#🖼️┃2d-tools

1 messages · Page 10 of 1

spring finch
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Dont think so -- could it be the sprite atlas im using? I have no idea

solemn latch
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It could absolutely be the sprite atlas. If the atlas is larger than the max size you have set, it will be downscaled

spring finch
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I just have no idea why it would randomly happen upon reload

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I think it was the sprite atlas!

thick lake
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Just to confirm something - There is no way to assign a Grid component to a Tilemap/Tilemap Renderer/etc, right? The configuration requires a Parent game object with Grid, then for Tilemaps, Tilemap Renderer's, etc. to be on descendant game objects?

spring finch
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I have a grid component with the child components as the layers...e.g background, collission - then I assign it to a tilemap

unkempt ledge
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How can i remove these weird lines in unity? I am using a tilemap for my sprites

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this is my settings for the sprite

thick lake
spring finch
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I am unsure

fathom sky
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how do you make the Pixel perfect camera zoom out?

frozen osprey
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Zooming out is antithetical to the purpose of pixel perfect camera

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Or are you just asking how to set the target asset resolution

runic tulip
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lmao you use the same tilesheet than me

mortal acorn
finite harbor
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why cant i slice this spritesheet

still tendon
# finite harbor why cant i slice this spritesheet

could you post a screenshot of what the Inspector displays when your sprite selected in Project view? The importer settings need to be Texture Type: Sprite and Sprite Mode: Multiple. That makes it possible to see the sprite slicing options in the Sprite editor.

finite harbor
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ok i managed to figure it out

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had to select multiple sprites then attach the secondary animation directly to my player object

thick lake
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Hello all! I am creating Tilemaps in the editor and then saving them in separate scenes, which are additively loaded at runtime.

The sprites are displayed correctly in Play mode, but any game objects I have assigned to my tiles are not instantiated (even though they are correctly instantiated in the editor). As far as I can tell GetTileData is not being called when the scenes with the Tilemaps are loaded in.

Do we need to manually call Tilemap.Update or some other method to get the game objects intantiated?

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I discovered the issue and I think this is a bug.

If you instantiate the prefab that has the Tilemap in an activated state, everything works as it should. If you instantiate the prefab in a deactivated state (by parenting it to a deactivated game object), it breaks. If you load a scene where the root game object (containing the Grid and child objects with Tilemaps) is deactivated, it also breaks.

So it appears that if the Tilemap is loaded in a deactivated state, it breaks the Tilemap. I am using Unity 2020.3.37f1, so it's possible this has been fixed in a later version.

Edit: I'll also add that it's not the case that the game objects are simply hidden. The game objects I have associated with my tiles are colliders that serve as the floor, so I can confirm whether they are being instantiated or not because the player falls through the floor when they are not.

modest cargo
thick lake
thick lake
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Just to add to this, calling Tilemap.RefreshAllTiles fixes the issue (I am calling it after activating the game objects with the tile maps). Interestly, however, BaseTile.RefreshTile is not called when RefreshAllTiles is called, although that doesn't seem to hurt anything.

thick lake
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Back with another question . . . does anyone know why in Play Mode the bounds of the generated tilemap sprite (at least, that's what I assume the white rectangle with the blue circles in the corners represents) is so much larger than the actual tilemap area (area with tiles)? I tried adjusting the Chunk Culling Bounds and that has no effect on this.

quaint crest
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i think i should ask this here not really sure, how can i change where that circle centerpoint is

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im trying to just move the circle down a bit but i cant seem to do that

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and when i put a parent empty game object it takes teh same exact shape/centerpoint

errant surge
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Theres sometimes gray lines between my tiles.
The old brackeys tutorial i'm going off said to disable antiailiasing in quality settings, but it seems like that menu changed since then and i cant find antialiasing in it any more

apparently its also already disabled on the camera i'm using... any ideas

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the video showed this, and you can see the gray lines in the screenshot

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idk if everyone elses quality settings looks like this but its completely different for me

Anyway... if u know how to stop antialiasing or how i can use pixel perfect camera pls do tell

sly solstice
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hey is there any reccomened ai tool for generating sprites?

modest cargo
# errant surge Theres sometimes gray lines between my tiles. The old brackeys tutorial i'm goin...

MSAA is still in the quality settings if you're in built-in render pipeline, URP asset if you're using URP
Camera has the SMAA option (subpixel morphological) which is a different type of AA from MSAA (multi-sample) that should not cause seam issues
However seam issues can occur even without AA, such as when camera size does not precisely match the sprite PPU
Pixel perfect camera component is used to precisely set the camera size to eliminate that issue, but it requires you to conform to a pixel perfect workflow
Another workaround could be to decrease the PPU a very tiny bit so the sprite of the tile overflows its grid square by half a pixel or so

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There may also be seams that show some of the tile's color, rather than background in which case it's a separate issue from color bleeding between tiles

bleak pier
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how do you get a smooth camera movement with pixel perfect camera and pixel snapping turned on?

modest cargo
bleak pier
modest cargo
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That's the biggest problem you can eliminate, and it's usually caused by scripts that make the camera follow some gameobject

bleak pier
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yeah i noticed that when the camera follow was off it was decently smooth, but i kinda need it to follow haha

modest cargo
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If it has smoothing, the smooth deacceleration in particular is very likely to clash with the movement of sprites, especially the sprite it follows

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Even with unsmoothed follow camera jitter may occur if the camera position is upated at a different frame than its follow target's, so that it would always trail one frame behind

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If you want a follow camera, parenting is your best option since it's the most solid way to sync their positions
If you're using Cinemachine the process is trickier, but using LateUpdate may help

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If you need a smoothed camera, it's best to have it follow very rarely, and if at all possible only in a straight line at a brisk pace from one position to the next
You can see an example of this in Celeste

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A lot of the "clash" of the motion that causes jitter is because all gameobjects have floating point precision positions and are only later snapped to nearest pixels, this means the closest pixel to snap to can very rapidly change when your camera and every sprite can smoothly move sub-pixel distances per frame relative to each other

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But even in old games where positions were all in pixels and movement was likewise measured in pixels, jitter did occur back then too since nothing fundamentally locks the "pace" at which they move together

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Pixel jitter is kind of an optical illusion that we observe when two sprites or the sprites and a camera are changing their pixel position in the same direction too close in time to each other but not at the same time

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Smooth follow camera just tends to create a huge number of opportunities for that to occur

bleak pier
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i see! thank you so much, this was a huge help :D

frozen osprey
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If your camera is snapped exactly to your player, I should add that you may want to design your game so that typical player speeds are something rounded-ish like 1, 1.5, or 2 pixels per frame

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that can make a big difference for a smoother feeling result

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Basically the shorter the "pattern" is, the smoother it will look.
Moving 1 pixels per frame is a repeating pattern of [ 1 ] every frame (great)
Moving 1.2 PPF is a repeating pattern of [ 1, 1, 1, 1, 2 ] (not so great, noticable jitter)
Moving 1.5 PPF is a repeating pattern of [ 1, 2 ] every frame (okay)

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Though really if you can get away with it, it's probably better not to use pixel snapping unless you're a huge stickler for retro styling

lilac grotto
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Hello can someone really help me this is such big issue

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first time using maptiles and stuff so i try to create map tiles then after that i put in my brush i create more maptiles because some of them are just for background and others are for colliding but literally when working with it they overlap with each other when i save or start the game

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and that is so frustating cant even do anything

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im creating more layers but it doesnt work

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nvm im a idiot you dont create the layers in hierachy is on the actual renderer thing

plucky stag
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i am working on a 2d game where the player is a square and I want to display a different sprite on each side (to represent the different ability's) the player can change these in the inventory so I have to be able to swap them out individually, I was thinking about a modular sprite but I have no idea how to do that.

solemn latch
carmine lantern
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hey everyone, does anybody know where I can find more detailed information on how Unity's sprite system works behind the scenes? I'm a student and want to write a paper on it, but all the information I can find is about how to use it, not what it actually does. For example, how does Unity process the sprite atlas assets? Does is read them with UVs? It would be a great help if you could direct me to a place where I can find out more...

abstract olive
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What level of detail did you want? They're essentially just quads. If you're hoping for true behind the scenes code, you won't find anything on that without paying for source code.

jaunty sequoia
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how can add a light 2d into a particle system

carmine lantern
elfin temple
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which app should i use for 2d sprites?

finite dock
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mostly seen people use krita

elfin temple
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okk ty

elfin temple
finite dock
modest cargo
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The premium version is well worth it though in my opinion

solemn latch
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Which has the GUID, name, pivot, border, and rect.

brazen ice
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Heya, is anyone familiar with an approach to cast "smaller" shadows in a 2D Top down setting? Currently shadows cast shadows as far as the light distance. Instead to simulate height in a 2D Top down game it would be nice to be able to cast smaller shadows the closer you get to the light source.

modest cargo
frozen osprey
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that sounds like a job for true 3D lighting

modest cargo
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There are also third party assets for 2D lighting that can handle those cases
Personally I might go with fully 3D lighting since that's what Unity is best at

brazen ice
modest cargo
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URP doesn't support Pixel Perfect Camera without the 2D renderer, which in turn doesn't support any 3D lighting unfortunately
So that combination would be restricted to built-in render pipeline
But you don't need the Pixel Perfect Camera for a pixel style

brazen ice
modest cargo
brazen ice
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Otherwise another approach would be to draw a shadow and simply resize/rotate depending on how close you are to light sources

modest cargo
brazen ice
modest cargo
brazen ice
modest cargo
solemn latch
brazen ice
modest cargo
rich crest
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is there a way to get like discount for photoshop

solemn latch
brazen ice
modest cargo
errant surge
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where would be the best place for downloading / commisioning tilesets for LDTK

vast fulcrum
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Hello, I'm trying to understand how the tilemap feature works in unity and how to put tiles on the map, and not only I can't reasonably select and move tiles on the tile palette (they just select randomly no matter what tile I select, when I try to move them they move in chunks and stuff like that), when I try to paint with them on the actual scene the actual tile is miles away from my mouse cursor and this makes no sense, what should I do to solve this?

