead of point filtering, can that be avoided or do I need to change them back manually?

#

previously we were at 2021 lts

sly yarrow
#

guys how to enable to see grid of 2D tilemap bellow (in actual window)?

#

i found some tutorial on yt

oblique latch
#

nvm i deleted the tilemap and redid and now it works sorry for the inconvenience!

tawdry thistle
#

Slice button in sprite editor is greyed out, possible causes?

oblique latch
modest cargo
tawdry thistle
#

trying to make a sprite map

modest cargo
#

There, "single" instead of multiple

tawdry thistle
waxen blaze
modest cargo
waxen blaze
#

pretty much that for now, its a small project, may look into a better way to do it, but its working so far in my testing

waxen blaze
#

i'm a noob would that be considdered a terrible way to do it, not sure how much impact the copy loop will have

solemn latch
#

I mean, if you aren't doing it at runtime it shouldn't hurt at all?

waxen blaze
#

well it will be at runtime, im proceduraly making the level layout at runtime

solemn latch
#

aah

modest cargo
solemn latch
#

You could also make the tilemaps one tile wider and overlap them

#

Copy the border tiles

waxen blaze
#

i figure i may be getting some performance saving after the combining because instead of having a different tilemap for every room its down to just 1

solemn latch
#

I still haven't even used unity tilemaps so I can't judge performance

burnt brook
#

I'm trying to recreate this soil shape generation, anyone know the gist of how it works? x:
2D splines maybe?

placid hare
#

I have a simple tile map setted up using two textures with multiple mode turned on. I get these weird artifacts that appear on the edges of tiled sprites as if the individual sprites used some part of a sprite that is next to it in the texture. Does anybody know how to fix it?

lean estuary
placid hare
#

I use 16x16 textures (the whole tilemap texture is 64x64) and pixel per unit is set to 16. The scale of tile assets is set to 1 and tilemap's game object scale is also 1

lean estuary
#

Then orthographic camera is not sized to match the pixel exactly or its multiples

#

pixel perfect camera helps with that

placid hare
#

yeah, changing camera size helped. Thanks

normal oasis
#

How do you stop pixel perfect camera jitter? I make it follow the player when it gets in a margin of the screen. Though, the player jitters and is kind of blurry. I already tried clamping the movement, but it doesn't work. (I use Rigidbody 2d velocity to make it move, not SetPosition)

modest cargo
normal oasis
#

yeah I use SmoothDamp

#

could that be why?

modest cargo
normal oasis
#

ah

#

though I still want the movement to be eased in some way

#

well it's even worse now

modest cargo
normal oasis
#
            Vector3 direction = (targetPos - cameraPos).normalized;

            Vector3 newCameraPos = cameraPos + direction;
            newCameraPos.z = -10f;

            transform.position = newCameraPos;

with that it's even worse

modest cargo
#

Jittering happens because there are sub-pixel length offsets between the sprite and the camera, and the sprite rapidly snaps between screen pixels as the distance changes

#

These offsets can also be caused by wrong execution order of camera movement and the pixel perfect component

#

Or possibly the movement of your character

normal oasis
#

does that mean I can't make any smoothing at all? The camera will have to stick to the player like it's a child of it?

normal oasis
modest cargo
#

Disabling interpolation reduces your character's update frequency to physics timestep, which is often not in sync with visual frames so it's not recommended in this situation

modest cargo
normal oasis
normal oasis
#

I don't want it to follow the player at all times, only adjust when it gets to the side of the screen

#

even making the camera a child of the player makes it jitter

modest cargo
normal oasis
#

no but doesn't matter because the camera moves only when the player gets on the side of the screen

#

i disabled it and it does the same

modest cargo
normal oasis
#

so everytime the player gets on the side of the screen, I lerp between last position and target?

modest cargo
normal oasis
#

well I mean it needs to be almost instant I guess because if I need to move the camera again while it's lerping it might cause problems

modest cargo
#

Interrupting the change may be unsightly, but as long as you're avoiding smooth motion then the pixel jitter would be minimized

normal oasis
#

mmh I'm not sure how I would do that because it runs every update if the player is on the side

#

starting a coroutine would probably end it the next update

modest cargo
#

Celeste's camera is a good reference
It never follows the character in a smooth way and prefers brisk and direct motion

normal oasis
#

yeah but the player isn't at the center of the screen at all times

#

and most of the time the camera doesn't even move

modest cargo
#

A conscious decision

#

If you need the player to be centered, parent the camera and disable any camera moving scripts

normal oasis
#

I don't want that that's the thing

#

actually like celete is very good

#

but it looks like it will still have this problem

modest cargo
# normal oasis I don't want that that's the thing

I'm not sure what you want
I think the realistic options are parented follow camera and fixed camera positions with direct blends between them
Also you could blend to and from parented camera, even if there would be some curving in the motion, the jitter might not be bothersome if the blend is over quickly

normal oasis
#

basically the camera shouldn't always move with the player

#

actually I didn't even realise that what I need is exactly like celeste

#

it transitions between levels (but that's already done) and if the player moves too far on the side (because the level is too wide for the camera) it pans to the direction

#

yeah no matter what I do it's still very jittery

#

that's weird

#

even with lerp and stuff

normal oasis
# normal oasis using cinemachine kind of works but now I have its limitation. Honestly super lo...

