#🖼️┃2d-tools

1 messages · Page 12 of 1

spring idol
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I noticed that the TIle Palette window does not remember which palette I had selected when I select different Tilemaps

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(I was hoping to be able to get Palette A when clicking on Tilemap A and Palette B when clicking on Tilemap B)

lunar osprey
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hi, do colliders require rigidbodies to work?

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i have two gameObjects both having 2d colliders on the same z axis, but they're not....colliding?

jolly narwhal
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At least one of the objects must have a rigidbody

lunar osprey
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Alr i'll add one

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Putting its gravity scale to 0 should not affect the behiavor of the object right?

lunar osprey
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idk if this is a normal thing but my character is "shapeshifted" differently in several places. it seems thicker on the right here

spring idol
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are you using the Pixel Perfect Camera component?

lunar osprey
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lemme add it really quickly

spring idol
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it snaps your camera's position and Ortho Size so that each pixel in the sprite art is 1/2/3/... pixels wide and tall on the screen

lunar osprey
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but to what?

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so to the camera

spring idol
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yes

lunar osprey
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ortho?

spring idol
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I'm assuming this is an orthographic camera, yes

lunar osprey
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ig, cus it's 2D?

spring idol
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an orthographic camera doesn't have any perspective, meaning that distant objects aren't smaller than nearby objects

lunar osprey
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alright alright

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ok i'm sorry but wym is not every pixel has the same size?

spring idol
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without the Pixel Perfect Camera component, your camera's ortho scale can make each pixel of the art not fit neatly into a pixel on the screen

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so each pixel might take up 1.5 pixels on the screen

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This causes some pixels to appear larger than others

lunar osprey
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ooook i see i see

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idk if the issue is fixed

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once i added it, the assets pixels per unit were set to 100, which makes the player perfectly shaped. so i changed it to 25 to fit the scene, the problem was back, so i just changed the resolution to HD and evrything seems to be fine. but i'd have to open the game tab on the entire screen. is this the best solution? ty

tender spade
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here i can see "cel" in canvas

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but in game i cant
why?

modest cargo
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Which causes their position and scale to be incorrect

modest cargo
lunar osprey
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alr, tysm

wind ember
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sooooo, Im making a dungeon crawler and when it spawns rooms, i have made every room into a prefab. The bad thing with this is that every room has its own 4 layers as its own tilemaps (see image, those are tilemaps). This makes it very laggy when rendering many rooms.

Is there any way to make it only 4 tilemaps to be easier to render. or should i opt to disable unloaded rooms?

modest cargo
wind ember
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i dont really know, i just speculate that if i spawn 50 rooms... that is 200 seperate tilemaps in the scene

modest cargo
wind ember
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hmm i guess the cpu main increases a lot when rendering many rooms (but don't really know what that means)

modest cargo
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Disabling rooms that are not in view, or not generating them in the first place is usually smart, but profiling can tell you whether it even offers any performance gains in your case

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A tilemap that isn't changing, moving or animating doesn't really need to do any significant computing or rendering

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Overdraw might be an issue if you have many pixels of overlayed tilemaps and sprites on screen, but off-screen objects have no impact on that

wind ember
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aaah, Oki thanks ill try testing a bit in a build.

tender spade
modest cargo
modest cargo
# wind ember aaah, Oki thanks ill try testing a bit in a build.

It's possible to share tilemaps by loading tiles into one procedurally rather than having multiple ones
But in this case according to my experience it would not offer any tangible benefit, and would make loading and unloading the rooms a great deal more complicated
Something to keep in mind even if I think you won't need it
You can test the effectiveness of it by making a scene with huge sprawling tilemaps instead of many smaller ones and comparing the two with the Profiler

tender spade
modest cargo
tender spade
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yy

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what does it means "anything under "UI" category of components / gameobjects" were can i found this

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I'm sorry for my lack of intelligence

modest cargo
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You have supposedly been creating new gameobjects and components thus far

tender spade
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duuudee

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thanks you!

spring idol
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I want to adjust the transform on every tile in a tilemap. Is the best way to do this to call GetTilesBlockNonAlloc with the bounds of the tilemap?

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actually, I just realized that getting the block of tiles doesn't help; I just need to get a list of positions that tiles are located at

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I'm currently doing this:

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foreach (var cell in tilemap.cellBounds.allPositionsWithin)
{
    if (tilemap.HasTile(cell))
    {
        // set the transform
    }
}
modest cargo
spring idol
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I'm doing The Thing that every isometric tile-based game must do when a level starts

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The tile itself doesn't have a transform; it's something the tilemap itself controls

spring idol
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i was thinking of the tiles like they were individual game objects

spring idol
modest cargo
spring idol
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I should clarify that I have it working already :p

spring idol
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float t = TimeFor(new(cell.x, cell.y), start, end);
t = Mathf.InverseLerp(Mathf.Lerp(0f, 0.75f, time), Mathf.Lerp(0.25f, 1f, time), t);
t = Mathf.SmoothStep(0, 1, t);
tilemap.SetTransformMatrix(cell, Matrix4x4.TRS(Vector3.up * t, Quaternion.identity, Vector3.one));
tilemap.SetColor(cell, Color.Lerp(Color.white, new Color(1, 1, 1, 0), t));
modest cargo
spring idol
spring idol
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i'll have to see how it scales to a larger number of tiles

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and whether the bulk of the cost is in iterating over every possible grid cell, or whether it's in setting the transforms

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i should be able to avoid updating most of the tiles' transforms, since only some of them are actually moving around at any given time

modest cargo
spring idol
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The top row of my sprite renderer is getting cut off by the pixel perfect camera for some reason

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The sprite is 15x5 pixels and is set to 32 PPU

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The pixel-perfect camera is also set to 32 PPU

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It only does this about half of the time (it goes back and forth as I move the sprite renderer up and down)

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ah, interesting: looks like using "Upscale Render Texture" was causing it

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i'm not rotating stuff, so I probably don't need that anyway

modest cargo
spring idol
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ah, I think I was relying on that to make my particles appear properly...

modest cargo
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Haven't encountered before the ppc cutting off pixels like that

spring idol
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they're very simple (just a few particles that slow down and stop), so I could just do them myself

modest cargo
spring idol
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My game view is set to 16:9. When I set my Pixel Perfect Camera's reference resolution from 320x180 to 640x360, more of the screen gets cropped by the letterbox and pillarbox. I don't understand why.

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They're the same aspect ratio, and both are smaller than my game view.

spring idol
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vaguely related question: I'm going to draw many tile sprites. All of the tiles should have the same frame and shading overlaid on top of them.

Right now, I'm doing this manually. But it'd be nice if Unity could automatically overlay the frame on all of my tiles. Is this something I could do with an asset postprocessor?

modest cargo
spring idol
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That's what I'm doing right now in Aseprite

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I'm just thinking about what happens if I decide to tweak the shading

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i'll have to copy-paste it into all of my other aseprite files

modest cargo
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For that I'd consider perhaps "secondary textures" and blending it with a custom sprite shader

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Secondary textures inherit sprite reference and UVs so they're handy for keeping multi-layered sprites together

spring idol
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ah, that's a good idea

modest cargo
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Iirc separate sprites can share one secondary texture

still tendon
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My tile maps are wierd, some white lines apearing. I am using an atlas as you can see in the video however the problem still apears.

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its okay guys i fixed it, turns out "generate mipmaps" was the issue

narrow olive
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Still not sure what's going on

compact geyser
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Someone has good knowledge about animated tiles?
I have a problem

swift knot
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To anyone using the Sprite Editor and the Tile Map Tools is there any features, QOL, or short cuts anyone wants to see added to them. Been working on a set of community tools that is a custom Unity Package and looking for more ideas to implement for the community.

solemn latch
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Let's see... I'm not at home right now for The List but...

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  • I would really like the old automatic psb layer to group function they took out a couple versions ago.
  • a button to create a quad mesh that completely fills the bounds of a layer.
  • a button to apply 100% weight to a selected bone without having to go into the slider.
  • a way to test/preview bone scaling in pose mode the way we can rotation.
  • a binary weight painting brush(solid 100 or zero weight with a hard edge)
  • expand /contract point selection.
  • saved visibility sets of sprites/bones(say you wanted to save a selection for the arms, or for the back view of a character with multiple angles, and switch between them quickly)
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  • A better tool for renaming chains of bones.
  • set up IK from sprite editor.
  • a button to export the generated Sprite Atlas for a rigged character (for creating secondary textures)
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  • a fix to how shitty /buggy the text input fields in the sprite editor are.
  • better sliders. The sliders are bad.
  • a tool to scale the entire bone rig. (Useful for when you import a skeleton from an existing rig that might be at a different scale.)
  • a way to copypaste skeletons that are larger than the current sprite editor window without mangling it.
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  • texture filtering settings inside sprite editor.
  • a pony.
  • weight gradient tool. (Set start, set end)
  • option to add a vertex at the root of every bone when auto mesh generating.
solemn latch
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Ugh, I won't be home for hours UnityChanSleepy

high ridge
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Instead of saying creating block tile assets for a 2D isometric map, is there a way to make one big platform I can paint on, so the grass and dirt look seemless? While also being able to add levels?

swift knot
# solemn latch * texture filtering settings inside sprite editor. * a pony. * weight gradient t...

So this is what I got working already or WIP stuff partially working in the Sprite Editor tooling.

  1. Select Multiple Sprites while keeping context of the last specific one you selected.
  2. Seperate context actions for either a group of selected sprites or the last one.

Example got a sprite sheet for a character that has animations. You can select multiple frames and name those frames with one click to something like Player Jump for example. They will be named Player Jump, Player Jump 1, and so forth.