solemn latch
sharp spire
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Hey guys what would be the best tool to use ti create pixel art and a game

thorn turtle
sharp spire
thorn turtle
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afraid not

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although i wouldn’t be surprised if it was on sale on steam, since the holiday season is coming up

sharp spire
thorn turtle
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i’m not sure how well it works, so you’d have to do additional research

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hope you find something that works for you!

sharp spire
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Will give it a look

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@thorn turtle you any good with pixel art

thorn turtle
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i mostly do regular digital art

sharp spire
random plover
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Is anyone available to help me out with something?

solemn latch
warm cliff
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you either pay for the pre-built .exe (just click and install) or build it yourself (took me 20 minutes) and install it

errant surge
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I'm looking to get into making some levels with LDK,
does anyone know / have any example tilemaps i can practice with before I buy some / create my own

errant surge
modest cargo
errant surge
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So from my understanding, you'd use a map like this for the basic ground textures
and then a second, seperate automap for the things like cave walls... is that right? or can/should you use automapping for the floors as well

modest cargo
mint flower
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Im making a game, and i finished the first level. So i move on to the next level, but all of a sudden my player prefab is invisible and it retroactively turns my player model on the previous level invisible as well. None of the enemy models or anything but the player were affected though and I can still move through the level like normal. It also is only affecting it when im actually playing the game, not while its in the game or scene tabs. Anybody know what could be causing this?

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im not sure this is the right place to post this but i can only assume theres a tool idk about or something that i accidentally activated. Im very new to game development.

echo pagoda
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Hey guys, need some advice, I want to build game boy Pokemon game like(sort of tile pixel 2d game) , but I know nothing about Unity right now, I was wondering weather it's better to go for unity or other tools like flame with flutter

frozen osprey
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a possible explanation for the discrepancy in scene tab vs game is that you have the player’s z set too close to the game camera so it’s not rendered anymore

modest cargo
mint flower
modest cargo
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Whichever coding language you're more familiar is likely the better choice

harsh ore
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Hey , does anyone have any good tips or tools on how to deal with the sorting issues as seen here?

mint flower
finite beacon
solemn latch
hot kernel
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hello guys, im trying to either generate or use a ready 2d (pixel art) world, i am doing a project for a course and can't find an easy way to do it, is there an easy tool for this situation?

frozen osprey
lime depot
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How to reuse those tiles without editing the tilemap itself in RuleTile?

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To make it more varied.

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We are speaking about RuleTiles

modest cargo
# lime depot

The middle icon can be clicked to allow tiles to be used in places where they would fit if rotated or flipped

lime depot
modest cargo
next sluice
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hey all, i seem to be having trouble with understanding rule tiles and how to use them for my game. I have a rule tile for all my "wall" sprites, and i want to have specific North, South, East, and West walls, as my game is top down, but from a slight angle, like SmashTV or the 2D Pokemon Games. the playable/walkable floor of my level is on a separate tilemap from my wall, and as i understand it, regular rule tiles can only look for tiles on the same tile map, so im a bit lost on how to seperate north and south walls, and east and west walls. Any ideas on how to accomplish this?

still tendon
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Hi all
I was trying to make my shadow affect the lower grass tile map
Image
Like the rectangular grass under the garden bed
I toggled the sorting layers
And editted the shape
And changed the intensity
But for some reason this issue occurs when i target sorting layers
I don't want the shadow to cast anywhere else, only from the garden bed to the grass below it
It only works when I toggle the sorting layers to be everything
Here are my sorting layers

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I want the shadow to be from the inner grass onto the dirt, here's how it looks when the shadow is applied to all layers:

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When I set the layer of the shadow to only affect GrassBed (Grass around the garden), it does this:

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When I do the inner grass it seems to do nothing, but i want it to only affect it:

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How do I achieve this?

still tendon
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Forgetting that

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Why are the shadows on my scene view different to the ones in game view?

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And how do I avoid this?

modest cargo
# still tendon

I'd check that camera type is orthographic, and that there's no weird depth position or clipping plane values that could be causing something to cut off

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I don't use 2D lighting a lot but I usually saw similar issues with scene viewport related to zoom/clipping planes, but not the other way around in game camera

modest cargo
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@still tendon if this is the effect you want, all I had to do was to place the cyan sprite on a new lower sorting layer and then exclude that sorting layer from the red sprite's shadow caster target sorting layers

modest cargo
# next sluice Just bumping this a bit

How tall are the tiles? In my mind it seems you could be asking about how to make basic rule tiles, or how to deal with fake perspective tiles that reach multiple tiles high

next sluice
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So yeah I'm asking about basic rule tiles

modest cargo
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Can you show what you have so far in terms of sprites and rules

next sluice
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I guess I just can't figure out the logic

next sluice
next sluice
modest cargo
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Remember that when tile rule evaluation is successful, it stops checking, which is why you never see light blue or yellow walls in your example

jaunty echo
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anyone can tell me more on raycasting

thorn basin
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Hey, I have a small weird problem with a tilemap collider using a composite collider. So Mario can wallslide if he detects a wall on the left or right, which works well when sliding against a left wall, but it glitches on a right wall. This only glitches if he is sliding on this tilemap/composite collider, but not on a normal boxcollider2D. The bug causes Mario's state to constantly switch between wallsliding and falling. The colliders are all on the same Layer and I use raycasting for custom collision detection.

Here is a video showing the problem. The white wall uses a boxcollider2D, while the Mario tiles use a tilemap and composite collider:

sinful grail
jaunty echo
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well trying to figure out how to make a glass light reflection and something like a time of day system

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and coloring for what would be the best setup for a gold glass like reflection

sinful grail
jaunty echo
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well raytracing but 2d

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as raytracing 2d doesnt looks like it exist

sinful grail
modest cargo
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It just doesn't much look like 3D ray tracing as there are no "surfaces" that we could see

jaunty sequoia
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is it possible to make shadows complete dark

worthy holly
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hey, im now to this and i have a question. when making tilemaps and palettes and trying to use them in unity,

  1. why the red outline
  2. do they have to be a certain size to fill the square? i have mine at 48x48 px, but it doesnt fill it
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the red outline didnt appear a moment before

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also i cant move the camera anymore

worthy holly
modest cargo
meager belfry
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Hey everyone! I have a question regarding Tilemap alignment. I've set up a Tilemap with a cell size of 256x256, but some of my assets (e.g., bushes) have different dimensions like 413x166. What would be the best approach to align these non-square assets with the Tilemap effectively?

modest cargo
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You don't really have to worry about getting "empty space" in the slice since the sprite outline cuts it out in sprite mode: tight

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It looks like the plants have random vertical offsets even if they're on a grid, so you may have to adjust the pivot point manually for each

vague smelt
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Can i make my walls not be lit up by light if it is coming from above?

modest cargo
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2D light has no concept of "above" though

vague smelt
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is there any way using masks or normal maps?

modest cargo
vague smelt
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i need to light be lighting up the wall if it is under the sprite but not if above so it looks 3d

modest cargo
# vague smelt i need to light be lighting up the wall if it is under the sprite but not if abo...

I have hard time parsing visually what's wall and what's floor, looks like just yellow rectangles
Anyway I think you could use normal maps if you don't want shadow casting specifically as shadow casters are infinite in height
A normal map can be "angled" so it would receive light from one direction but not others
If that fails I guess you could also get a similar effect by splitting point lights into two 180° spots with different layers

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Probably achievable with normal mapping though

next sluice
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Sorry for the late reply, yesterday was a bit busy

modest cargo
next sluice
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What are hallow walls

modest cargo
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By hollow I mean you're only tracing the edges of your rooms

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Instead of having all the space outside of the interior be wall tiles

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Hallowing is something else entirely

next sluice
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Oh

modest cargo
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So your north wall checks if there's blocks next to it horizontally, but also if there's one above it

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South wall checks if there's one below

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Horizontal walls that have space above and below them do not know if they are north or south

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From their perspective they could be both

next sluice
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Oh I see

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Is there no way to somehow check floor tiles instead of only being able to check for other wall tiles?

modest cargo
next sluice
next sluice
modest cargo
next sluice
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Nah but idk I feel that looks ugly

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Tho what I could so is if a wall tile is surrounded by other wall tiles, then I could make it a blank/transparent sprite so it looks about the same

modest cargo
next sluice
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Sorry I kinda don't understand

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Hold on

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This is the look I'm going for

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In terms of the wall and floor sprites

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See how the walls have north and south sprites?

modest cargo
next sluice
# modest cargo Yeah, the walls are filled in as I described

Well actually I've seen this tutorial series, and the guy did it using some weird algorithm that uses structs full of binary values, he didn't use rule tiles. Someone in one of the comments said that they achieved this same effect using just rule tiles tho, which is why I'm doing it with rule tiles

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But idk how the commentor implemented their rule tiles, maybe they filled any void space with wall tiles

modest cargo
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You don't need empty space outside if it's a dungeon

next sluice
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I think the way the commentor phrases their comment, it insinuate that they didn't make any changes to the code

next sluice
modest cargo
next sluice
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Eugh, that sounds like a big change to my algorithm over wanting some nice wall graphics

hot brook
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Hi guys, could somebody explain what is exactly the "Transparency Sort" and why it influence the top-down sprite layer in the top-down camera?

abstract olive
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It's the axis that is used for sorting. So for RPG like perspectives in 2D, you want it to sort by the Y-axis.

