#🖼️┃2d-tools

1 messages · Page 13 of 1

cloud nebula
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but when i put it 1x1 it work

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it dosent make sense

modest cargo
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16x16 what precisely?

cloud nebula
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problem solved !

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thx for your time

modest cargo
cloud nebula
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PPU on 1 and not 16

lethal niche
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Respoting from #🔀┃art-asset-workflow

I have a question about the sprite packer/atlas feature. Say I want to add a new sprite to the atlas, how do I go about keeping all the information I've edited on the sprite editor and to include a new sprite onto it? I've not been using the sprite packer per say, as it doesn't seem to allow me to see the sprites I've placed in it (I was reading about similar bugs) so instead I just sprite pack them 3rd party software and edit it on the sprite editor. I was just wondering if the sprite packer is the idea here and I should figure out how to fix that bug.

Also, if I have multiple sprite sheets, does unity try to optimize that anyway? Or, should I try to fit as much as possible on a single sprite sheet?

nova bronze
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Im trying to use these 2d acher assets i bought and it uses .atlas and idk how to use any of these assets can someone point me in the right direction?

earnest raven
mighty dirge
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How do I make my player layer correctly with a tilemap such as this. I am using transparency sort mode already

cyan pilot
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I can't figure out how to rotate the gravity

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I figured out how to rotate the camera

proven oxide
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when using a tileset im using the random brush is it possible to quickly use this for thousands of tiles like how you can just use the flood fill tool with the regular brush

solemn latch
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You can probably just disable gravity and use an effector.

proven oxide
cyan pilot
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but there is a new problem

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I need to adjust the player script to be able to work with the new direction of the gravity

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and that seems very problematic

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like if I turn the gravity 90 degrees to the right that probably means that I should be using the vertical input to move left and right

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and then what am I supposed to do when it's not 90 degrees but something like 20

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Anyone have any idea about that?

glass jackal
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Is there a way to make overide tiles for non-rule tiles?

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I really appreciate the editor GUI for rule override tiles that lets you select which sprite to replace each sprite with, and I want to do basically the same thing to a custom tile, but that custom tile is not a rule tile. ie: the custom tile selects sprite A, in the editor for the overide tile I could say replace sprite A with sprite B. I can't just do this with a rule overide tile because that requres the tile being overriden to be a rule tile, which my custom tile is not.

dire egret
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is there any way to have onion skinning in frame-by-frame animation in photoshop

wispy hearth
slow marsh
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Hello everybody ! I'm struggling with a kind of complex tilemap for autotiling it... Here is my Rule Tile first, then the tilemap i'm using, then what it make at the final (there are 64 different tiles)

Hope I will get some answers and learn advertisments
(btw sorry for my bad english, i'm french xD)

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For the moment it also only chose 2-3 tiles for vertical and horizontal walls, i don't know how unity is chosing which tile to use.
It was soooo much easier in godot, I kind of miss it but I can't transfer the project to it

wispy hearth
# slow marsh Hello everybody ! I'm struggling with a kind of complex tilemap for autotiling i...

Unity just use the first tile that achieve the rules, so for example in your case when there isn't nothig avobe or left or right it just always choose your second tile. for these reason you have to put your rules ordered from more restrictive to more open or less specific. So in your case for example, you have to move the tile with the cross in the top-left and top-right to the second position to give it priority. Other thing, if you want your tiles to be random when a specific rule is achieve you have to do like the image of my previous message (Instead output single you have to select random and add there all the tiles with that you want to show with the same rule). Hopes this clarify your ideas

slow marsh
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Ok this is super clar !
After seing your screen, I find that I don't have Noise/Shuffle and Size

lean estuary
ashen sparrow
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Does anyone know how to use sprite atlas late binding for localized sprites? When I try to use late binding with anything other than a sprite atlas variant (just a scaled down version of the master atlas) the sprite doesn't show (using a SpriteRenderer). I have made sure that both atlases contain sprites with the same names.