  1. WIP of being bale to select multiple sprites to change pivot points, pivot point unit mode, and border editing of multiple sprites.
  2. Tile map shortcuts for quickly switching between Tile Maps in scenes
  3. Added Tiles default layer so when you selected a Tile in the Tile Palette it auto selects the Tilemap in scene with that sorting layer to allow for easily going back and forth between tiles on different layers.

Haven't done anything with the sprite bones yet, but that list gives me a good set to look into.

swift knot
solemn latch
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Those all sound like good improvements. That method of renaming would be good for bones, too.

solemn latch
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  • Export sprites as skinnedmeshrenderer would be genuinely amazing.
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Anima2d, the tool the 2d animation package was based on, could create skinnedmeshrenderers instead of sprites and there are some big benefits to that.

ember blaze
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Has anyone here used vector art in 2d? I’ve downloaded the package and imported an svg file. I can see it but it doesn’t react when I zoom in (it stays pixelated). Any ideas on how to properly implement vector art?

solemn latch
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Or if you just need smooth scaling, sdf might work (like the textmeshpro shaders)

ember blaze
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Yeah I’m looking for smooth scaling

brisk narwhal
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guys any idea or videos on how one can make 2d map(top view) of the places like university and schools?

swift knot
swift knot
# solemn latch * Export sprites as skinnedmeshrenderer would be genuinely amazing.

Which type of skinned mesh renderer are you meaning? I am assuming you are meaning the 2D bone System since you mentioned it before, but I just want to double check.

There are three main types in Unity. Skinned Mesh Render for models, Skinned Mesh Render that uses Point Caches to bind VFX/Shader effects to it, and than a Skinned Mesh Render using 2D Bone System.

Sprites can be exported to a 3D model Skinned Mesh Render to do some interesting flip book VFX effects that follow along a mesh. Seen some 2.5D pixel art games that use this to render out a fire VFX flipbook to go along a bow string for a skill effect.

In all honestly all three can be done.

gritty heath
solemn latch
swift knot
gritty heath
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sure, but having a simple utility with a few configurables built-in to the engine would be helpful

swift knot
gritty heath
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Oh yeah, generate it in-editor and save as an asset, then people could automate a process like that when re-painting a tilemap (think tile-based minimap etc.) or use it during run-time, if for whatever reason these tilemaps can change during the game

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that would be a pretty expensive function computation-wise, so some warning about using it on Update and so on in the documentation would be nice. I can share my solution for inspiration if neccesary!

swift knot
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I am thinking something like that could use Burst and the job system depending on how it ends up being done behind the scenes for in editor function to speed it up

gritty heath
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sounds like a fun way to potentially learn some basic array and pixel-oriented programming as well as some parallelization in a not-too-complicated and visual fashion. I'd love to see the result of that, I might try to make something similar myself

swift knot
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First thought would be able to spit out a thumbnail for any game with a level editor tools system built in.

gritty heath
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I think both, where you can specify what should it be saved as if in-editor and potentially force-overwrite or just create another Texture2D/Sprite asset with a name+1,2,3...
And during runtime it would be more as a way to quickly apply some effect on this new jointed sprite etc. That's what forced me to create my own solution anyway.
Another potential use is if someone wanted to easily create some pixel-based editor in-game (clan flag etc.) they could also use this

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Just sparking ideas

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pixel-based editor as in paint but with a smaller defined grid so that people can customize some clothing/banners etc.

plucky estuary
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any ideas why none of these game objects are showing despite them all being set active?

gritty heath
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the Player 2 GameObject you have selected on the screenshot has no SpriteRenderer or anything similar attached to it, so until then its just a lonely point floating serving no purpose. Do you have those components added in one of the child GameObjects?

plucky estuary
plucky estuary
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theyve been scaled to the UI

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since I placed them inside of a canvas gameobject

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if that makes sense

gritty heath
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Are these elements supposed to be a part of UI?

plucky estuary
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no

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i placed them inside so I could reference all of one phase of the game, at one time

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if that makes sense

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so i combined the UI canvas parent with the scene gameobjects

gritty heath
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so the Canvas GameObject/component is supposed to be used only for strictly UI-related components, like buttons, HUD, menus etc. How are you currently referencing those different elements then?

plucky estuary
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all of those gameobjects are also inside of the same canvas gameobject vvv

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but they work as normal

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the slingshot is not a UI element, as well as the red line renderer

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if you need anymore info ill give im desperate to fix this 😅

gritty heath
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Issue with that is, you see the canvas and all UI elements use whats called a RectTransform, which really works correctly only for screen-based operations (scaling, correct relative positioning etc.) and will often break when used for anything else. I would start with having each of these objects, like the slingshot not parent from a Canvas. Then you should see a small 3D/2D toggle in the upper-right corner of your editor view. This will show the actual z distance of each object in relation to the camera

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I'm suspecting they somehow got misplaced behind the camera or behind that main background image

plucky estuary
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i tried just dragging it out of the canvas, and yeah, it disappears

gritty heath
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that's sort of expected, once you drag it out and make sure that this slingshot object is independent from the Canvas, you can double-click it in the hierarchy to focus on it, scroll out and put it in the same place

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(I'm sure there should be a better way to do it, but this will do)

plucky estuary
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and changing the z values doesnt make it appear

gritty heath
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do you see the 3D toggle in the upper-right corner of the scene view?

plucky estuary
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doesnt show me what im looking for

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i dont know if im being difficult, but I really don't see it after searching for it

gritty heath
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if you focus on the slingshot in the 3D mode, are you able to see it?

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and what renderer is attached to it?

plucky estuary
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takes me upto the middle of the ui

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has a sprite renderere

gritty heath
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this is really interesting, can you show the full editor again when looking at the slingshot? Also try to rotate around it, just to make sure the scale or rotation don't make it wonky

plucky estuary
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it is invisible, my camera is supossedly right in front of it

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this child object has the sprite

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'Front'

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putting it back into the canvas object doesn't make it reappear

gritty heath
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are you positive none of the parents along the tree don't have a RectTransform? like the P1 attack UI? You need to make sure these types of rendering/placing components are separate from eachother entirely

gritty heath
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when I said independent, I mean you should consider placing each object in the hierarchy in relation to what is truly a part of UI/Player/Enviornment as all children move along with their parents

plucky estuary
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yeah i will from now on

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I asked in unity talk and no one knew if they should be separate so I just did it

gritty heath
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I imagine your code is oriented around whatever this is, but all gameobjects that are actually part of the game world should not be under any UI parent, and vice versa

plucky estuary
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but I can easily change this

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but in terms of retrieving these objects?

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do I just need to re make them

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i have the previous instances in the unity version control, so if you know anything about that, id really appreciate knowing how I can take the old asset back

gritty heath
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A common practice is having one main Canvas component, where all its children are separate Panels/UIs enabled and disabled as neccesary, all Enviornment objects under an empty ENV GameObject and so on. I see you have some SerializedField members in your classes. If you reference a component the reference should stay there after re-arranging the hierarchy, and it should be an easy fix otherwise

plucky estuary
gritty heath
# plucky estuary but in terms of retrieving these objects?

If you mean the invisible objects, I would solve the SpriteRenderer-as-child-of-UI issue first, ensure the Rendering Layers are correct (disable all other sprites except the one you check), and making sure, that they aren't placed behind the camera

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if your sprites are not empty images, doing each of these i mentioned above you should see them back at some point. Just make sure you dont have some Canvas or RectTransforms as parents, and they aren't always rendered behind your background for example (checking RenderingLayers is what will verify it)

plucky estuary
gritty heath
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  1. most simply drag the slingshot or whatever object you cant see out of the hierarchy to not have any parents, place them away from any other object (you can always see the transform manipulation tool)
  2. if you still don't see it via the normal 2d camera view, enable 3d, focus on it, rotate around it, scroll in and out a little to make sure it's not rotated/scaled away from the 2D camera direction
  3. if you still dont see it, try creating a new object with just the sprite renderer with the same sprite next to the invisible one, and simply look for differences
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let me know if that makes it clear for you

plucky estuary
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otherwise, I did one bit, so it doesnt seem to difficult

gritty heath
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if you right-click the slingshot object before de-parenting, perhaps some option there? besides that I know you can do it via code

plucky estuary
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lol was it just 'clear parent'

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that was so easy

gritty heath
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glad to be of help, just make sure to seperate UI from gameworld/physics-based elements in the hierarchy to avoid these and many similar issues

plucky estuary
plucky estuary
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so 'p1buildUI' and 'p1buildObjects' under 'Build'

gritty heath
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is there a specific reason you want them under one parent?

plucky estuary
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to shorten this

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and the code

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but if it would cause the same issue as what I already had, ill just leave it

gritty heath
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i would rather ask myself if there is not better way to break this down, perhaps a Player class that has a BuildObjects, UI, and so on referenced separately? It's mostly about how you wanna design the system of your game, but if you want to have something running, I wouldn't try to fix issues you don't have

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Important part is you have it going, you can always go back and improve or polish, but don't be discouraged becasue you don't always use the "best" solution. The best solution in this case is one you can have working and you understand why it works

nova dove
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Hello I am working on a 2D pixel art game and wanted to do the pixel art by myself so I found that GIMP was a good free app to make pixel art but when I use it on unity it is blurred. Could someone help me ?

solemn latch
gritty heath
modest cargo
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"Filter Mode"
Also, any compression tends to mess up pixel art

stuck tartan
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Hi, how can i make my pixel art sprites snap to a grid which is the size of one pixel?