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Make sure you have the pivots of your sprites in proper places (like at the feet), and set the sorting to pivot mode on the sprite rendere.

hot brook
abstract olive
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The sprites are sorted by the axis. In this case whatever is lower down on the y (bottom of the screen) are rendered above things that are higher up.

It uses the pivot to calculate the position to determine the sorting.

hot brook
hot brook
abstract olive
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It's the direction that will be used to order the sprites

orchid crane
# abstract olive Make sure you have the pivots of your sprites in proper places (like at the feet...

I have a question about this. I have a tileset with a tilemap collider2D, and I place trees scattered throughout the map. Is there a way to make it work well? Because for sorting layer, the pivot position is taken into account, and some trees may be above and others below the pivot of the tilemap. I have opted to make each tree in a separate tilemap or to insert them as game objects. This corrects the problem, but it is not very practical.

Sorry my poor English

torpid night
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in general, multiple tilemaps are a good idea for separate layers

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it’s fine to have like 20 tilemaps if you need. you just don’t want to go overkill because you usually do want to group things together that should be mutually exclusive and in the same “layer” of the game

still tendon
solemn latch
still tendon
final imp
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How would i remove this orange outline? i need sprite selected but it is in the way of editing shader

snow loom
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Hey!

so, I've got a sprite shape with a tileset I've made in mind, but there keeps being a gap between the fill & the outline & I've tried EVERYWHERE & I can't find a solution

snow loom
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please help :D

snow loom
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fixed

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apparently sprite shapes really get angry if you have the outline be thin in the sprite itself

meager perch
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hi freinds

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i have one qiez

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please help ne

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me

hollow crown
meager perch
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please where i can question help

hollow crown
barren orbitBOT
#
Where can I get help?

Take a look at #🔎┃find-a-channel

:warning: This is not a channel for official support.

Please do not ping admins, moderators, or staff with Unity issues.

barren anvil
#

So, I have this simple sprite I split into multiple parts in sprite editor and now I want to use skinning editor (I am completely new to these tools, only watched a few tutorials)

How can I assemble my character to begin rigging? (You know, put the body parts together)

(ping me if you respond)

barren anvil
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well, I found this, but how do I do that?

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when I rig it

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and then select the leg for example

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the bones are connected only to the body

meager belfry
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Hi everyone, I would like to ask if you know how to deal with such an uneven TilemapCollider2D? It's causing issues with my character's movement, and it can't bounce off the walls properly. I've tried using CompositeCollider2D, but then my character goes through the floor. I don't know what else to do about it. I noticed that everything works fine when I use BoxCollider2D for my character. Additionally, besides the previously mentioned issue, my character occasionally seems to get stuck in one place, and only after jumping can I continue moving. I'm not sure what causes this because sometimes it stops, and sometimes it doesn't, even in the same spot."

lost pond
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if you want to manipulate the shape of tilemap collision you could try to go to the sprite editor and change the mode to custom physics to manipulate the collision body. Remember to reset the tilemap collider after you update the physic collider

meager belfry
# lost pond what do you mean by uneven

I mean that this TilemapCollider2D seems to create an outline of the Tilemap, and the Sprites appear to be uneven by default, causing issues with my character's movement. CompositeCollider2D improved these outlines to make them even, but it also caused the character to start passing through the floor

lost pond
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np if you have any problem you can ask

meager belfry
# lost pond np if you have any problem you can ask

Good to hear that, because I still have a bit of a problem XD. I don't fully understand how it works because I changed the Sprite Editor to custom physics as you said and reset the TilemapCollider2D, but I have no idea how to change these colliders now, especially since they should be perfectly straight. So far, they still seem to be aligning with the texture. Do you have any other ideas or could you tell me what I can do about this?

lost pond
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you click on each tile then click on generate, change the shape as you want, and then apply. reset the tilemap collider afterwards

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theres a documentation on unity you can read

meager belfry
solemn latch
solemn latch
barren anvil
proven island
#

Hi, my background image dissapears when I switch from Full HD to Free Aspect. I couldn't find any fix online.

modest cargo
proven island
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When I click play in Full HD :

modest cargo
# proven island

Canvas so it's #📲┃ui-ux stuff rather than 2D
Anyway, the scaling settings of the Canvas component and the anchor settings of each canvas object determine how they adapt to different resolutions and aspect ratios

proven island
modest cargo
proven island
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Thank you

snow shell
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Is there anyone here who has a clue about parallax backgrounds? 🙂

abstract olive
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Sure, move the layers at differing speeds. Parallax achieved.

warm citrus
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Anybody can tell me why are my 2d sprites getting blurry while im walking around

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If i put camera inside my player so it follows him as he moves, he will not be blurry, but everything else will

modest cargo
finite harbor
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how do i set it up so if i click open on an image in my assets collection, it opens up aseprite

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seen some youtubers do it and i have no idea how to set it up

modest cargo
finite harbor
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ok i figured a workaround

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just have the project files open in file explorer and open them in aseprite

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they update with no problems

meager belfry
solemn latch
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If she is pivoting around her front, then flipping will teleport her into the wall

flat dagger
meager belfry
solemn latch
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Glad it helped 😄

full yacht
#

efmchbdscveb]

proven oxide
#

anyone here use aseprite because i made a image in aseprite and im struggaling adding it to unity
this is the image in aseprite and i have the clouds saved as a different image so i can have them move seperetly from the background but when i import it to unity i cant get the size and position right

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thats the best i have gotten it in unity

white helm
#

I have a question, I'm not sure if that's the right category but still-
I'm trying to make the player appear as a shadow beneath the leaves via sprite masking but I'm facing a problem. I can't animate mask sprite, is this possible using animator? I have frame animation, so rn I'm stuck with a simple sprite mask over my animation

swift wind
#

Hey all, I'm having an issue where my sprite in my 3D scene is much darker than it's actually supposed to be (see sprites below it). Is this due to working with URP or is there something else that I'm doing wrong? I've made sure that the light source is pointing directly as it in case that was the cause

modest cargo
swift wind
#

I had selected a darkish gray

modest cargo
# swift wind I had selected a darkish gray

That explains it
Note that sprite shaders do not receive any lighting, and lit sprite shaders only receive 2D lighting that requires 2D URP renderer
3D lit shaders may not support all sprite features properly
URP as good as it is for many purposes, may be a bad choice if you want to mix 3D and 2D because it attempts to separate the two

swift wind
#

Oh thank you for the heads up. My idea right now is to create a game with 3D environments and buildings, but 2D characters. Would you recommend going with the default Unity pipeline instead?

swift wind
modest cargo
#

For now I'd say do tests for your visuals and keep the option of switching in mind if you encounter issues
You can ask here more about them if those become apparent

swift wind
#

Thank you. I may not need either of those, but something I might want to do is to at some point have sprites reflect in 3D water. Would that be possible with URP?

modest cargo
# swift wind Thank you. I may not need either of those, but something I might want to do is t...

That's not an easy task
You'd have to 1. use a shader that utilizes Scene Color information, which may be simplest and cheapest but it cannot do perspective and only works on opaque shaders which sprites normally are not
2. Use render target texutres, potentially with another camera to capture and draw an inverted view of the scene onto water material
3. Implement planar reflections, which is like option 2 but with extra code to offset the RT camera to give the reflections proper perspective
4. Implement screen-space reflections, BiRP supports this natively while URP has unofficial support for it, tends to suffer from rendering artifacts but otherwise is cheap and at least in BiRP is easy to implement

#

In any case you'll want to decide if you're "working in 3D while implementing 2D things" or "working in 2D while implementing 3D things" and try to solve every problem from that perspective

#

Even if you don't fully know at this point it's best to stick to one
In my experience it may be tempting to swap when you run into the limitations of either workflow, but swapping is a bunch of work and ultimately trades 2D problems to 3D problems or vice versa

wary vector
#

is there a good free programm for pixel arts? For 2d map design

#

like Piskel

swift wind
wary vector
wary vector
#

what is the best way to make a building? In one big part or in many small parts?

empty quiver
foggy horizon
#

Hi all, anyone familiar with Sprite Shapes?

I used this sample
https://assetstore.unity.com/packages/essentials/tutorial-projects/dragon-crashers-2d-sample-project-190721
The river used to be a train track, which came with a set of diffuse main texture, _Mask, and _Normal texture for the tracks
I'm only able to change the main texture, while the _Normal (at least, seen from the screenshot) is still applied
Tried switching to "debug" inspector, but still can't find any slot to change the other texture maps

#

Original set of textures

solemn latch
#

I've not messed with secondary maps in sprite shape but if it is using the sprite data that's where you edit it

empty quiver
foggy horizon
#

Hi all, anyone know why my 2 png are imported to unity with a... weird resolution scaling?
They're both 40px per unit
The only difference technically is, the house is part of a split bigger sprite, while the rice plant is a single sprite used whole

#

Between the house and the giant rice plant on the left

modest cargo
#

Or it has a bigger transform scale

acoustic burrow
#

hi some tiles in our project lacks collision. and it seems to be related to the rule tile itself. since even if i change the sprite and update the colliders by placing new tiles it still lacks collision

#

the tiles that lacks collision are made with newer rules (as we had a functioning rule tile, and then added som more rules later) and those new rules lack collision

#

nvm, was grid / none problem in collider

shell igloo
#

Would be able to ask a question about graphics on this channel?