I think I'm gonna use cinemachine. I don't see how else I could achieve that. It's still a bit jittery but I guess it's fine. Though I still need to be able to switch between scenes like in celeste. using multiple CinemachineVirtualCameras would work, but I'm not sure if it's possible for them all to share the same settings (the "Follow" property might not sync because some VirtualCams are going to be unloaded sometimes). Anything I could do?

modest cargo
normal oasis
#

I see. But if I unload some vcams because they're on other scenes, will it still reference the player when I load them again? Or do I need to make a script do that

modest cargo
normal oasis
#

but for the "Follow" property

modest cargo
#

The follow vcam would be a part of your player

#

You'd prefer to use parenting instead of the follow property, I presume

#

Since otherwise you'll run into issues from unnecessary smoothing again

#

Though even when parented a vcam is less precisely attached to your player than a normal camera would be, since the main camera is following the vcam only as close as the cinemachine brain can handle

normal oasis
#

yes, but again, parenting moves the camera with any movement of the player

#

oh, I think I get it

#

i'd parent the camera only when needed

#

that's what you meant I think

modest cargo
#

Unparenting it, I mean

normal oasis
#

i'll try without cinemachine

#

then if it still isn't that correct I'll try with cinemachine

modest cargo
#

With cinemachine, the vcams can all exist and even be enabled at the same time, just the highest priority one will be followed by the main camera
So you can always have your player vcam parented to your player, but when you enter a room that room's vcam would be enabled and the blend to it happens automatically

modest cargo
normal oasis
#

ah

#

I already have the panning between rooms done though

#

so cinemachine probably isn't that useful then

#

I just made it parent when the player gets in the side of the screen. Though, since it's parented, if I move away from the side the camera doesn't unparent because the player is still in the area of the screen (because the camera moves with it)

#

parenting does remove screen shake entirely but the player still shakes a bit. I fear that people testing my game will still notice this and say it's annoying. Though I don't think there's a way to fix that entirely, so other similar games they don't see a problem in must not have this issue?

#

if nothing works at the end probably just not using a pixel perfect camera would work but then it won't be crispy and stuff

modest cargo
normal oasis
#

and only that

#

though since the camera is parented, the player never leaves the screen area where it should stop being parented - so it never unparents

#

I'm trying to unparent the camera when the player's velocity is almost perpendicular to the direction from the player to the camera (all in world space) but doesn't seem to work for some reasons

modest cargo
normal oasis
#

then how can I unparent the camera

#

when the player gets on either side of the screen, I parent the camera to the player. And it's meant to unparent it if the player leaves the sides of the screen. But since the camera is parented to the player, the player never leaves the sides of the screen, and the camera never unparents

#

and the direction shouldn't point in Z direction because the camera's world point is not on the player. There will always be an offset because it parents when the player enters one side of the screen, so when the camera is parented the player will always be on a side, not on the center

modest cargo
modest cargo
normal oasis
#

The camera isn't supposed to move at all (like in celeste), unless the level is too large and it needs to move for us to see the rest of the screen

#

putting it at the center of the player would just teleport the camera to the player which doesn't look good (it would go from the player being on the side of the screen to the player being at the center in an instant)

#

basically the exact same camera behaviour as celeste

modest cargo
#

From what I understand the engine Celeste was made in uses integer coordinates rather than floating points, so the sub-pixel offset problem doesn't occur in that game the way it does for us in Unity
However, even in games in the 90s where pixel graphics were cutting edge did suffer from jittering problems when sprites moved "nearly in sync with the camera" but not quite

normal oasis
#

make the part of the level that is hidden at first overlapped by a trigger collider? but what happens then?

modest cargo
normal oasis
#

alright i'll do that ty

modest cargo
#

They can be found in the package manager

normal oasis
#

yeah

normal oasis
#

mmh wait no I don't need the panning anymore since it already does it with cinemachine

modest cargo
normal oasis
#

okay I see how it works now

#

though in my project I'd need to know from which way the player entered so that I can switch to the correct vcam. E.G if I enter Scene 1 from Scene 0 it goes to the vcam of scene 1. If I enter scene 0 from scene 1 it goes to the vcam of scene 0, and it uses the same trigger

#

I could make it work by overlapping all the levels in a trigger area but I don't see myself doing that for every level, it might take long to setup

#

Right now I use little trigger boxes at every level exit

#

They have directional detection and if the direction we enter it in is opposite to the designed direction, then I play the transition but reversed

#

but what cinemachine has probably doesn't have detection from where we enter it. Maybe just modifying the current script for it to work with CinemachineTriggerAction could work

#

nvm it's internal I can interact with the script

#

I don't think I even need the trigger action anyways. I can just switch between vcams with my current system

normal oasis
#

though I still don't quite get how I would handle the following target

#

if I parent to the player, the player will always be at the center of the screen and that's not what I want. If I set it to follow, there will be the smoothing problems (even though the pixel perfect extension might fix it, idk) but the most important part is I'd need to set the follow target everytime I change vcam because when a vcam is unloaded and reloaded, it will lose the reference to the player

tidal turret
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Why can't I change the sprite variant on the end point of my spline shape controller? I can change it on all points, even the first one, except the last. The Sprite Variant menu dissapears on the last one