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So that every sprite aligns to the grid automatically

gilded pendant
sinful grail
sinful grail
nova dove
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Thanks a lot i will try when i can

nova dove
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Oh thanks it works !

modest cargo
fringe karma
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If I'm creating sprites and the main character is in a 48x48 canvas, is there a general size that people use for tilemaps? Do they keep it consistent (48x48 in this case) or is a smaller canvas size usable such as 16x16 32x32? Take SOTN for example. What is it's tile size? I know Alucard is ~48 pixels high

delicate vortex
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hi o'm using the sprite shape renderer and this question can seem stupid but how can i remove dot please
For exemple in this case i just want to delete some but don't knwo how to do it

solemn latch
delicate vortex
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Yes thanks I fond it I was trying to hit backspace

celest obsidian
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hi , i have some issues using the tilemap, im not sure if its a bug or if theres something wrong with my code. i was hoping someone could check it out before i submit a bug

modest cargo
celest obsidian
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ofc 🙇‍♂️ let me describe it:

i have a 2d game. it uses a tilemap. the tilemap is filled with tiles. i want to delete a random tile in the tilemap and i want to lower the tiles on top to replace the deleted tile (think of it like a tetris effect). then i want to fill the space on top with a random tile. The problem is not all tiles are getting filled. so im left with holes where some of the deleted tiles are.

modest cargo
celest obsidian
sinful grail
real thicket
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I have a 9-sliced sprite with a custom physics outline and a polygon collider, the collider aligns as expected by default, but when I turn on auto tiling a slope forms.

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could I get some help in preventing that slope from forming?

nova cobalt
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As you can see, I can rotate it without any issue. Any time I flip with shift+[ or ] the tile vanishes like a null tile

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The version is 2020.3.19f1 btw

spring idol
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Is there a way to get a Free Aspect-y game view that always has an even resolution?

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Odd resolutions mess up the pixel perfect camera

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I like being able to mess with the game view to make sure my game actually works at various resolutions

solemn latch
spring idol
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yeah, I think I'll just do that

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i just like making the game view go vwoop

solemn latch
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I believe that you can set it by code but not sure how the ppp adfects it so eady solution is easy =p

ripe magnet
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does anyone have a good recommendation for a software for making sprites?

nova cobalt
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The course I'm on uses krita, but I'm personally a fan of paint.net

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Both softwares are free

modest cargo
indigo star
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Is there a way to get HDR-colors as the material color for sprites?

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For use with post-processing effects like glow and such

modest cargo
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HDR color needs to be unclamped

dry patrol
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I'm making a 2.5D game using tilemaps. I'm using custom axis sorting order with Y axis, and it works fine for everything else, but when I added a diagonal wall it breaks, because for a diagonal object, the Y value comparison is not enough to determine the sort order. Did anyone have that problem? Any tips on how to solve it?

celest obsidian
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2.5d is awesome

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i wanted to make one myself, never did tho

dry patrol
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it is, until diagonal tiles start giving you headaches

gritty heath
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you shouldnt reinvent the wheel, there is a rendering sorting layer in all Renderer components. You can also add a custom "sorting group" component to override it. Just use those layers properly and you should be good to go

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as for documentation literally google unity <Renderertype> sorting layers and go

red monolith
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the wall is too wide so the Y value is so different on the 2 sides of the wall

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make each tile as wide as the player

dry patrol
# gritty heath you shouldnt reinvent the wheel, there is a rendering sorting layer in all Rend...

I might be missing some point you're making, I'm still fairly new to Unity, but I believe that just the static assignment to certain layers/groups doesn't solve this issue. There doesn't exist a single assignment that solves it, because for a diagonal wall, the sorting order needs to change whether the player/objects are positioned behind or in front of the wall. And my question is what's the technical solution to determining that. I'd be very happy to use the cookie cutter solution here, I just don't know what it is.

dry patrol
modest cargo
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As mentioned isometric sprites are sorted by Y position, but even on the same Y value a diagonal wall lets you get in front and behind it

red monolith
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I guess the only other option is to make your own custom sorting system that depending on the direction of the wall it will calculate the X too

modest cargo
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It might not be a huge hurdle, as Tilemap Extras shows how to do scriptable tiles to change their order in layer or swap to a variant with a different pivot + offset, but it's some extra steps

dry patrol
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I'm sure there were many devs and games that had to solve my issue, I'm really not trying anything unique here.

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probably I'll have to make a custom sorting system (although that doesn't really answer the question of "how" 😅 )

red monolith
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If it hits the ground it means there is nothing else. If it hits anything else it means we must not see the player

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And cast won't detect the player

dry patrol
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hmm interesting idea. This gets complicated though because there are multiple objects in the game, moving platforms, teleporting boxes, etc. which all can be either in front or behind the wall

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but I guess maybe it could work? I'll think about it, thanks

red monolith
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I still think the usual way is to make every tile same as the player width if the world is not giant it won't be too much tile i guess

modest cargo
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I suggest a scriptable tile that compares its position to players' and changes sorting layer or pivot
No need to rework the whole sorting logic of every object to use the new sorting method then, only the problematic ones

gritty heath
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Another solution that I’ve seen in games relies on not being able to approach any wall from both sides, this way you could have a seprate layer „over” the player and another one „under the player. Another assumption realtively easy to implement would be not being able to hide „behind” the walls at all. Then all you need to co is cast a ray/small box ar the player’s feet to stop them from walking onto the wall and under it. Hope it’s clear somewhat, but as others stated without some hand-crafted workaround you need to restrict yourself somehow and think what you want to achieve with these diagonal walls

quasi basalt
#

How can i make a car be able to rotate fully and look sort of 3d-ish in a top down 2d game. I've found sprite stacking and i like how it looks but there are close to 0 tutorials on how to achieve it in unity asides from gamemaker studio,

grand loom
#

Hi, Im not really much of programmer, despite knowing what i want and ChatGBPTing the code but

I've always wanted to create a small Peggle Like project, The hardest part seems to be the Peg placer. ive tried a few times in the past spawn pegs along a spline but it was never seamless.

I was wondering if its possible within the Unity tools, using the Sprite Shape Package or Spline tool to create a Spline of Pegs that can bend and distort according to the spline, each with their own Properties and segmented Edge Collider 2D.

I was wondering if anyone has achieved something similar.

I've had a bit of a fiddle with the Sprite shape and can see how to put a texture on there, and a single edge collider to see how it would fit. But i dont see anything in the documentation that would allow me to segment areas of the Sprite shape with individual gameobjects like peggle.

Is this possible within the existing unity tools or will this require a fair amount of supplementary code?

Any info would be much appreciated thanks

red monolith
quasi basalt
red monolith
#

because the main part is to make the right sprite, the programming part is easier

quasi basalt
solemn latch
red monolith
#

every layer must be 1 pixel above from the other

#

imagine it 3d

#

if the tire of the car is low, so the Y level should be low

#

its like pixels of a Voxel

#

and then rotate each layer in their own position(don't rotate the parent)

quasi basalt
#

Okay, its simpler than i thought. Thanks so much:D going to go try it out

red monolith
#

it's simple yet look so cool btw

#

first time I saw such thing

grand loom
solemn latch
#

Including sprites

little pond
#

Hello,
I am working with 2D Spriteshape and I want to apply gradient to open spline. When I apply shader to it, I am getting segmented gradient over spline. You can see sesult on image below, my goal is same look as has linerenderer. Material with gradient shader is inserted to Edge Material property and spriteshape has default settings.

How can I achive it? Thank you! 🙂

little pond
solemn latch
#

I haven't attempted it myself, I just know that it is possible. Though you might wanna look into the sprite shape controller class, I believe there might be an option for stretched UVs built into it now that I think about it but I don't recall whether they actually enabled it or if they simply talked about it as a future feature...

gray dagger
#

hi can somebody explain me why does this happen? this tile should not spawn right there and especially not in between the tiles. should i send a screenshot of my rule tile?

#

hello?

little pond
#

Hello,
my question is probably stupid, but I use the Spriteshape package and I create platforms with it. My spriteshape profiler has two sprites set up (two variants). At some point in the game I will change the spriteshape sprite on an already created object. If I understand it correctly, I need to create a script that will loop through all the controll points and set the sprite variant on them. Or is there a simpler way how to set it?

And my main question is: It is possible to animate change of the sprites (variants)? Or is variant sprite change only instant?

Thank you for help and have a nice day! 🙂

gray dagger
real thicket
clear oyster
#

hey guys, how can i see camera borders?

mild mason
#

Hey all so I am using a asset pack for the tiles in my game. They were all put into one file so I sliced it in unity but I have a problem where some wall tiles are split into 3 different ones. is there an easy way of having unity place all 3 parts down at once when I place it or am I stuck doing it manually

solemn latch
warm island
#

anyone know if I'm doing this wrong? for some reason I cant drag the sprite into the rule tile "default sprite" box

#

figured it out, unity just being weird.

graceful gorge
#

Hey there, I've got 2 Sprite Renderer objects with 2 different sprites, one a x128 and one x256.
Is there any way for these to automatically scale to the same size, or will I need a script to adjust them on a case-by-case basis

warm island
#

Anyone know how to fix the whole things to make them joined? I know with rule tiling (because of a yt tutorial) stuff take priority but ive been following everything down and idk why the stuff is still like this

warm island
#

fixed it I really should expirement a bit more before I ask questions lol

long coral
#

can you tell me what is the best program for desidn 2D sprite ?

vast kestrel
#

Can someone help me with tile maps? i use composite colliders yet it sort of bugs my player out

red monolith
#

but you can change pixel per unit

vast kestrel
red monolith
vast kestrel
#

I need to edit them so you can see whats going on

vast kestrel
#

The cat first thinks its jumping (It plays the jumping animation when idle)

#

If you someone could help

#

It would be very appreciated

red monolith
vast kestrel
red monolith
#

did you make it with on trigger enter and exit?