#

I haven't found i should ask those

#

It's basically about why the game looks so distorted sometimes

shell igloo
sinful grail
shell igloo
#

Thank you :)

sinful grail
#

You'll want to show the sprite import settings

shell igloo
#

that's for the tiles for example

native tide
#

hey guys

#

So, this is the og image

#

but when i export it to unity

modest cargo
native tide
#

this happens

#

its neck get all messed up

#

im not an artist, im more used to the coding part, so I really dont know much about exporting

modest cargo
modest cargo
native tide
shell igloo
#

it still looks kind of bad

modest cargo
#

Resulting from a lack of padding in your sprite sheet

#

Judging from the distortion the zoom level may still not be right
Might also be that your sprite PPU is wrong
If you want pixel perfectness you must use the pixel perfect camera component

swift wind
#

What's the best way to programmatically change a Sprite object's sprite?

#

For instance, I have a creature object that has a sprite child object. Based on what kind of creature it is, I want to change the sprite to match accordingly.

nova tinsel
#

is there a way i can avoid the aseprite importer modifying the dimensions of my sprite?

#

the sprite itself is 32x32 in aseprite, but the immporter sets the dimensions to 64x64

nova tinsel
#

i just embedded the package itself and modifiedd it to get what i needded, would be very cool if something like this to avoid the image packer for small, texture sprites was part of a future update

#

lol nvm it ddoesnt work if your sprite doesnt encompass the entire canvas

#

ugh

hallow fox
#

Hey guys, just a question about sprites here, I can’t seem to be able to splice this specific sprite sheet. Since it’s unevenly aligned I can’t splice by grid and the automatic splicing doesn’t want to work either. I’m really set on using this artists sprite sheets as I really like the style (and I was going for a Halo inspired game) . Another question I have is about the background- how would I go about with this sprite sheet/sprite atlas when it’s backround isn’t transparent? Also FYI I’m doing this on my school computer only (because I don’t know how to go about the hassle of getting a license for my pc at home) so I am limited to say the least. Thanks for reading

swift fox
#

is there a way to sort sprite sheet images?

#

after slicing this is what I get

modest cargo
modest cargo
wild galleon
#

after 2 and a half days of bashing my head against a wall... i finally made my first tilemap

#

now i have to find the tutorial to figure out how to make them do things when clicked

#

wish me luck guys

modest cargo
wild galleon
#

i know i have to put some scripts and stuff in

#

gonna poke around google while i make some pizza

modest cargo
wild galleon
#

Yeah that sounds about right. I'm working on just making the tiles interactive. I can add the specific interactive buttons/features later I just need to start with the interaction

#

I think that's where I should start, anyways, if you think I should start from another angle I'm open to ideas. I'm a complete beginner on this stuff. My only software engineering experience is a Java programming class from high school

wild galleon
modest cargo
#

One of them might've been related to clicking tiles to change them

wild galleon
modest cargo
wild galleon
#

Big thankies

wild galleon
#

im learning so many big words today like "orthogonal"

finite harbor
#

i dont understand why my tilemap scaling went wrong

#

for optimal size and pixel consistency i want to use 10 ppu but it results in this

modest cargo
#

If you want 10 PPU you need to author your characters and tiles with 10 PPU in mind

#

It determines how big they are relative to each other and you won't be able to change that later, without losing pixel consistency

finite harbor
#

ok that means ill have to redraw my sprites at some point

#

which i mean is fair

glossy fox
#

Someone have an ideas how to create shadow caster for Tilemap :?

glossy fox
#

I've found the solution by myself 😁 by just adding shadow caster 2d and set casting source to composite collider 2d

stray ember
#

Is there anyone who can answer my question?

spring hill
#

why is my sprite pixalated

modest cargo
spring hill
#

even without zooming in it seems off and pixalated

modest cargo
modest cargo
#

Nothing about the sprite itself is pixelated, it's simply too small to be represented by display pixels

spring hill
#

its too large, I fixed the ppu

#

but still

modest cargo
spring hill
#

exact same

quasi stag
#

Pretty general question; Is it possible to have effects manipulate the environment itself? Maybe it makes sense to say on the renderer side. For example, a black hole that sucks in color.. the sprites themselves would be unaffected, it would just be an overlay effect. Or a ripple that goes across the camera overlay as a wave

waxen token
#

what is the best free 2D software for game art?

modest cargo
#

But I wouldn't miss an opportunity to praise Aseprite

waxen token
modest cargo
waxen token
#

this is an example of something i quite like

#

obviously not massive detail but you get the jist

#

or this

modest cargo
# waxen token obviously not massive detail but you get the jist

This one has extremely densely packed visual details and texturing, even if it doesn't make much sense at places
That happens with AI generated artwork like this, so I can't point to any specific real techniques
People usually use Photoshop to make art that closest resembles this, using digital painting and meticulous rendering of surfaces and light

waxen token
modest cargo
# waxen token

This style on the other hand requires much less rendering due to relying on solid colors and gradients a lot, so in addition to Photoshop you can get by with digital painting oriented programs like Clip Studio Paint and Krita

waxen token
waxen token
#

does anyone know if you can use a Wacom One with Krita?

open oracle
waxen token
weak mountain
#

Hey guys, its me again. I'm using a super simple script to have my 2d character face/rotate towards the mouse position

Vector3 mousePos = Input.mousePosition;
mousePos = Camera.main.ScreenToWorldPoint(mousePos);

Vector2 direction = new Vector2(mousePos.x - transform.position.x, mousePos.y - transform.position.y);

transform.up = direction;

However, it causes a lot of jitter with the player camera. Any advice on how to fix this?

solemn latch
opal delta
#

I'm making my level in reference to being on a 1920by1080 screen, however, if i switch to a different screen size, the borders i have set change, how do I account for this effectively?

amber ice
#

hey guys! for some reason my 2d sprite has a white line over it sometimes. anyone have an idea on how to fix this?

#

it goes away when i disable gizmos

#

nevermind

#

i just had to unselect the player

weak mountain
#

I believe the issue is that the player himself is jittering as everytime he moves, it rotates a bit to update and face the mouse position. If I solve this I’d likely fix the problem but I’m not sure how to go about it

solemn latch
strong island
#

hi guys! I am using the aseprite importer for my tileset, but i have seen that I have version 1.0.1 which doesn't support custom physics shape for each tile, but a newer version (1.1.0) has it. The thing is that I am not being able to update it, does anyone have any idea about it?

lost pond
#

Just a programmer learning to draw

#

I need some help with shading and shaping

#

can someone give me some feedbacks?

#

I want it to be a top-down sprite if you wanna know

modest cargo
#

There's probably some way to flip this behaviour to match width if needed, but in either case you need "safe areas" on the horizontal or vertical borders of the scene

light elk
#

which tool is used to make this red mask map in unity in the happy harvest demo?

opal delta
modest cargo
solemn latch
#

They could have just drawn it.

swift wind
#

Hey guys, I have a ScrollView (DeckComponent) that contains 8 card rows. Everything seems fine except for the fact that the scrollview doesn't scroll, it just keeps bouncing back. Any idea why this might happen?

#

The "View" in that tree there is an image with a mask

trail bramble
# swift wind Hey guys, I have a ScrollView (DeckComponent) that contains 8 card rows. Everyth...

The "Content" object is most likely not scaled enough to fit all of the cards. You could do this manually, but a more scalable solution is to do it automatically. For example, assuming the CardRow objects have a horizontal layout group, you could attach a vertical layout group to "Content", paired with a ContentSizeFitter that has the vertical scaling set to "Preferred size" to make it fit all the card rows inside it

hollow crown
tidal river
#

i guys im looking for a good rpg dungeon assets for my game anyone know something?

sullen copper
#

Question about 2D (not sure where else to put this). I'm sorting layers by pivot points, but I'm not sure what to do about the trees in my world (using tilemaps, btw). If I put the trees in the world as a separate tilemap layer, they don't really have pivot points right? Right now, I've separated all trees into 3 different parts so it sorts correctly, but it still has kinks, and I feel like that's not the way to do it. Is there something I'm missing?

modest cargo
#

Unless the top part is so big that it can cover sprites that are "in front" of the tree

#

It's not uncommon to have the trunk and leaves as separate sprites

sullen copper
#

the trees will never be cut down or anything

#

i just need them to be able to be walked in front of and behind

deep citrus
#

I need help with tilemapping

#

i got no idea what im doing and not to sure what i should be using

open oracle
open oracle
# deep citrus i got no idea what im doing and not to sure what i should be using
Unity Learn

Unity’s Tilemap system makes it easy to create and iterate level design cycles within Unity. It allows artists and designers to rapidly prototype when building 2D game worlds. In this tutorial, you'll create a Tilemap and explore the Tilemap system including Tilemap settings, and you'll use the Tile Palette to edit your Tilemap.

deep citrus
deep citrus
open oracle
open oracle
#

good luck with your project

sharp raft
#

Does anyone know how to make the tilemap collider just be a box instead of trying to fit the sprite?

finite beacon
modern niche
#

Hey does anyone know how to import things from Krita as it just doesnt show up

sinful grail
chilly stratus
#

I want to make a pixelated 3D visuals, do i use a 2D tool?

modest cargo
#

It doesn't sound like you mean having 3D visuals and then simply pixelating them

chilly stratus
#

Gives 2D vibe

#

While being 3D

modest cargo
chilly stratus
halcyon geyser
#

Anyone know an alternate method for 2d pixel perfect? I tried using the Pixel Perfect Camera extensions, and it does what it's supposed to do, but it makes the camera's movement very jittery at slow speeds, and that stops happening as soon as I disable the component. I'm trying to recreate the genesis sonic games style in terms of how the game should be rendered. Apart from the 4:3 screen ratio.

sand hemlock
#

Wait, does the Shadow Caster in Unity ONLY work for editing the shape of each individual shadow? there's not one that automatically reads the shadow of the object and cast a shadow from it?