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its a problem because I use the first point for a "fade" from a tree trunk to a branch, and would like to do a similar thing in the "end"

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So first point here is one of the faded variants, middle point is the repeatable variant, and the end should be the other faded out variant, but its only possible on all but the end point.

tidal turret
#

oh my god i am an idiot lol... its because the end point is just to rotate the actual last piece which is the one before that. Took me a couple hours to understand this ๐Ÿ˜‚

granite oxide
#

Does anyone in here have any experience with Tiled and using its custom properties to detect what tile the player is on to play a specific sound? (IE, player walks on sand and it plays sand noises)

solemn latch
strong knoll
#

I'm making a retro fps like project warlock and I have a tilemap as the floor and i painted some floor tiles onto it , now i want to paint in wall prefabs using the tilemap system what is the best way to do it?
I tried to create a rule tile and apply a prefab to it but the wall in half way inside the ground ( tile map )

narrow pulsar
#

Hey guys! Quick question, is there possible to group tiles in tilemap?

#

I mean in Palette?

fading python
bright scaffold
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I have a Raycast2D in my game where there is a Debug.DrawRay that does exactly what the raycast does and I can see that it's colliding but it doesn't return that it has collided?

sly egret
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if its placing it half in ground down its probably the pivot being at the center and not the corner

little harness
#

Why Pixel perfect camera overrides orthographic view? cant set the zoom i want

little harness
#

well then how can i control the zoom level?

#

ohh pixels per unit

modest cargo
# little harness well then how can i control the zoom level?

First for the pixel perfect camera component to do anything you'll need to change your game window from Free Aspect to a fixed resolution that's a multiple of your Reference Resolution (or enable Crop Frame with an even-numbered resolution)
You'll want to standardize the PPU value of your sprites (to a value that your sprites are designed for) and also set Assets Per Pixel Unit to that
Then you would change the Reference Resolution to determine the camera size

#

You would also have to enable either Upscale Render Texture or Pixel Snapping

#

If you don't follow all these steps, pixel perfect camera will not do anything and you won't benefit from having it at all

#

Pixel perfectness is more of a workflow than just a component

little harness
#

Thank you very much sir/Madam!

modest cargo
#

Getting pixel perfectness takes all this work because Unity is truthfully a 3D engine that works with floating point precision, rather than pixels and integer precision like many older engines

little harness
#

Thank you Thank you thats even more than i asked :>

modest cargo
little harness
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I appreciate it :>

little harness
#

i have no idea what happened, when i keep zooming it looks like a gray sheet goes over and i can't zoom in more

#

closest i can zoom without it going blank :/

#

nvm

#

i just double clicked my ,,Terain''

modest cargo
little harness
#

Thankss

bright scaffold
#

How do I get the Render Type on a camera? I have URP installed on this project but I don't get any of the new options?

tiny hamlet
#

Im using Light2D sprite, how can I get these lights to not overlap? Ive tried changing the target sorting order but it doesnt effect the lights

dark field
#

Hello, I have this small script to split a "SpriteLibraryAsset." The goal is to separate all the characters into multiple "SpriteLibraryAsset" files to mark them as "Addressables" and load only the ones needed in each scene. However, when creating the ScriptableObject programmatically, internal issues arise.

This is the error:
CreateAsset() should not be used to create a file of type 'spriteLib' - consider using AssetDatabase.ImportAsset() to import an existing 'spriteLib' file instead or change the file type to '*.asset'. This error will in a future release be changed to an exception. UnityEngine.U2D.Animation.EditorSpriteLibraryHelper:SplitSpriteLibraryAsset ()

Does anyone have any ideas on how to correctly create the SpriteLibraryAsset?
Thank you.

vital mirage
#

Is there a tool in unity or a package or something for lighting, like everything is slightly dark as default and torches, lights, the sun, etc lighting up the area for 2d? I'm making a dungeon crawler type rougelike and I want everything to be dark and only lit up by nearby fluctuating torches

modest bloom
#

Can someone give me a hand on 2d tile rules

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I am trying to make rules for the rooms

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and rn am trying to make it so I can make the room outsides

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where the white line is pointing in

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this is what I got working

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Im not sure how to improve upon this

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this is all the rules I have right now

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I added this one

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this is it now

modest cargo
# modest bloom

Look closely at your inner corner rules and compare to your image
They are not correct

modest cargo
#

All four of them

modest bloom
#

I am having troubling understanding the rules

#

I have watched a few tutorials

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and they sometimes say things that sound conflicting

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I changed the red ones

modest cargo
modest bloom
#

got this

modest cargo
#

Or the exact other way around if I'm misremembering

#

Let me check for sure

modest bloom
#

thank you

#

I got the insides

#

how do I make it fill the outsides with black one

modest cargo
#

@modest bloom Yes Green arrow is another tile and red X is empty space

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This for a top right corner for example