#

you can send it here too

#

i guess you used trigger enter to check ground?

vast kestrel
#

Here

#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

public class Character : MonoBehaviour

{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;

// Start is called before the first frame update
    private void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
        localScale = transform.localScale;
        moveSpeed = 1f;

}

    private void Update()
    {
        dirX = CrossPlatformInputManager.GetAxisRaw("Horizontal") * moveSpeed;

        if (CrossPlatformInputManager.GetButtonDown("Jump") && rb.velocity.y == 0)
            rb.AddForce(Vector2.up * 200f);

        if (Mathf.Abs(dirX) > 0 && rb.velocity.y == 0)
            anim.SetBool("isRunning", true);
        else
            anim.SetBool("isRunning", false);

        if (rb.velocity.y == 0)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", false);
        }
        
        if (rb.velocity.y > 0)
            anim.SetBool("isJumping", true);
            
        if (rb.velocity.y < 0)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", true);
        }

    }

    private void FixedUpdate()
    {
        rb.velocity = new Vector2(dirX, rb.velocity.y);
    }

    private void LateUpdate()
    {
        if (dirX > 0)
            facingRight = true;
        else if (dirX < 0)
            facingRight = false;


        if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
            localScale.x *= -1;

        transform.localScale = localScale;
    }

}
red monolith
#

I guess you can simply fix it by changing the
if (rb.velocity.y > 0)
anim.SetBool("isJumping", true);

        if (rb.velocity.y < 0)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", true);
        }
#

instead of 0, use something like 0.1f

vast kestrel
#

Okay i will try that

vast kestrel
red monolith
vast kestrel
#

Now it always displays the running animation

vast kestrel
#

Oh no thats the falling animation

red monolith
#

don't change it for velocity.x

vast kestrel
#

Ill check

vast kestrel
red monolith
#

you dont need the y == 0

#

if y > 0.1f
{
is jumping true
isFalling false
}
else
{
is jumping false
isFalling true
}

#

use this instead of that 3

vast kestrel
#

Like this?

red monolith
#

wait

#

I was trying to summarize

#

if(rb.velocity.y > 0.1f)
{
anim.SetBool("isJumping", true);
anim.SetBool("isFalling", false);
}

else
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", true);
}

#

use this

vast kestrel
red monolith
#

now you need a method to check if the player hits the ground

#

it's not right to check if velocity.y == 0 to see if the player is on the ground or not

#

so you need another way to cancel falling animation

vast kestrel
#

Ok

red monolith
#

actully if you do this you don't need that 0.1f

red monolith
#

sorry for making it complicated

vast kestrel
#

Its completely fine, thanks for helping

red monolith
#

do you know how to make a ground check?

vast kestrel
#

I can try

#

Maybe

red monolith
#

you can use raycast

vast kestrel
#

So when it is in range of a tag?

#

Then it cancels it?

red monolith
#

you can use layers too

vast kestrel
red monolith
#

when you complete this, you can cancel the fall animation when the playes is on ground

vast kestrel
#

Although how do i fix 'The modifier private is not valid for this item"

red monolith
vast kestrel
red monolith
vast kestrel
#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

public class Character : MonoBehaviour

{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;

// Start is called before the first frame update
    private void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
        localScale = transform.localScale;
        moveSpeed = 1f;

}

    private void Update()
    {
        dirX = CrossPlatformInputManager.GetAxisRaw("Horizontal") * moveSpeed;

        if (CrossPlatformInputManager.GetButtonDown("Jump") && rb.velocity.y == 0)
            rb.AddForce(Vector2.up * 200f);

        if (Mathf.Abs(dirX) > 0 && rb.velocity.y == 0)
            anim.SetBool("isRunning", true);
        else
            anim.SetBool("isRunning", false);

       if(rb.velocity.y > 0.)

{
anim.SetBool("isJumping", true);
anim.SetBool("isFalling", false);
}

else
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", true);
}

    private void FixedUpdate()
    {
        rb.velocity = new Vector2(dirX, rb.velocity.y);
    }

    private void LateUpdate()
    {
        if (dirX > 0)
            facingRight = true;
        else if (dirX < 0)
            facingRight = false;


        if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
            localScale.x *= -1;

        transform.localScale = localScale;
    }

}
#

I left the . in by accident, i removed it but they are the errors i get

red monolith
#

is your fixed update and late update inside of update?

vast kestrel
#

i think so?

red monolith
#

they must be seperate methods

#

like
Update()
{

}

fixedUpdate()
{

}

#

one after another

vast kestrel
#

ok

barren orbitBOT
warped harness
#

im talking on pc but discord thinks im on mobile

#

Wait wrong server

dry patrol
#

Hello, we're making a 2D top down puzzle game, my artist wants to be able to paint environment details directly in Editor, on texture in 2D. We know Unity has tools for painting directly on 3D terrain, is there an equivalent for 2D?

finite kernel
#

Does anyone know what could be going on?

solemn latch
#

The terrain painting tools paint on vertices, even though the data is saved as a splatmap.

#

So do most painting tools like the polybrush.

#

You can of course make your own texture painting tool if you need one.

dry patrol
#

yeah making my own texture painting tool sounds like an overkill, and also we don't have 3D objects so we dont have vertices

#

I was wondering if there's something obvious that everyone would use for this use case (2D game)

solemn latch
#

What kind of objects ARE you using? It looks like the map is largely bespoke already

#

In my own game I just make stuff like that into sprites and place them generally.

dry patrol
#

so this is the gameplay concept, we're using sprites, everything you see within the wall would be some kind of a sprite. But outside of the walls there's plenty of room for decorations, some of them as tiles, some of them as decoration assets, but the rest could be made by just "hand painting"

solemn latch
#

Just hand painting sprites is probably your best bet. The way I'd do it is to take a full sized screenshot, take it into your paint program, and do your additions there on a new layer.

#

Then bring em in as sprites.

#

Also, for the soft blobby lighting you use on the exterior, you can get a lot of use out of a single blob sprite that you place all over =p

#

Rather than making bespoke blobby patches of sunlight

#

Sidenote: sprites do have vertices(four of them, at the corners), so they are affected by vertex shaders. A slight world space noise to the vertex positions can add a lot of easy variation to grass and flower sprites.

dry patrol
#

ahh, I will repeat that idea to the artist, thank you for your comments!

solemn latch
#

Though I also have a couple variations, like a noisy one and a cutout one.

solemn latch
#

specifically this one

honest swallow
#

Helloo
Somebody may know what's going on with my character rig?
When I add a limb solver to the feet it works properly

#

But when I do it with the arms, it also adds the chest bone

#

And it shoulnt't, arm bones are sons of the chest bone, but legs as well of the pelvis and doesn't happen the same issue
Just the arms. Is there a way to exclude a bone?

solemn latch
#

So add another bone, either at the hand or at the shoulder.

honest swallow
#

Oh okay

#

Thank you

#

I didn't knew that

ember blaze
#

Has anyone used SVG's as tiles? I'm having trouble rendering them inside tilemaps

#

you can't drag and drop an svg into a tile pallette to create a tile.

mild mason
#

Hey All I am using a tile map for my game and have this tile thats sprite extends into other tiles, but keeps its hitbox which is what I am trying to do is have the player render on top of the tile when it comes from the bottom but is rendered under the tile when coming from the top. how can I do that?

sand solar
#

Hi, I'm having an issue where my tiles are larger than the grid they're in. How can I change the size of the tiles?

sand solar
#

nvm figured it out. Had to increase ppu

real thicket
#

how could one set up a rule tile such that it copies the orientation of the tile above or below the tile being placed?

modest cargo
modest cargo
real thicket
# modest cargo I'm not super familiar with custom rule tiles Do you have something working ther...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;

[CreateAssetMenu]
public class Wall : RuleTile<RuleTile.TilingRuleOutput.Neighbor>
{
    public int tileType;
    public string tileID;
    public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
    {
        base.GetTileData(position, tilemap, ref tileData);
        Vector3Int otherTilePos = new();
        TileBase tile = null;
        for (int i = 0; i < 2; i++)
        {
            otherTilePos = position + Vector3Int.up * (i == 0 ? -1 : 1);
            tile = tilemap.GetTile(otherTilePos);
            if (tile != null)
                break;
        }
        if (tile != null)
            tileData.transform = tilemap.GetTransformMatrix(otherTilePos);
    }
}```
This is what I have presently, which works as expected when drawing tiles downwards, but it only applies properly when placing tiles with individual clicks upwards
#

(when holding m1 and dragging, it draws the tileset appropriately downwards (left), but fails to do the same when drawing upwards (middle), placing tiles with individual clicks works as expected (right))

tidal jolt
#

Is this the only way to accomplish this?

real thicket
tidal jolt
#

I did

#

it just takes forever

real thicket
#

can I see it?

#

because you can just use 1 corner sprite for all of them

tidal jolt
real thicket
#

same with the border sprite

#

you see that central bit?

tidal jolt
#

mhm

real thicket
#

click it

tidal jolt
#

I see it, but I don;'t understand what it does

real thicket
#

you can change it to allow for the tile rules to rotate, mirror, e.t.c.

tidal jolt
#

so it checks all rotated positions?

#

cutting my work to a quarter

real thicket
#

let's say I have a corner tile, I have exclusions to the right and above the tile right?