#

Would it be possible to add a dithering effect to something like this?

sullen copper
#

I have pretty big sprite sheets, and none of them are translating well to unity even though I'm keeping them under the 2048x2048 limit

#

sprite type is multiple, no compression, on point no filter

oblique glade
#

hey guys i am very new to all this and just doing this project to learn some things but in unity i got my little fella to move left and right with animations got my parralax setup (with my layers and the rate at which it moves bound to the Z coordinate of the layer when in 3d mode.) however one of the layers i would like to stay stationary or even LOCKED to the camera so it doesnt move at all AND i cant walk out of it. but i dont know how and i cant find anything on it.

modest cargo
modest cargo
# oblique glade hey guys i am very new to all this and just doing this project to learn some thi...

Parent it to the camera or use a script to set its transform inherit all motion by the camera's transform
Parallax effects usually mean in practice that one transform inherits a proportion of the camera's movement
This proportion visually translates to depth
Inheriting 0% makes it look like the object has 0 depth
100% makes it look like it's infinitely far away as it moves in sync with the camera
50% is somewhere in between
Negative proportions make it seem like the parallax layer is "poking out" towards the camera

oblique glade
#

ah sorry i already figured it

#

i should have said

#

my parralax was set up wrong

#

thank you though

#

i believe i will be here

#

VERY oftern

#

xD

#

off to work with me for now though

sullen copper
modest cargo
umbral flower
#

how do i make an sprite of an png image?

#

i changes texture type but it wont show up as an sprite

modest cargo
# umbral flower i changes texture type but it wont show up as an sprite

Sprite type textures can be applied to Sprite Renderer components in the sprite field to appear visually
Clicking and dragging a sprite type texture asset into the scene automatically creates a gameobject with sprite renderer component and the sprite texture assigned
Remember to apply changes to the texture asset first

sand hemlock
sand hemlock
#

I'm using tilemaps and URP; I was trying to do the pivot point sort for the player VS the tilemap, but it doesn't really seem to apply as a whole with Individuals (obviously) and as Chunks it's considering the entire tilemap. How do I make it apply to individual IF my sprites are larger than one cell?

#

(just to show) my sprite sheet looks like this so when the character runs through the forest sprite or that pillar or cacti, since it's made of 32 x 32, despite 16x16 division, it's treated a bit "weirdly".
Is there a better way to handle this?

#

(Here's a recording of what's occuring just incase I'm being too obtuse)
Is the only solution to change my tilemaps, so 32x32 objects are on 1 map, 16x16 on another etc etc?

sand hemlock
#

oye, why am I seeing a sliver of the sprite next to the other in the sprite sheet below the plant decorations..? What's that about.

sand hemlock
#

Hm, I found someone telling me to use a Sprite Atlas, and used it and it seemed to work, but if someone wants to explain what exactly happened there I'd appreciate it.

amber pasture
#

I build a free tilemap editor that can export maps to Unity Tilemaps 🙂 lemme know if you want to try it!

modest cargo
# sand hemlock oye, why am I seeing a sliver of the sprite next to the other in the sprite shee...

These happen because the color sampling is a bit inaccurate at sprite edges and may incorrectly use the color of the pixel next to the sprite on the sheet, especially when not using Pixel Perfect rendering
The fix is to add at least one pixel of padding between each sprite
Sprite Atlas has a feature to add padding which is why it works
Aseprite can also do it when generating sprite sheets, but I don't know if the exporter package does it

lost pond
#

what is better tilemaps or sprite atlas?

#

can someone with experience tell me a little bit about it

modest cargo
lost pond
#

if in the future I want to make procedural generation is there any way to combine both tilemap and sprite atlas

#

for example a tree only has collision on its body but not the leaves and the tree must be counted as one object

#

but when I try to fit a tree into the tilemap

#

it isn't

#

every cell is counted individually

#

should I use trees as prefabs with sprite atlas instead?

modest cargo
#

As I said it keeps slice and tile references

#

In unity tiles do not have to occupy just one grid square, but will if you slice them by grid

#

Your tree sprite can be a tile as just one big slice

lost pond
modest cargo
#

But you may want to in the situation that you want multiple different grid sizes

#

If not, then no

#

I would have separate sprite sheets for different sized sprites/tiles just so I can use the same slicing settings for all of them

#

Otherwise it'll require manual slicing

#

Using a sprite atlas on top of that would just mean they get stored together in texture data

umbral flower
modest cargo
spice geyser
#

i have a sprite that i made a material and the sprite is not lookin like in aseprite is in 2d

potent belfry
#

sprite has a box collider on top and circle collider for the body + legs for smoother movement, for some reason it gets stuck on the wall when i jump into it, it wont let me jump again but i dont know why thats happening

#

the wall has a tilemap collider

modest cargo
potent belfry
modest cargo
potent belfry
#

so do i get rid of the tilemap collider or do i keep it with the composite collider?

potent belfry
#

and how would i stop the sprite from sliding down the wall when i jump into it

#

like i want it to just fall down with no resistance

modest cargo
sand hemlock
potent belfry
#

but it doesnt happen consistently

modest cargo
agile sphinx
#

Hi, im trying to make one of those piano players in unity, but i'm running into an issue which i'm not sure how i should handle, im currently moving sprites to represent the note duration but the movement looks very choppy/glitchy?, and i don't know whats causing it but the sprites sizes/distances seem to be changing because of rounding errors? any help or pointing in the right direction would be appreciated :)

#

i don't know how well the video show the issues but you can see some squares that are paticularly close to eachother have their gaps change in size

cold pelican
#

There is a sorting issue in Unity? I thought this would be automatic
It flip flops between which is in front

#

Oh, ok. It is easily fixable manually. strange that they would include that in a tutorial project, but not mention it in the tutorial. maybe i just missed it when scanning to see if they covered it.

quiet solstice
#

Hello, I'm starting off on Unity by creating a 2d platformer and I want the player sprite to be a rectangle with rounded corners, anyone know how to do such thing? I've tried doing it in ms paint and visually it works but the hitbox is still a normal rectangle which I don't want

solemn latch
quiet solstice
#

alright thanks

little void
#

Pardon me, I have what I hope is a very basic editor question:

How can I zoom in / enlarge 2D sprite keyframes shown in my Animation tab?

(I recently got a 1440 monitor. The animation tab depicts keyframes at their native size, which means for me they're... less than half a centimeter tall.)

sage girder
#

this has probably been asked before, but i haven't found a definitive answer. is there a way to tune the 2d physics engine to 1 pixel per unit? i'm having issues with jittering and i'd really like to stick to 1 pixel per unit for coordinates

modest cargo
sage girder
#

but it does have a clue about scaling, no?

modest cargo
#

This means that to the physics engine the "pixel grid" is just a grid of abitrary size

#

Maybe you can snap rigidbody positions to such grid in FixedUpdate, but it might not work well

sage girder
#

but there's a difference in precision between 1 pixel per unit and 100 pixels per unit.

sage girder
modest cargo
sage girder
#

there's still raycasts / boxcasts and overlaps

#

are you saying that has no affect on pixels per unit scaling?

#

for example i took a character controller i found and immediately had problems with jittering and falling through platforms after scaling the velocities and gravity up to match my pixel per unit scale

modest cargo
#

I think I misunderstood what you meant by pixels per unit

sage girder
#

yeah, all my assets / sprites are set to 1 pixel per unit. i prefer this because it makes positioning of objects a lot easier

modest cargo
#

In Unity one unit equals to one metre
I don't know of a way to change this really

#

Or to "tune" the physics in a different way
I believe this means they're optimized to work around real world object scales

modest cargo
sage girder
#

i actually meant positioning objects with numbers. it's a lot easier for me to think in pixels rather than decimals

#

grid snapping only solves a part of the issue

modest cargo
#

Still probably easier, considering the other option might be impossible

#

Could try asking in #⚛️┃physics if they know more about changing the simulation scale

finite mesa
#

can someone help me with an issue im having regarding importing aseprite animations and the sprite editor?

blazing lily
#

What material should I read to learn how to properly support different window/screen sizes in my game? As it stands anything that isn't 16:9 is breaking the CameraConfiner2D

bold remnant
#

Mao by groups what are you specifically referring to?

#

cause im not sure what you mean by this exactly

#

yeah so adding sorting layers didn't fix it

#

since the red tilemap is still above the other in the sorting layer

#

for anyone else wondering my issue I am trying to solve. I am trying to figure out if its possible to emulate the effect on the right on the left. The left is my desired outcome but is using 4 tilemaps instead of the left which uses 2 and is far easier

lethal niche
#

Ah, maybe the groups only specific to the maps themselves

#

the ordering of the tilemaps should already have priority layering, no?

bold remnant
#

by priority you mean the "Order in Layer"?

lethal niche
#

when you create the maps and child them to a GO it's kind of like the UI

bold remnant
#

oh you mean like in the hierarchy?

lethal niche
#

Yeah

bold remnant
#

i can test if changing the order of the GOs in the heirarchy changes anything

lethal niche
#

I thought you had it working up there, or is that just something you did in paint

bold remnant
#

up where exactly?

lethal niche
#

your image lol

bold remnant
#

oh with the left and right

#

no so the way i got the right to work was

#

i had to make a tilemap for each height in the game instead

#

so instead of just having a floor tilemap

#

that handles all the floor since tilemaps can have height now with their z value of their position

#

so it went from 2 tilemaps

#

to 4 tilemaps

#

so id have to have a tilemap for each height in my game

#

also after checking

#

when two objects basically share all the same info on order and position

#

changing their order in the heirarchy doesn't do anything

lethal niche
#

looking at some older project I do have it ordered specifically in the hierarchy, and I think the layer groups are more specific to the tilemap than the scene

#

annnd unity crashed

bold remnant
#

very funny

#

love a good unity crash

#

gets the heart racing

lethal niche
#

and when I say sorting groups I mean the sorting layer. Sorting groups are just another abstraction for sprite sorting, im actually not sure if it applies to the tilemaps though

bold remnant
#

I see, but I am still getting the issue since i put the floor and the red layers in

#

but it causes the same problem

#

cause the red is just still listed as above the floor in that heirarchy

lethal niche
#

Ok, yeah it seems that hierarchy does affect rendering order and the sorting layer is per map. I'm pretty sure they all render at around the 2000 default transparent queue, but I guess the ordering overrides other maps with similar values.

bold remnant
#

curious why mine was updating then when i chagned it my simple test

#

but im curious if you think there is a solution then that doesn't require adding new tilemaps

lethal niche
#

im not too sure how you'd do it without multiple tilemaps, but there could be more to tilemaps than I remember.