#

and I set the center piece to rotate, when I place a tile in the bottom right corner, it'll automatically place the rotated corner piece

tidal jolt
#

kk

real thicket
#

here's an example

tidal jolt
#

mhm

real thicket
#

(imagine the red lines as the corner's borders)

tidal jolt
#

and it checks all rotatiosn

real thicket
#

yes

#

it'll apply for any corner

tidal jolt
#

btw random question but what happens if I do a negative offset on perlin noise?

real thicket
#

just swap the xs and arrows on that, forgot to move them around

real thicket
dim goblet
solemn latch
tidal jolt
#

can I have tips on how to make trees on a tilemap not only take up one tile, but 2?

#

I want them to be bigger

#

also ignore bad art

dim goblet
solemn latch
modest cargo
#

If your trees need to occupy two cells on the grid rather than just spill over visually that'd be a bit more complex

dim goblet
solemn latch
atomic bough
#

Hi I am trying to use the box collider 2D component to stop a sprite from walking over them but it's not working and im not sure what I have done wrong

#

I have placed the tiles that I don't want the player to be able to stop on in a separate tile map with a box collider 2D component attached

orchid crane
atomic bough
#

Even tried looking at yt tutorials using the tilemap collider 2D but it still doesn't work

solemn latch
atomic bough
#

It’s fine though I’m not gonna bother for now

plucky galleon
#

Any thoughts why this point light I added doesnt seem to be doing anything

solemn latch
plucky galleon
#

Ooooh unity tutorial might be calling it the wrong thing

plucky galleon
#

New question

#

I have the buildings in the buildings sorted layer

#

Ive told this light not to target the buildings

wispy hearth
#

How can I solve this problem with my character? This was a built-in RP proyect transform to URP to be able to change the Transparency Short Axys setting. I try changing this setting on Y to 1 and -1 but noone of them works correctly. The character and the walls are on the same Layer and the walls are a tileset with a Composite Collider, I just want that the object which Y is lower to be the one that is shown but I don't know how to do it automatically, I suppose there should be any way but I'm a bit new. If you have any tutorial about this in spanish or english i will appreciate

wispy hearth
wispy hearth
wispy hearth
# atomic bough Ok will try this, thanks!

If you want to modify the colliders with this method you should do that from the sprite editor and change to Custom Physic Shape and set the colliders manually. Once you have all done you have to remove the tilemap collider and add it again, idk if reset component works also

shy onyx
#

any idea what might be causing this line around the border of my sprite shape?

wispy hearth
# shy onyx any idea what might be causing this line around the border of my sprite shape?

I'm not really good at Unity, but try with these : https://learn.unity.com/tutorial/introduction-to-the-sprite-atlas#
Even if you only add one tileset to the atlas to pack it should help. Let me know if it solves it, I'm curious

Unity Learn

A Sprite Atlas organizes your Sprites onto a sheet to optimize your game's performance. In this tutorial, you'll create and configure a Sprite Atlas.

void maple
#

Would games like cult of the lamb or dont starve be 2d? or 2.5d? or 3d? Because Im not sure how to make the topdown view look like that in a 2d space

zenith swallow
#

Hi everyone, I hope someone here can help me. I have a bit of difficulty to wrap my head around how the Tilemap tool works with 3d gameobjects. When I edit the tile palette in XZY orientation the gameobjects show up in XYZ orientation in the Tile Palette window, which makes it hard to see which object i'm selecting.

Steps:

  1. I created a rectangular tilemap and set the grid to XZY.
  2. I opened the Tile Palette window, created a new Palette.
  3. I switched the brush to Gameobject Brush and assigned my gameobject to the Cell.
  4. I Toggle on the Tile Palette Edit and add my gameobject.
    Result 1: The gameobject is viewed from the front, but I would like to see the object from top down view. (First picture)
  5. I tried to change the Cell swizzle in the Tile Palette i created to XZY.
    Result 2: The grid in the Tile Palette window show up weirdly. I can only see the side of the grid. The objects are still viewed from the side. Is there any way i can get it to show a top down view when editing the palette grid? (Second picture)
north rune
#

how can i make this 2048x2048 sprite be resized to the grid tile size?

solemn latch
north rune
#

whats that

#

oh

north rune
#

nvm i figured it out

odd scarab
#

Anyone know how to fix the colliders for my isometric z as y tilemap? I have tiles that are on a higher z value but the composite collider is generating the collider as if the tiles are on the same z plane as the lower tiles

marble wolf
#

Why is the grid not correct for each tile? I want those grass tiles to be able to clip correctly, but I also want the Tree Tiles to do so as well. How can I fix this?

real thicket
#

is there any way to quickly generate the sprite outline for this sprite, because having to manually place points along the right side is giving me an aneurysm

#

*I want it to be exactly along the vertices of the sprite

solemn latch
#

what vertices?

#

And generally the auto outlines aren't pixel precise for various reasons. I remember a couple projects on github for pixel level tracing but don't have links handy.

real thicket
worn zealot
jagged sapphire
#

How do i connect my health bar animation through unity?

cyan pilot
#

why does the texture look just black when put onto a square

steel cypress
#

How can i make a 2d plattformer endless runner with tilemaps? Any tuts? I want to generate set levels procedural like Obstacle 1 - Obstacle 45 - Obstacle 24 - Obstacle 32 and the obstacles are made by tiles

cyan pilot
#

huh

#

yea

#

which light source should I add for 2d space

#

that's gonna light up my whole map

cyan pilot
#

It's putting white over my texture for some reason

#

I had to mark these as normal maps

cyan pilot
#

what could be wrong here

#

why is it putting that white filter over the texture

limber whale
#

why my secondary texture didnt have dropdown. im following happy harvest tutorial but i didnt get the dropdown. my editor version is 2022 lts

solemn latch
#

what dropdown

limber whale
sinful grail
# limber whale

There are two options. If you select one, then you can only do the other

Try clicking the dropdown on the SECOND one when the first is empty

limber whale
#

i didnt have the dropdown at the first place

sinful grail
limber whale
#

nope, i tried create new project and still not appear

steel cypress
#

Okay i will ask another way.. How can i move tiles without moving the tilemap?

steel cypress
#

Or is it possible to export tiles to a sprite?

cyan pilot
#

I have this material and it's not showing up like it should be

#

I drag it onto a square and it just appears grayish

modest cargo
cyan pilot
#

well if I put it as a normal map it puts a color over the texture

#

I don't want that, I want it to look how the texture looks

#

not with some kind of overlay over it

modest cargo
cyan pilot
cyan pilot
#

I put these manually on this

modest cargo
#

References help immensely

cyan pilot
#

this one looks so nice, how do I make it like that

modest cargo
# cyan pilot this one looks so nice, how do I make it like that

This level looks to use a tileset with different tiles for walls, floors, ceilings and corners as the shading seems to change in those spots
Once you have such a tileset you can simply paint the specific tiles in appropriate places from your tile palette

cyan pilot
#

do you know any free tileset

#

I am not sure in what program to draw these

cyan pilot
#

what would you suggest for them to look nicely together

#

make them all the same size and just connect them like lego blocks?

modest cargo
wispy hearth
#

Is there any way to set some sprite to the position of a tile?
I mean, I have a Tileset for the wall, but I want some walls to be breakable with a different sprite and functionality (with a collider, script...). Is there any way to set to a position automatically? Sometimes it's hard to get the exact same pixel of position manually. I try moving the sprite inside the Grid and snapping but it didn't work

cyan pilot
cyan pilot
#

and the door

#

is there any way to put certain stuff infront of other

modest cargo
cyan pilot
modest cargo
#

You can use several Tilemap components, one for each "layer" if tilesets need to overlap
The doors are probably not tilemaps though, since they are so sparsely used there's not much point making a Tilemap for each

#

Could also be the case for the torches/candles, but the pillars and other background details look to be a part of a Tilemap

#

A Tilemap is just a tool for easily and quickly placing sprites in a grid
Tilesets are sets of sprites designed to work well in a Tilemap

crystal vessel
#

how can I turn a gif into a texture2d array

sullen copper
#

I have a bunch of scripted tiles... like bordering on the 600s. Some of them require specific placement in the tile palette to make sense

But. There is no image to drag into the tile palette, it's just a bunch of objects. Is there a way to import all these into a tile palette without killing my hand?

sand patio
#

why do my tiles become blurry

#

when i import them

sullen copper
sand patio
#

idk ill check in a few minutes

sullen copper
cinder kestrel
#

Hey does anyone know what angles you can move the hex tilemap grid to in order for them to sit on top of the isometric tilemap properly?

sullen copper
#

how do you mass import scriptable tiles in a tile palette without it all becoming mismatched?

wispy hearth
sullen copper
#

Here’s a better question

#

Why is

#

the palette import not adjustable

wispy hearth
sullen copper
#

Who thought it was a good idea to force everything you import into a crumpled up rectangle with being able to change it

#

I wasted hours last night playing a god damn puzzle to get my tiles in order

wispy hearth
#

Oh yeah, that is a bit shitty, you have to add tile by tile or add all of them and pray, and after that relocate them one by one. Other thing that sometimes can help is use rule tiles and then just add the rule tile to your palette, but sometimes cause the complexity of the tileset it's not posible

sullen copper
#

This is sad. Is every unity dev just playing PuzzleMania everytime they have large scripted tile sets

#

It’s funny how this could all be fixed by just allowing a linear import

wispy hearth
#

Well, theoretically you can create an script to manage how tiles are imported to a Palette but I haven't try it. I can give you the ChatGPT answer if you are interested on it

#

Here you have the message, it shows how to create sime kind of TileImporter, maybe you have to mess up a bit with it, but it didn't looks so hard

sullen copper
#

Thanks

solemn latch
sharp wedge
#

hi, i have an issue where all of my pixel art sprites are rendering with a weird pixel overlap/double render. This isnt an issue in the original pictures so it is something in my unity editor, i have a screenshot, help pleaase

wispy hearth
sharp wedge
#

i did the filter one, but not the compression

#

gimme a sec

#

didn´t make a difference, still there

wispy hearth
#

Your sprites are png?

sharp wedge
#

yep

#

the weird overlap comes from the filter to point and compression to none, because that are making the blurry bits sharper, but it just turns the blurry bits into rectangles, so how do i get rid of the blur, because there is no blur in the original picture

sullen copper
#

why is this happening in my sorting

#

Is this some weird pivot thing I have to re-adjust the entire spritesheet to fix?

#

the trees and the player are on the same layer, same value, correct renderer settings, on the tilemap, chunk mode, sort order bottom left, player is on sort by pivot

#

the player is behind all the trees in every spot, it doesn't even attempt to sort

#

I'm try to get the player in front of the tree, and behind it past a certain point

#

it actually happens with every sprite so I feel like im just forgetting something

#

also apparently the higher up the player is it sorts behind everything but if i take it to a tree lower on the map it sorts on top of everything instead

modest cargo
sullen copper
modest cargo
sullen copper
#

yeah I have it set to chunk

modest cargo
#

Neither chunk or individual sort modes work very well for your style, since you're not additionally using isometric height for tiles

#

You'd probably be much better off by making the trees a group of sprites with a sorting group to unify their pivots regardless of tree shape

sullen copper
#

also the weird thing is trees in the middle of the map sort perfectly

#

also that would be like, every other object on the map too

modest cargo
#

Your issue is likely only with multi-tile objects

sullen copper
#

so i guess every unity game just has all objects like trees, bushes, and anything the player sorts on as game objects

#

or just isometric tilemaps

#

but that's not really gonna work for me

#

or any 2D game with an aerial view like mine

modest cargo
#

I've offered you two solutions already

#

One for gameobjects, the other for tilemaps

sullen copper
# modest cargo Eh, why wouldn't it?

Everytime I've ever seen them they're always in a totally different view than your average top-down game. I don't think my game would even look good anymore like that and it seems like I'd have to redraw all the tiles

modest cargo
#

Your style is an isometric style

#

Isometric often correlates with angled or diamond-shaped tiles, but that's not a requirement

#

Since you want tiles that use isometric sorting methods, you would benefit from it

#

But since it also emulates a 3D grid it can be a bit excessive, which is why I'd use simple sprite gameobjects with the sorting group component for this purpose

#

It is tragic if either of the solutions are incompatible with your current systems, but that is often unavoidable when you learn while developing and tackling problems face first

sullen copper
#

I think I'll just go with simple sprite game objects. It's gonna be annoying to code an additional thing for that, but it's do-able

wispy hearth
# sullen copper it actually happens with every sprite so I feel like im just forgetting somethin...

I had the same problem and the solution I found is to set the player always to be over the tiles (in my case are walls), then create different Sorting Layers (Wall, Player, UnderAll...). So when the player enter on a Collider with the Tag "Overlap Area", it changes the character Sorting Layer from Player to UnderAll, and when the player exit the collider it set the sorting layer again to the original. I don't know if it is inefficient, but my levels are small and this is the best solution I found. I can show you with an example if you need

#

For simple Sprites it works fine if you set the Transparency Sort Axis to (0,1,0) but for tilemaps this is the only solution I found, because unity as I understand process the full tilemap as a sprite, so when you are in the down-half of the tilemap it position your character over the sprite and when you are in the top-half of the tilemap it position your character under the sprite

#

Also I have to say that this is my first game and I'm a bit new on Unity so maybe there is a easiest way to do that, but this is the only working way that I found to solve that problem in my case

thick vault
#

im making an 8*8 2d game and i feel like it would look better with outlines around certain sprites. but everything ive tried has failed. i was told that maybe my shader didnt work because my sprite sheet didnt have room between the sprites. but that seems silly anyone have any insight on this?

sand patio
modest cargo
sand patio
#

I CAN SEE EVERY PIXEL

#

wow my game looks like 10x better

thick vault
modest cargo
sullen copper
bitter flame
#

Any suggestions on how to give a 64*64 character a bit of more flair and personality? Been fiddling around with a player character sprite and a basic idle pose. But the character looks a bit bland, more like a basic enemy.

solemn latch
cinder kestrel
#

Hey so when I have walls on a normal isomtetric plane my character clips through them when they're slightly lower and when I use Z as Y I can't have my character be in front of a wall at one position and behind it in another. Does anyone know how to deal with this?

void stump
#

so i have this 2d textture that is transparent (its basically a bunch of squares but in the middle they are dark and get lighter (more transparent) if they are more near the sides when i apply this texture to a sprite only the middle squares are showing. how to fix

fleet crater
#

I made a 16x16 texture for a basic cube but when I try to assign it as a sprite, I get "White Square_0's rect lies (partially) outside of texture. Will not generate Sprite for this slice." Please help me

dim axle
#

quick question, how can I duplicate a bone hierarchy? I want to mirror the right arm bones to the left side

#

CTRL D doesn't work, neither CTRL C / V, nor alt dragging, shift dragging, ctrl dragging, combined alt, control and shift dragging, I was watching a video but the part where this user made the second limb was skipped

#

the limbs have exact measurements, I don't think I can skip having exact bone lengths as I'll use inverse kinematics and related algorithms later

#

the copy and paste buttons replace the previous rig bruh

solemn latch
modest cargo
fierce lichen
#

Hi. I am currently studying tilemap. I can't get data from tile created with GameObject brush.
When you click on the tile, information should come out.

tiles with a number are a Gameobject

heavy token
#

Using tilemaps, I want the table to be in front of all 3 chairs, but the chairs & the table should be sorted by Y against the player and for that they have to be on the same Sorting Layer. How can I solve this problem?

modest cargo
heavy token
#

yes, they are made up of 1 tile each, but individually

modest cargo
# heavy token yes, they are made up of 1 tile each, but individually

As long as the pivot point of each character and piece of furniture is at the point where it would contact the floor if it were 3D, then the sorting should work okay with the tilemap in "individual" sort mode
But that gives you less freedom to position them so it'd be better to make them sprites rather than tiles

#

Tilemaps work best for well, tiles

heavy token
#

ye, fair enough

still tendon
dim axle
#

Hi, I need help trying to blend two blend trees from different layers, the second layer seems to override the base layer and I'm looking to mix them, I thought that the blending was based on percentage of values or something like that, the additive mode makes the bones completely static, what am I missing?

#

or maybe I'm trying to use the wrong approach

solemn latch
#

Might help

dim axle
pulsar swift
#

Can i somehow create a "rim" around solid ground with rule tiles?

modest cargo
#

And then give only solid tiles a collider / physics shape

#

As far as rules are considered these three are the exact same type of tile, even though they result in tilemaps that look much different

#

Correction: these

#

Which means you can cause a weird spot that's consisting of only 4 corner pieces, even though that there's no "full tile" there

#

That's not a problem if you're painting then manually, but can be a pain if you need rule tiles for random generated tilemaps

#

If you need it to work with procedural generation you need an extra system to ensure it works

pulsar swift
#

Yeah, that's what im trying to get it to work with

modest cargo
#

To me it sounds cumbersome though

#

It might be better to generate first using only solid tiles, then surround them with the edge tiles, perhaps using another tilemap entirely

#

I've been pondering the same thing but I haven't figured any quite optimal path to it

solemn latch
#

Can't you just have a solo tile rule?

#

Just make the tile a bit bigger

prisma wyvern
# pulsar swift Can i somehow create a "rim" around solid ground with rule tiles?

If you're not tied to unity alone, you might look at tiled. Here's a video kinda solving a similar issue. https://youtu.be/QXeCCvGgHhk?si=6x0IJP1IEi14omrj

NOTE: Since Tiled v1.9 was released, some of the details in this solution are no longer necessary (specifically, region layers can be omitted if you use the new workflow). as always, check your version and the relevant documentation for the most up to date information :)

Hey Pals!

Back with a new video all about Automapping in Tiled, which is ...

▶ Play video
prisma wyvern
pulsar swift
modest cargo
pulsar swift
#

I'm honestly kind of surprised that I couldn't find anyone else doing this type of thing online

modest cargo
hardy ferry
#

Why do sprites that are farther back sometimes cover up closer sprites?

solemn latch
hardy ferry
#

Ohh, how would I go about preventing that?

solemn latch
#

Sorting layers, sorting axis, breaking sprites up into smaller pieces, all depends on the specific needs

#

Remember that the sort is based on the pivot

hardy ferry
#

Ok thank you

mighty dirge
#

how would i make my rule tilesets work with other tiles
i made a stair tile but the rule tileset acts as if it isnt there, how would i fix this?

dire egret
#

can i duplicate certain pixels in aseprite?

#

im making a character and i want to duplicate the legs without having to draw them all over again

remote lion
#

for some reason the tile maps aren't rendering based on which is closer, though I don't remember changing any rendering settings. I can change the order of the one in front to one and it will render on top from all directions but idk how to get them back on the same layer
it also works occasionally and in game mode it gets super wonky
even just little nudges and they swap back and forth

it might be relevant that the object with weird rendering isn't part of the active scene even though it's active in the hierarchy

basically they render on top each other in ways that are chaotic and heavily influenced by camera position, as opposed to just rendering one map in front of another

my instinct was rendering layers, but I haven't messed with those
I built them by hand so the instantiation should be fine
so i checked through all of the tile maps and the sort order stuff is default.

modest cargo
#

@remote lion You could try tilemap sort Mode: Individual but aside from that I don't think you have many options

#

2D components are not designed to work with a perspective camera / with 3D rotations

#

Making an opaque sprite shader could solve it, but you lose all sprite sorting functionality

languid pond
#

hey there people! i have a question regarding importing aseprite files into unity, basically im trying out importing my animation files into unity so all the tagged animations are created in the file by unity

however, all the animations that are created from the file are set to read-only and i cannot modify them in the animation tab, does anybody know how i can change them to not be read-only and be able to change the animations in the animation tab?

still tendon
#

How good is the sprite atlas for packing sprites these days?