#

that is, if sorting layers isn't what you're looking for

sage girder
bold remnant
fading carbon
#

Hello, I'm doing bone animation and I need to change the sprite of an already finished bone animation, how can I do this? (if this is the wrong channel for such issues, I'm sorry in advance)

modest cargo
#

Animators override component properties, for bone animations it's the transforms, and for sprite animations it's the sprite reference
If only bone transforms are overridden you should be able to change the sprite reference as needed

fading carbon
#

I need to change the sprite without changing the bone

#

What about my link?

fading carbon
modest cargo
orchid crane
#

Hi Everyone! These import settings options for sprite textures and such, is there no way to set defaults for all sprites that I import into the project?

modest cargo
blazing lily
#

Is it possible to switch which tile palette this tilemap is using? I want to switch to a different palette that uses the same palette layout, but I want to preserve this palette as well for other tilemaps that use it

kind geyser
#

I need to rename these active tilemaps, but I don't know how to do that, or even where they are. Can somebody tell me how to do that?

#

I have "Tilemap_Background" and "Tilemap_Ground"

#

ok I'm a dumbass

#

these are the names of the empties they are children of

sage girder
#

is there a way to make the normal of the start and end points of an edge collider NOT left or right?
for example, my game is built using edge colliders because the platforms can be any shape. i'm implementing one way platforms but running into an issue because the normal of the edge collider start and end is left and right (90 degrees), but i also don't want the player to be able to jump through walls either.

is there a graceful way to handle this? it looks like there's "adjacent start point" which sounds like it might be helpful, but it doesn't appear to do anything

bleak flume
sage girder
#

would i still run into issues with platform ends having normals that point left and right?

bleak flume
#

Not what you mean but it is all connected in one shape

sage girder
#

i'm not sure that makes sense in my case. only the tops of the platforms are to be collided with

#

but platforms can have walls

bleak flume
#

I feel like using polygon is just better than edge colliders in any situation of a sprite but maybe if you have an example of what you are trying to achieve... Sounds like you might be wanting to go one way through a collider? That could be done by using then triggers and then custom logic.

sage girder
#

i'm trying to achieve something very similar to maplestory. the platforms are connected to the sprites in a way, yes, but it's only the top of the platforms and walls. that doesn't make sense for me to use a polygon collider

bleak flume
#

Just only include the top of the platform and whatever else in the physics shape or edit what you want out manually

sage girder
#

how would that work with slopes?

#

oh nvm that's not an issue

#

i guess i still don't understand how that would help me because the sides would still have left and right normals

#

i managed a workaround anyways. i just get the edge collider that was collided with, grab the start and end points, and if the player's box collider contains either of those two points, ignore them

modest cargo
kind geyser
#

will Unity render objects that are outside a 2d camera's field of view?

kind geyser
#

cool avatar

sage girder
earnest cliff
#

Hello everyone !
I am not sure which Artist Tools channel to post that in, but I have a 2D spritesheet animation workflow question.
I managed to find some nice Open Source Assets, including the spritesheet of 600 different units. I will sort through these and repackage the sprites I want in the form I want, but I plan to use 200 sprites from these.
I want to use them in a game, using spritesheets containing Idle, Movement, Attack, Hurt and Death animations.
I recently followed a tutorial to understand how to use a spritesheet to animate an entity, using the state machine or the other thingy, and I already know how to slice a spritesheet into multiple sprites, but I did these manually.
I am now looking for ways to do that procedurally, without having to slice and pick the dozens of sprites from each of the 200 spritesheets, then do the animation handlers one by one.
Is there a way to automate this process ?
(the spritesheets come with plist files, which indicate the different states of animations in the spritesheets)

modest cargo
#

If the sprites are in a grid, the grid slicing should make short work of them

#

Additionally you can multi-select sprite slice assets and drag them into the animation timeline to add them up

#

If you have multiple units reusing the same state machine you should look into Animator Override Controllers

earnest cliff
modest cargo
# earnest cliff oh, I wasn't sure about that. It will already let me reduce the time spent on th...

There's also another workaround that could be an option
While Unity does not recognize "sprite sheets", but rather pools all sprite slices by their unique ID, classical sprite sheet animation where states are encoded by sprite sheet index / array position will not work
But that functionality can be implemented with a custom editor script that sets Sprite Renderer sprite reference from a sprite array that represents the sprite sheet

#

Then you make animations by changing the custom component's sprite index rather than the animator's sprite reference, and can swap the array that represents the sprite sheet at will

#

But I recommend that only if it seems you'd benefit from it, in case you have a lot of sprite sheets that have the exact same sprite positions relative to each other for animation sharing

earnest cliff
#

yeah, not sure that the best Idea for me, I'm a beginner in most things Unity 😄

modest cargo
sacred wren
#

Hey all, im looking for some help. Im a UX designer by day, and learning unity art by night. I cannot for the life of me figure out how to make buttons behave. Is this the right place to chat?

#

my quit text box is down here, but it is inside the button above

fading carbon
#

Hello everyone I need help. I have a ready-made bone animation and I changed the sprite on it via sprite skin, how can I link the changed sprite?

light relic
#

idk why the changing of the collider's shape and offset isn't working

bold remnant
#

I think I am going to try one last ditch effort to see if anyone has this knowledge on how to solve my problem.

I am working on a 2D isometric game. Since switching to Z as Y. The map looks a lot better however I have encountered a problem that so far. After 5 days of searching, and checking what feels like every crack on the internet, not a single answer has revealed itself. Hense why I am here on my last ditch effort before maybe I scrap the entire idea or something I am unsure.

The setup: In picture one you see that my game currently has 3 tilemaps. The tilemap for the floor, the movement Preview (which are the blue tiles you will see in other pictures) and the attack preview which are the red tiles.

The problem arises with the fact that since the Movement and Attack tilemaps are higher in the sort order, while they properly render above their tiles. They should be covered by tiles that are higher up. The second picture shows the problem, then hopefully the third picture shows what I am trying to produce (the third picture was produced through just hand doing in on the tilemaps). In the third picture you can see that the top 3 red tiles are being overall covered by the higher up tiles.

The main issue I have found is that because the floor tilemap is accounting for multiple heights. I have found 0 way to do this effect. I have tried what feels like every option from materials, Render Queue, Sort Order, Order in Layer, Transparency Sort Axis. Genuinely everything.

I apologize for the long post but I am just hoping some soul sees this and knows how to fix this problem I have been having that makes me feel like I am at my wits end.

limpid warren
#

what are the best softwares for making simple 2d graphics for your game? is Adobe Photoshop good?

solemn latch
bold remnant
solemn latch
#

Can you set it to z and y, and add a tiny offset to the overlays' position? Or add a slight offset in the shader for the overlays?

bold remnant
#

i was kind of trying that but it didn't look good

#

if you are willing to test it and get a decnet lookings version that would be awesome

solemn latch
#

I don't use the tilemap at all, so I'm the wrong person to be testing anything.

#

You could also handle sorting yourself

modest cargo
#

@bold remnant There's a dedicated page in the docs for isometric tilemap sorting iirc which I can't fetch now

jovial fossil
#

Is there any unity export to help me?

#

I need to make a simple game with this toolkit

tardy granite
#

Hi everyone, I'm new to unity.
I want to ask should I used Tiled Editor or use built-in Tile Map of unity for creating 2D map & level? I hear that people said i should use Tiled for more flexibility.
Thank you :3

abstract olive
#

What were the reasons people you heard say to use third party Tiled?

modest cargo
bold remnant
uncut dragon
#

Hey guys, i got a spritepack for a modular animated character. I understand how the spritesheet works, but i think unity doesn't offer all the features out of the box as i need them (e.g. flipping sprites horizontally during animations) - what's the smartest way to solve this? should i script the keyframes manually?

lyric sail
#

You can do that or cut the animation into smaller animations 🤔

#

Not sure myself what might be easiest but I guess just try it out, you are on the right path

#

Btw I wanted to ask, is there a way to make prefabs out of tilemaps

loud mist
#

Hello! Does anybody know if its possible to align handles of points whilst editing the sprite shape controller?

merry oak
#

I'm using a ruleTile that has tiles set in a TileBase

code:

var t = oreTable.GetRandomItem();
                    if (t.id == 0)
                        groundTileMap.SetTile(new Vector3Int(x, y, 0), groundTile);
                    else
                        groundTileMap.SetTile(new Vector3Int(x, y, 0), t.tile);

As you can see the auto tile rule doesn't understand there's a tile a single tile not part of its tilebase at a neighboring coordinate.

a) is there a way to have the ruleTile adjust if it finds any tile is found (aka not one part of the ruleTile rules?
b) is there a way to have some tiles in the ruleTile [let's say either in the TileBase or perhaps palette - these two terms might not be accurate] that aren't involved in the actual rule. e.g. i'm 99% sure that the following code wouldn't work but something like this:

groundTileMap.SetTile(new Vector3Int(x, y, 0), groundTile TinOreTile);

#

hopefully obviously I want it to look something like this instead:

#

the hack I had to do to accomplish this was to make another tilemap and unfortunately an ore tile is rendered on top of a full dirt tile behind it - once digging/mining of the ore tile is complete, it removes the dirt tile behind, then the ore tile.

cedar barn
#

Hello, I am very new to unity and have been trying to make a starter project with different assets from the unity store. As of right now, I am trying to make a background with assets and a tilemap, so far I made a floor but now I want to make a background, the problem is when I drag different parts of the background into the same tilemap that I used to make the floor, it looks so out of proportion. The mini blocks around the middle are suppose to be clouds but each individual block is a cloud and I do not want that. I want the clouds to look normal and big but I don't know how to do that.

merry oak
# cedar barn Hello, I am very new to unity and have been trying to make a starter project wit...

good afternoon Hollow King. I'll be honest, little hard to make out what icon is considered a cloud. I'm fairly certain that the icons you have listed below look like they're part of the same tileset so I'll take a moment to think that resizing your tile sheet is not the answer. Are you certain that the tiles that are blue in color aren't individual slices of a cloud which make up the top and bottom of a cloud or maybe even that these tiles don't represent a cloud but maybe a river appearance?