Normally I use TexturePacker but I have alot of 1080p sprite parts that would come out with a bunch of sheets so im wondering if the atlas is a better choice

modest cargo
#

It's a one-way process though so you'd edit them in aseprite as much as you can / need to first

modest cargo
languid pond
still tendon
#

No live 2D stuff so everything is actually animated

#

and of course a lot of the sprites are broken up into only things that change but it still takes up a decent amount of space

#

TexturePacker sadly doesnt have automatic multi packing for unity but I managed to get everything to fit into 9 2048 sheets

modest cargo
still tendon
#

208

modest cargo
# still tendon 208

With that number I'd have to guess those 208 are not all 1920x1080 sprites

still tendon
#

thats why i use texture packer

#

the default files are kept like that for the sake of lining everything up

#

but all the empty space gets cut off when it becomes a sheet

#

(its mostly to just make sure it all lines up when its imported)

modest cargo
#

If you're not squashing or stretching anything you can fit only one 1920x1080 image into a 2K texture
The method of packing can't really change that

#

How well Sprite Atlas fares versus TexturePacker with the particular sprites you use is up to you to test

#

It's quite fine as a system though, and there's Sprite Atlas v2 also that may do better

still tendon
#

yeah its hard to find comparisons these days on atlas v2 vs the packer

modest cargo
worthy pier
#

Does Unity have a built-in component for holding the 2D objects together, like it's done in UI? Scaling the object should affect its neighbors.

modest cargo
#

Usually the way to inherit scalings among many transforms is to parent them under a common transform and scale that

worthy pier
#

For instance, as you may see in the image provided, making the object smaller should, apparently, change the position of its left neighbor

modest cargo
worthy pier
modest cargo
worthy pier
#

Right

modest cargo
#

No such tool out of the box unfortunately
Vertex snapping (V) works in editor but not automatically
At runtime you would probably calculate the positions to snap to with a scripts

#

You probably can use the Position Constraints for that
A transform parented at each corner of the middle sprite, with the bordering sprites positioning themselves relative to that transform using the constraint

worthy pier
#

I see, thank you

#

Actually, I have realised that I don't even need this, as my object's positions should be simply updated manually

#

I usually tend to overcomplicate stuff

solemn latch
wheat cargo
#

How do I go in and manually edit a tileset? I want to make it a slope.

#

Nevermind im learned about the custom shape gen

modest cargo
spice geyser
#

can somone help me with a tilset?

#

So i have a tilset that has the normal tiles 16 by 16 but the wawes anim tiles are 9680, 80 96, 80*80 and don t know to get them animated and working properly

modest cargo
spice geyser
#

96*

#

yes

#

it worked for others

modest cargo
#

All I can see there are square, but the rest definitely should also be if you want them to work with your tilesets

spice geyser
#

this is a photo from same tileset

#

not my photo

hardy ferry
#

Hey, how do I make my urp project with sprites have the sprites actually able to go dark like right now they glow

#

But like not actually glow they just are not affected by darkness you can always see them

sinful grail
hardy ferry
#

Yeah I am doing that, and it still like glows

#

Urp - 2d - lit

#

Right?

sinful grail
hardy ferry
#

Ok

sturdy basin
#

I am trying to make a hexagon tilemap, and I created my own hexagon sprite in photoshop that has a 3d effect making the 2d tile look 3d. I tried to upload the sprite into my tilemap, as I saw in a youtube tutorial, but it stretched the tilemap all weird like this:
I want the hexagon to just fit normally in the grid and have the 3d part go outside the hexagon so it clips with other hexagons if that makes sense.

surreal marlin
#

I am mightily confused. I am trying to make a 2d tile based game. And the units do not match up. I have a tile grid that is size 1 by 1 but it does not match to unity units since a 2x1 unity units sized test sprite is way smaller. What the f... is that? Like it makes no sense. Also I double and triple checked the test gameobjects scaling so its also not a scaling issue either.

modest cargo
#

Transform scale is not size, it's a multiplier to size

#

Sprite size is determined by the relationship of PPU value and the sprite's resolution

surreal marlin
modest cargo
surreal marlin
modest cargo
#

Grids or units don't have pixel values for size, but the same result is achieved by determining unit size relative to sprite

surreal marlin
#

Yeah I was just being a derp and did not adjust the PPU properly.

modest cargo
#

This enables you to mix multiple resolutions of sprites and to always have a way to make them fit the grid

#

Or to standardize their size or resolution with each other

surreal marlin
#

Yeah it normalizes them.

#

Which makes sense, in hindsight. TIL moment. Thanks for your patience.

sonic junco
#

Could someone explain why the child object can't align properly and how I can fix it? Thanks.

modest cargo
#

The Icon field also has the "Other..." option to use a better custom icon if you feel like it

#

But usually you can just use the move tool (W) with pivot mode: Pivot and you see precisely where the gameobject transform actually is

bleak parrot
#

Hey guys, I'm looking for some help and maybe someone can enlighten me on this one issue I have

#

I'm trying to create stardew like customisation system for the player

#

But to animate each clothing piece I'd need to create an animation for them, anybody know of a solution to work around this?

#

Making 100s of animations seems tedious and would make a bit of a mess so I'm looking for a better solution to make swap sprites at runtime inside the animation?

languid pond
#

Hey there! can anybody help me out with figuring how to fix this? basically i have this issue where the tiles of my map have this weird grid that appear when i move when i build the game!

im using cinemachine with a pixel perfect camera aswell for follwing the player with 0 damping on x and y so the tiles do not do any weird jitter, for the tiles of the map im using a tilemap with a composite collider on them

i really don't understand what is causing this since it only appears in a build and not the scene

modest cargo
languid pond
#

does not happen in playmode or scene mode :(((

#

idk what's causing it to appear but in unity everything is really nice and smooth with the pixel perfect component no jitter or this weird grid

modest cargo
#

if URP, then my guess is your build may be using a different quality level that is not using the 2D Renderer necessary for pixel perfect component to work

languid pond
#

yeah it's 2D Urp!

#

i checked but the quality setting is set to ultra for all platforms , im not sure if it's some option that i have to tick for it to usethe pixel perfect component

modest cargo
languid pond
#

my tab looks like this, i tried changing it to ultra for all platforms but the build still has the grid lines when i move, it's also only the floor tiles for some reason, i have the floor tiles on a separate tilemap layer with a smaller sorting order number than both the player and walls and other terrains

#

maybe it has something to do with the ground tilemap since the walls don't have those lines appear in them, i also use the default pixel per unit of 100 for all my assets

solemn latch
#

Not with the sprite editor per se, but you can write a script to automate it

pure turtle
#

how do I make a 2D circle that opens in a circle? like a loading symbol but it just makes a full circle if that makes sense

solemn latch
pure turtle
#

have you ever played cut the rope?

#

any of the stars that have a timer on them. I want to replicate that

#

let me find an image real quick

#

I want this effect

#

except in reverse

solemn latch
#

For ui, you can just set the fill type to radial. For a sprite you'd make a shader for the same effect- just take a regular horizontal fill but apply polar coordinates

pure turtle
#

It'd be a gameobject im assuming

#

so a sprite

solemn latch
#

Don't assume, it it your game =p

abstract shore
#

Hey guys, how can I crop the image to just the red rectangle?

#

This is my prefab. And the component.

abstract shore
faint temple
#

I'm having an issue with the skinning editor where when trying to edit the geometry it just shows a cyan box over a random part of the screen rather than allowing me to select or create vertices. This ( https://forum.unity.com/threads/skinning-setting-auto-geometry-is-cutting-my-pixel-sprites.1286408/ ) forum post seems to imply that quad meshes exist as an alternative but I can't find a way to do this. Am I doing something wrong, all I want is to have the geometry properly cover the pixels of the sprite pieces.

faint temple
modest cargo
#

People were complaining about that one a lot when it released almost a year ago

faint temple
#

alrighty, downloading the editor now, thanks a bunch

solemn latch
#

Yeah, that version was really troublesome.

wispy hearth
small berry
#

When trying to select the tiles in my tilemap, they get selected correctly, but on the grid within tile palette, they're offset and I can't see what I'm clicking. Why is that?
For example it looks like the pond is 4 full tiles and more that are half-filled, but it's actually 9 tiles that fit perfectly

#

I have my spritemap sliced properly and I can see all the tiles properly, when looking at the tile files individually

wispy hearth
solemn latch
#

Or adjust the pivots on the sprite import

crude swan
#

Hi guys, idk if this is the right place to post but how do I make images less compressed and blurry? I did the whole "max size" thing and nothing worked.

#

The images aer 128x128

wispy hearth
sand stream
#

yo does anyone know what its called when a image can be put side by side with itself and merge seamlessly?

sand stream
wispy hearth
wind rose
#

why is my spirit so smoll and at bad res?

wind rose
wispy hearth
# wind rose why is my spirit so smoll and at bad res?

It looks like maybe is a problem with the camera whe upscale. Also you are looking on the Game view that doesn't work properly until you start the game, check this quick tutorial anyway: https://youtu.be/5jbgT25fc-0?si=pS8IUT-2FCGH0H9p

💡 Create crisp, sharp and perfect pixel art game in Unity 2D.
Tutorial with all the secrets for setting up pixel perfect art: package installation, textures configuration, Cinemachine camera, and more...