#

do you happen to have a screenshot of what perhaps a scene looks like from the asset store to provide perspective?

cedar barn
#

u can see that some of them have different clouds

#

but when i dragged them into the first tile map i made

#

this one

#

you can see the differenet cloud blocks i put in, in the bottom left

#

When i tried to put the into the game scene, the clouds where way to small and I couldn't combine them to make a bigger cloud

#

this is what the original asset pack for the clouds look like

#

i want my background to look kinda like that

modest cargo
cedar barn
modest cargo
#

Pixels per unit value

cedar barn
#

i dont know how to check

#

let me find out

#

i dont think they are

modest cargo
#

If you want pixels of your sprites to be the same size, they must have the same ppu

#

This will mean they will have a "correct" scale while keeping sprite resolutions consistent

cedar barn
#

so its not smart to mix different tiles?

modest cargo
#

Rarely

cedar barn
#

ok

#

i think ill stick with the second tilemap then

modest cargo
#

You tend to get different resolutions or tiles for a different grid size
And differing art styles also

cedar barn
modest cargo
#

To know the correct PPU, count the number of pixels "one tile" is wide

cedar barn
#

i have no idea how to check lol

modest cargo
#

You could count them one by one
Or use an image editor with a marquee tool that tells you the selection dimensions (or potentially the sprite editor if that one tells you the slice size)

cedar barn
#

this is the section i am on right now, im not sure how to count the pixels from here

modest cargo
#

I'd open the texture with an image editor

#

You have little chance of counting it from a sprite with that much solid color, from a small preview thumbnail no less

cedar barn
#

ok

#

will photos on pc work?

modest cargo
#

No, not an image editor

#

it also filters images when zooming in so it smudges out pixel art

cedar barn
#

is there an image editor that automatically comes with windows 11

#

or do i have to download one

modest cargo
cedar barn
#

but it seems like they all have various sizes

modest cargo
#

Select one of those blue squares with the marquee selection tool and one of the numbers at the bottom bar reports the selection dimensions

#

Eyeballing it it looks like 64x64 but I can't say for sure as your screenshot appears zoomed in or out

cedar barn
#

ok

modest cargo
#

The rest of these are one grid square in size, whereas the long ramps appear to be 3x2 squares

#

The square size / ppu is often reported on the asset page, but often also not so this is a good skill

cedar barn
#

thank you

#

i think its 48x48

modest cargo
#

Seems right

cedar barn
#

and then from here what happens?

modest cargo
#

This means the sprites should have 48 PPU value in their import settings, and so will every other sprite also, if you want to keep their resolutions consistent with each other

#

Your sky tiles appeared small not just because of potential PPU discrepancy, but because the grass tiles you were combining with them were designed to look larger relative to grid size

#

The leafy details were much larger within one square compared to the grass tiles that were intended to go with the cloud tiles

cedar barn
#

ok

#

ill try and fix it

modest cargo
cedar barn
#

ok

#

let me test it out

modest cargo
#

That said it's not a hard rule to not mix different PPUs, but more of a stylistic rule that pixel art is supposed to obey
Plus it helps you keep track of how big every sprite is relative to the grid

cedar barn
#

ok

modest cargo
#

For example if you have a character sprite that's 48 by 96, you know that it's exactly one tile wide and two tiles tall (with 48 ppu)

cedar barn
#

ok

#

hopefully all goes well

#

thank you for your help g

modest cargo
mortal acorn
#

Why isn't the shadow caster using a sprite renderer not working properly? It's acts like the transparency of the sprite is solid:

#

This is how it should look (I did this by using the shape editor and manually setting points):

outer jasper
#

Does anyone know how can I stretch the sprite to fill the bounding box of the object?

modest cargo
cedar barn
#

im not sure where to find the option to change the size of the palette to fit in the boxes

normal wasp
#

how do i stop the empty pixels from getting filled in?

pure turtle
#

how can I draw a 2d map for a game? If I want to make a cave that has twists and turns, for example, tilemaps wouldn't work the best. so how can I draw a 2d map then get collisions for it?
right now i'm thinking of just drawing a map then using a polygon collider but this just doesn't seems like an elegant solution. thanks!

modest cargo
#

After that it gets applied automatically if you're using a sprite type texture in a sprite component

#

(if you're using a custom shader you'll have to use the texture alpha when sampling)

normal wasp
modest cargo
cedar barn
#

i finally managed to fix the tilemap sizes and implementation. Now the square goes behind the tilemap, im not sure how to make the square go infront of them instead of behind

modest cargo
cedar barn
#

the dark blue is literally nothing thats why you can see the box

modest cargo
#

That's important info

cedar barn
#

ok

pure turtle
#

so a rock for example

#

I kind of want a smooth rock rather than a pixelated one

modest cargo
#

Polygons are kind of expensive colliders, so if you find them to be a performance bottleneck, you could slice your drawn map into chunks in a grid

pure turtle
#

Alright, thanks

astral widget
#

I am trying to make animations for 2d spritesheets. I am using this tileset:
https://finalbossblues.itch.io/time-elements-character-core-set

Long story short, each piece of the sprite is broken up into a tilesheet that is 23 x 4 sprites. To make a character, I have to layer the sprites together (hair, head, body, and so on).

I want to create a set of animations based on this (for example walking downwards is Sprite Index 0-1-2-1). I want to apply this to all of the sprite sheets, so that I can just build it (similar to how it would work with 3d models). Is there a wayt to do this easily? If not easily, can I automate creation of animations, so I could define this and then generate the animations for every sprite sheet?

itch.io

Modular character sprites with four-direction action animations. Includes a generator!

solemn latch
#

You could also probably automate converting the modular sheets into sprite libraries.

modest cargo
errant surge
#

how do most people handle making maps in top down LDTK
i've drawn the level layout plans, then i'm trying with 4 layers and i'll use auto mapping later? is that the right way to do it or is this weird

ashen flint
#

Hi everyone
I need to add many (~1000) poly/spline shapes to my game as part of Level Design.
I tried Sprite Shape, but it "overworks" (does stuff I didn't ask it to). I want the outline in white (the one which actually follows the points I set) to be the final shape. Instead Sprite Shape extends the shape outwards, even worse - it doesn't properly "merge" sides (top right corner) depending on the angle (My Corner Threshold is already at 90 maximum). I found each vertex has a "height" attribute, which affects extension distance, but it needs to be set manually for each(!) vertex and its minimum value is 0.1 (instead of 0).
Any way to prevent extension entirely?
I don't need any edge graphics, just fill graphics.

solemn latch
ashen flint
solemn latch
#

It's been a couple of years since I have needed to, but from what I recall you just don't define an edge? Might vary with version.

ashen flint
#

I didn't, the screenshow above is pretty much its default behavior, and I couldn't find an edge-parameter so far.

ashen flint
#

I found it: you need to create Sprite Shape Profile and it has the necessary settings

#

Anyone knows the corresponding Sprite Shape shortcut to "Start editing the Shape in the Scene View"?

#

I couldn't find in Unity shortcuts window

solemn latch
#

I dunno if there is one

abstract fjord
#

hi, is there a reason for why my one way platforms aren't working? i can't jump through from the bottom

modest cargo
abstract fjord
#

it's okay

#

i figured it out

#

i feel rlly stupid rn

#

thx for replying tho

modest cargo
abstract fjord
#

there was another layer ontop of it

#

i'm an idiot

modest cargo
# abstract fjord i'm an idiot

One thing I've learned is that no matter how smart you become at this stuff, the dumb mistakes never fully go away
They're just another part of the troubleshooting process

bright scaffold
#

For my game I need some objects to move with other objects but they can't just be parented, so I am using AddForce(rb.velocity). Through trial and error I figured out you have to multiply the velocity by the mass and drag of the child rigidbody, but this keeps on slipping ever so slightly over time. If I increase what I multiply by for even 0.01 it starts slipping forwards, so I think I have the formula correct, and I have no idea why it's slipping backwards. Example: big ship with rigidbody2d and a barrel on it also with a rigidbody2d. Barrel has 3 linear drag and 10 mass, so I do AddForce(boatRb.velocity * 30) which means it moves for the most part with the boat but its slips backwards a tiny bit each frame. Anyone know why?

#

I think this is the right channel

modest cargo
#

How do you need them attached

bright scaffold
#

It can't be parented because both the parent and the child have rigidbodies and unity doesn't like that for some reason

#

So the child doesn't move with the parent

#

But the workaround was working mostly fine

#

Until I encountered this issue

modest cargo
barren anvil
#

In skinning editor, how can I fix things like these?

errant surge
#

how do most games go about creating shadows for 2d objects?
I understand i could draw / duplicate every sprite like this but is there a better or more common way?

errant surge
errant surge
#

grass looks seperate and from what i can guess i dont think that ground is done using tiles
probably instead is predrawn

modest cargo
# errant surge how do most games go about creating shadows for 2d objects? I understand i could...