🎁 FREE High-quality assets: http://bit.ly/2dhp-free-yt
📚 Read: https://notslot.com/tutorials/2022/09/unity-pixel-perfect

🌍 https://notslot.co...

▶ Play video
compact geyser
#

is there any way to use apply root motion for 2d sprite renderers? I have an animation that makes 2 dashes but i dont know how to make the player to stay where the animation ends

sand stream
#

basically to create "infinite backgrounds"

dire egret
#

guys is it worth investing 200 dollars into a drawing tablet + photoshop when i can already make pixel art in aseprite? what’s the better option and what’s easier

cyan pilot
#

I have a level that inside a box and the box is rotating, the player inside tends to glitch out sometimes and it tends to get him stuck somewhere

#

Anyone got suggestions how I can fix this?

cyan pilot
#

I will record a video of it when I get home

opal tide
#

Hello

cyan pilot
#

otherwise it's okay but when the player is jumping it tends to do this

dire egret
cyan pilot
#

Yep

solemn latch
solemn latch
compact geyser
#

i want the whole character moving

solemn latch
#

Right, a flipbook.

#

You'll have to also animate the position of the root, aside from the png changing.

#

Alternatively you'd need to add it via code, but at that point you might as well just control the motion via code.

cyan pilot
# solemn latch How are you rotating it? What are your physics settings?
void Update()
    {
        if(angle == 90)
        {
            isRotating = false;
            angle = 0;
        }

        if(isRotating)
        {
            level.transform.RotateAround(centerp.position, Vector3.forward, -1);
            background.transform.RotateAround(centerp.position, Vector3.forward, -1);
            box.transform.RotateAround(centerp.position, Vector3.forward, -1);
            angle++;
        }

        timer -= Time.deltaTime;

        if (timer <= 0)
        {
            isRotating = true;
            timer = 4f;
        }
    }
modest cargo
cyan pilot
#

is there a better method to do so

solemn latch
#

Like Spazi said, directly manipulating the transform will break physics.

modest cargo
#

Any object with a collider that moves must have a rigidbody (kinematic for those that can't be pushed around) and they must move with forces, velocity and torque

solemn latch
#

Well, either that or don't use physics for the collisions

modest cargo
#

The alternative is to use your code to detect where collisions and depenetration should happen, rather than unity's methods

#

Doing that for rotating objects is pretty complicated though

cyan pilot
#

I just started with unity so I don't really know how to do that, any place where I can learn about this?

solemn latch
#

You'll also want to adjust your settings on the rigidbodies to have them be continuous rather than discrete.

#

Alternatively, you can make the level geometry be kinematic

#

Another option would be to not rotate the world at all, and only rotate the camera and gravity.

#

Which will save you a lot of trouble in many cases

modest cargo
solemn latch
#

Whenever you would have rotated the level, you rotate the camera and in the opposite direction.

cyan pilot
#

I have a question

#

when I jump on a wall and hold down the right key for example, it keeps me on the wall

#

how do I prevent that

#

Also I managed to rotate the camera but the gravity doesn't want to, I will try it again when I get home

modest cargo
compact geyser
compact geyser
still tendon
wispy hearth
still tendon
cyan pilot
#

Hello

#

Do you guys know how I can detect if my player hit a spike

cyan pilot
#

fixed it, nvm

hollow blade
#

not a big artist but i come here to say that there is a program that is def not talked about enough

#

Pixelorama is freakin awesome i love it sm, really comfortable

#

i rlly wanted to glaze on it and thought this was the best place to do so

final marsh
#

hello, i've created a map for my topdown 2d game but now that im adding things to the environment, i started having trouble with the layers of tiles. anyone know a good way to manage layers so this wouldn't be a problem?

cyan pilot
#
using System.Runtime.CompilerServices;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    private Rigidbody2D body;
    [SerializeField]private float speed;
    private bool grounded = true;
    private bool facingRight = true;
    private bool touchingWall = false;
    private Animator anim;
    [SerializeField] private LayerMask groundLayer;

    private void Awake()
    {
        body = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    private void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");

        touchingWall = IsTouchingWall(horizontalInput);

        if (!touchingWall)
        {
            body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
        }

        if (horizontalInput > 0.01f && !facingRight)
        {
            Flip();
        }
        else if (horizontalInput < -0.01f && facingRight)
        {
            Flip();
        }

        if (Input.GetKey(KeyCode.Space) && grounded)
        {
            body.velocity = new Vector2(body.velocity.x, speed * 1.5f);
            grounded = false;
            anim.SetTrigger("jump");
        }

        anim.SetBool("run", horizontalInput != 0);
        anim.SetBool("grounded", grounded);
    }

    private bool IsTouchingWall(float horizontalInput)
    {
        Vector2 direction = facingRight ? Vector2.right : Vector2.left;
        RaycastHit2D hit = Physics2D.Raycast(transform.position, direction, 0.1f, groundLayer);
        return hit.collider != null;
    }

    private void Flip()
    {
        facingRight = !facingRight;
        Vector3 localScale = transform.localScale;
        localScale.x *= -1;
        transform.localScale = localScale;
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.CompareTag("Ground")) 
        {
            grounded = true;
        }
    }
} 
#

Is this the correct way to check if the player is hitting a wall

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I don't want the player be able to walk when it hits the wall

sinful grail
# cyan pilot Is this the correct way to check if the player is hitting a wall

You should be asking in a code channel, but the range of the raycast may be a bit too short. The origin is the pivot, which is often either the center of the object, or the center of the BOTTOM of the object.
.1 may not reach further than the actual collider, thus will never hit.
Try adding Debug.DrawRay to see the direction, position, and length of the ray

cyan pilot
sinful grail
cyan pilot
#

I am currently working on what you said

cyan pilot
#

for example the rotation of the map and stuff

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let me just record a video on how it works currently

wispy hearth
cyan pilot
#

I can still walk when at a wall

#

even with your improvements

cyan pilot
#

I added text to the game and now the tilemap looks weird

solemn latch
#

Define weird

cyan pilot
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Well the tiles matched perfectly

cyan pilot
#

somehow I screwed it up

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now they look seperated

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@solemn latch

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I didn't touch the tilemap at all, only added like a canva and now removed it and it stayed this way

cyan pilot
#

I turned off anti aliasing and it looks fine I guess

modest cargo
# cyan pilot

Color bleed from adjacent tiles, which can be revealed by many causes
Tiles on the tilemap should have padding between them to definitely prevent it

cyan pilot
#

do you have any suggestions look wise, how can I quickly make the game look more lively

wise vale
wise vale
# cyan pilot medieval

ooh that's a cool theme, I'm getting a dungeon feel from your images. you could add some background decorations like chains or even just some variation in the back wall. that's just what I would do though, so no need to listen

cyan pilot
#

I made the logo for the game as well

wise vale
#

I think adding some more traps with somewhat bold colours is another idea. given that your game rotates, I'm not too sure what you will be distinguishing as the floor and the walls but you could also experiment with different tiles

wise vale
#

🔥🔥🔥

cyan pilot
#

What can I also add for the main menu that's gonna look good

wise vale
#

oh sorry

wise vale
cyan pilot
wise vale
#

if so just look for some royalty free pixel fonts i guess

#

unless you dont want a pixel font lmao

cyan pilot
#

does this look bad, can't really find a background that fits

wise vale
#

did you steal the image? 💀

cyan pilot
#

the background is ai, and their policy is that it's yours after you generate it

wise vale
#

oh cool

long tinsel
#

anyone here know anything about the line renderer?

solemn latch
#

I daresay yes.

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But why not ask an actual question

long tinsel
#

A good question! I fell asleep and forgot to delete my question LOL 😦

worthy pier
#

Hey. When working with the Pixel Perfect Camera in a 2D pixel game, I assign the Reference Resolution, enable the Crop Frame booleans for both axes and keep Stretch Fill disabled.
This way, the frame is cropped on both sides, which results in the black spaces around the game window. Is that what you would usually do in the 2D games, or should Stretch Fill also be enabled?

solemn latch
worthy pier
long tinsel
#

Where can I make suggestions for improving a feature in Unity? I noticed a graphical issue with the line renderer that is probably largely unnoticed unless you are trying to overlay two lines with one being the border for the other. It's something very minor, but could probably be fixed quite easily. It has to do with the placement of the corner vertices to be relative to the width.

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It would solely be a quality of life suggestion.

solemn latch
thin robin
#

Idk where to put this so it’s going here. I have a class project where I have to make a 2d game and I’ve downloaded a character from the asset store, but I want to know how I can change the sprite of the guy? I’ve been changing it in photoshop but I’m not sure how to replace the old sprites with this one

solemn latch
thin robin
#

So I just need to save them as the old one?

solemn latch
#

Or make a copy of the old one and overwrite that, for safety

nova bronze
#

Im trying to slice a image in the spirte editor but the slice button is grey out, what do i do? :o?

#

got, changed tthe Sprite mode to multiple;

twilit burrow
#

I have a 2d animation that has idle, walk left, and walk right. Animator is straight forward, and everything works fine in editor. When I build and test, the idle sprite animation works fine, but others do not render the animation, even though the sprite renderer is updating with the correct frames from the sprite sheet.

First video is in the editor. Works fine. Second video is a build which doesn't display the sprites from the sprite sheet for the other animations.

Do I have to manually include all my sprite sheets in the build?

dark leaf
#

Can someone help me how to make a GroundCheck ? I don't no how to make it. Tutorials don't work. 😭 😭 😭 😭 😭

cloud nebula
#

Hi guys i dont get why my Tile Palette is correctly sized but when putting it on my world it became so small

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it's the small dark spot on the grass

modest cargo
cloud nebula
#

they are at 16

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it's correct here

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my grid is 16x16