Don't know of a "common" way
That kind of shadow techique can be automated with scripts that create shadow sprites, or potentially with the help of shaders
Shadow blending will be a challenge though
Unity's own 2D lighting can only do infinitely tall (or deep, depending on perspective) shadow casters
Assets on the store like Smart Lighting 2D and Modern 2D Shadows purport to do the kind of shadow casting you're looking for, but I have no experience of them

solemn latch
#

For most limbs, you will generally want joints to have a vertex at or near the actual pivot position the bone rotates around, with triangles radiating out from it.

#

That will minimize a lot of the 'pinching,' especially on less detailed sprites with no(say) visible kneecaps.

solemn latch
#

You can see a side by side comparison

#

How much of a difference one vertex can make

coral vine
#

how can I set the collisions for the tubes to none without the rule tile?

modest cargo
coral vine
broken sable
#

hey can i add like offset to tile or maybe does anyone recomend me other way to do bulidings for game?

errant surge
#

buildings are usually predrawn, not made with tilesets

craggy salmon
#

I am trying to create a new palette for my tilemap so I can drag my spliced tileset into. I watched two videos on people doing it, and they just created a new tilemap by clicking create a new palette, creating a folder and done. However when I create a new folder or select an existing one, it doesn't nothing and doesn't create a new palette, any ideas on how to fix this?

broken sable
errant surge
#

if youre insistent on using plain tiles go ahead, theres nothing else to say just place the tiles
but its boarderline impossible not to make it look shit
every game has assets like houses as their own sprites for a reason

broken sable
#

i want it something like this

#

how to change rule tile to change this sprite to something else

#

nvm

#

okay so now its like this do you know how now i can fix these things? sorting layer or something?

thin venture
#

Is there a way for sprite renderer to only change color on certain parts of the sprite?

brittle terrace
#

Hi, i am making a simple 2d game and i have a problem regarding particle systems. I set up a custom axis for my transparency sorting mode (x=0,y=1,z=0) in my project setting so that the objects with a lower y would render in front and it works for normal objects. But now i have created a fire particle system and it only seems to work when my objects are way higher than the particle system. I sent some images to illustrate the problem (first picture it works, second it doesn't). Anyone has a solution?

brittle terrace
wind ember
#

Context: I want to make a dungeoncrawler where you go between rooms.
Problem: it works on a tilemap and there are 4 layers. when randomly creating a map i need to instance a bunch of rooms (as prefabs i assume) as child to a grid, but then it will instanciate 4 tilemaps per room. If we say i have 30 rooms, thats 90 tilemaps. thats a lot of tilemaps. is there any way to make this better where it spawns all the rooms walls on the same wall tilemap? that way it would still only be 4 tilemaps. or should i not do prefabs?

#

I am asuming a large amount of tilemaps affects performance.

maiden sapphire
errant surge
#

Theyre pretty nice, hey
Wish i could draw them like that myself but theyre edited variants from a pack on itch io lol

hollow solstice
#

hi i need help with bone rigging

#

everytime i try to auto generate geometry to a leg it associates a nearby arm bone

#

and ignores the bone right on top of the leg

#

the arm bone doesnt even overlap the leg

#

at any point

proper kiln
solemn latch
hollow solstice
tardy granite
#

Hi guys, i want to start create game effect like skill fire/ice/water/... for my 2D topdown game. Where I could start and watch i can do to learn the rope fast? (Apologies for my english if they are bad)

astral torrent
#

Why is my selection appearing rotated when I try to place it? (I'm completely new to this)

orchid tartan
#

After hitting apply to changing my sprite sheet from single to multiple it reverts it back to single, I made sure I'm not in debug mode

sullen copper
#

I am currently using sorting layers on my characters, sorting groups. Etc.. they layer by pivot points. There is an issue though, when one of the characters is a child (it uses the same, although sized down version as the adult sprite) there is bugs, like the child appearing on top of a fellow adult rather than behind

#

I know this is because it still sorts by pivot point the exact same and with adult models in mind

#

I don’t see a way to effectively take into account characters of all life stages though

#

Is this possible to adjust where the character will sort based on its age? Like a setting via code or otherwise?

modest cargo
#

Why precisely does the size seem to affect sorting? Scale should only affect how far the pivots are from each other within a character, unless you're also scaling in Z axis which shouldn't be necessary

#

If you're using the sorting group component for the characters, there should only be one sort point per sorting group

bold remnant
#

potentially bizzare question. Is there any way for a ruletile to have the ability to interact with itself between z levels of a tilemap?

#

Like I am trying to see if there is anything unity has that lets me create conditions for things like this

modest cargo
bold remnant
sullen copper
#

but it needs to be that size bc its a child

#

i guess maybe as a child i can make its box collider bigger?

astral widget
#

I'm having a weird issue. I am trying to use 3d models in a 2d game. Here is a screenshot:
The Red Square is a render texture on a Quad. The Material Shader is set to "Opaque".

#

This is what happens when I set the Surface Type to Transparent, it moves the texture behind the tile grid.

#

I can get the quad to render correctly (where the background is transparent with the alpha of the background of the camera that is being rendered to the texture, but I don't know why the quad gets pushed below the tilemap.

modest cargo
# sullen copper

I see! When making isometric characters you want the character's combined pivot to be between its feet, both so they sort correctly regardless of their size and so that they scale correctly
You should be able to use a parent object along with the sorting group to fix the combined pivot

sullen copper
#

unfortunately their pivots are like right at their back

#

it just imported that way

#

and it seems to function as intended aside from this

modest cargo
#

This is the same idea as with isometric trees
If the sorting point is at the base of the tree and the character's feet, they sort correctly regardless of the size and shape of the tree

#

And when you scale it, you scale it towards the base which also makes sense
You don't want the tree to start hovering when you scale it which happens if it's scaled towards its middle

sullen copper
modest cargo
sullen copper
#

But now that I think about it that would require changing the pivot of the adult, not the child one

modest cargo
#

If every character has their combined pivot at the feet (the isometric ground contact point) and they scale relative to it, they all sort properly regardless of size

sullen copper
#

and am i misunderstanding what isometric is?

#

my game is just a flat 2D game

#

isometric are 2d but looks like it's 3d

modest cargo
# sullen copper my game is just a flat 2D game

Not fully because simulating change in depth position with sorting by custom axis, that's a technique from isometric graphics
Were a game fully top-down or side-view there'd be no potential for this sorting issue

modest cargo
#

I don't fully recall how it works but I assume the sorting group pivot is simply that GO's transform

sullen copper
#

because making it a parent breaks A LOT of stuff

#

it's gonna require a lot of recoding

modest cargo
sullen copper
#

everything is based around the body

#

itself

#

all the pathfinding, collision, the animator

modest cargo
modest cargo
#

Then I'd assume all you need to do is to separate all the sprite parts into a child hierarchy
I'd duplicate the character and strip all non-sprite stuff from the duplicate, then strip all the sprite stuff from the original and parent

#

If you're using getcomponent a lot, you'll have to swap those to a different kind of reference, like ones with [SerializeField]

#

But compared to the hoops you've been jumping through I don't think that's a huge problem

#

A difficult part could be if you've been using the animator to also drive properties unrelated to the sprites, in which case you may need to refactor a bit more

#

In the future you should always separate visuals from the gameplay components hierarchically so when you need to swap one or the other it won't get messy

pulsar sierra
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Why my camera dissapear im using 2d

broken sable
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hey i need help with tile maps i dont really understand them and i need help how i can flip these tiles using rule tiles? tiles on right are good but on left they should be fliped but i dont have any idea how to do that i hope someone can help me

pale nymph
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Also, make screenshots instead of taking pictures with your phone.

astral widget
solemn latch
raven topaz
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Hi, i need help on how i could flip this group of sprite, like the ones in sprite renderer

brazen silo
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Hi everyone. My problem is that sprite's position is changing when it switches to a different animation.

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As you can see in the video, sprite's position changes on each animation

modest cargo
brazen silo
sullen copper
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may someone explain how I may sort my trees? I've figured out how to sort most of my props, but the method I use there doesn't work for my tree tilemaps (URP Y sorting). sorting my trees individually absolutely does not work and I can't find anything online about common practice of how to do this. my trees are split up into 3 different tilemaps: trunks, trees, and leaves. I've found it is the best solution to leave trunks on individual Y sorting and trees and leaves on chunk. But then of course it produces this weird sorting issue, which granted takes a bit of manuvering to produce but would totally be noticable in average gameplay

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how can i prevent this or is there no way and i just have to make the collision wider so this doesn't happen?

cobalt zenith
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Hi peps. I heard of sprite shape renderer but is there something similar that can also give you the ability to give each side a specific texture?

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Sprite shape profiles can give multiple different edges but it's limited to just specific angles.

modest cargo
sullen copper
modest cargo
sullen copper
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I mean there’s not much I can do with that.

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Though wouldn’t it get extensive in some way if each tree on the map was a separate object

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I mean there’s probably going to be like 200 trees on the map

modest cargo
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In Unity tiles don't have to be restricted to be within the tile square

sullen copper
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I guess I just have to do it separately from those or something?

modest cargo
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But you could also do that to the whole tree if it's necessary

sullen copper
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Yes they need to be separate to hide them contextually like if I go behind the tree

autumn turtle
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Hey I'm running in this problem..
The redish blocks are Z Pos 0 and the blue ones are 2
But when placing them it gets messed up...

sand solar
clever stream
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I have problem with my 2D Layers, i want to drag a character asset on my scene wich already have a background but my image goes is like "ate" by the background when i add it on side it's here but once i move it on my background it disapear