I have seen it mentioned here: https://support.unity.com/hc/en-us/articles/360000665546-Sprite-Atlas-with-late-binding-and-Asset-Bundles ("or you could have one Sprite Atlas per region (JP/EU/SD/HD)")

So I believe that it should be doable but I can't find any info on what I need to do to get this working.

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My guess is that the SpriteRenderer isn't using the sprite name to identify the correct sprite to show from the atlas, I have no idea how to solve this issue though

slow marsh
proven oxide
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did i do smth wrong

wispy hearth
wispy hearth
proven oxide
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nope thanks

wispy hearth
# proven oxide nope thanks

Once you paint with your rule tile if you change the noise values or other things it just dinamically changes it in your tilemap

proven oxide
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what does the noise value do?

wispy hearth
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The dispersion of the variations of your tiles, basically how the appairs and are grouped

wispy hearth
proven oxide
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k thanks

modest cargo
thin robin
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I have downloaded a sprite from the asset store. Something bandit, and I’ve made a recoloured version of all the sprites but they are saved on a different photoshop file. How do I change the characters sprites to the one I made?

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It’s 2d btw. Idk if that changes anything

modest cargo
compact blaze
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I dont ly know where to put it but imma just send it in here. I have ht eproblem that for my 2d character sprite which looks like this: unity things that these are 2 sprites 1 for the body and left hand and one for the right handhow do I fix this? I want it as 1 model

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nvm I found it sry

slow marsh
ashen sparrow
nova bronze
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is it possible to layer trees like this with out making 100 layers?

solemn latch
naive basalt
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does anyone have a built version of aesprite for intel mac

modest cargo
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Redistributing builds is not legal anyway so you'd rather build it yourself

thin robin
modest cargo
thin robin
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how can i fix that?

modest cargo
# thin robin how can i fix that?

I don't really know how you got to that point
Don't use an image editor that doesn't support transparency
Don't use image effects or layers that discard transparency
Don't save in a format that discards transparency

thin robin
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it was photoshop

modest cargo
thin robin
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idk

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ill figure it out

slow marsh
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Hello world, I'm back !
I have a struggle with this tile (which is the upper tile), I don't know why it is offset and can't be able to put it back on his tile. It's only happening with this tile, all others are good. Any idea ? Thanks

compact geyser
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Is there anyway to edit a tilemap without getting lag? I have a big map with a lot of tiles and its really laggy and a lot of timesI get the loading pop up, but if i edit in prefab mode even tho is not that laggy each time i do something it also gets the pop up but with the import text

modest cargo
modest cargo
compact geyser
modest cargo
steady solar
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Coming back to unity after a few years away, used to use TexturePacker for atlasing sprites used in the UI, is that still a best practice these days or has Unity built a decent tool into the editor yet?

modest cargo
formal fulcrum
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är någong svensk

abstract olive
compact geyser
modest cargo
compact geyser
modest cargo
# compact geyser no way to fix it?

Haven't seen this before
Could try deleting Library of the project, updating the editor to the newest 2022.3., confirming if the bug happens in a different project of the same editor version

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If none of those work, could try upgrading a copy of your project to Unity 6 to see if that fixes the issue and how much if anything breaks in the process

deft aurora
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i set the pivot on this gate sprite on the bottom left so i can render the character using sorting group, but now when the character is on the right side to the front its not rendering properly, is there a better way to set this up? im thinking maybe breaking down the sprite into 2 parts im but not sure if im missing an obvious fix

solemn latch
livid imp
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How do I edit the tile palette name?

modest cargo
raw pelican
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Hi all, I'm generating some RuleTiles via code. I would like to do some 5x5 rules, which I can do through the inspector if I toggle on "Extend Neighbor", but I can't find this property in code. Anyone have any ideas where I can access this? I was thinking that if I added a TilingRule with its m_Neighbors property have a length of 22 (the number of rules in a 5x5 grid), then it might automatically toggle it on - but that didn't work either.

raw pelican
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Maybe one hack would be to create an empty ruletile asset and manually enable its Extend Neighbor property in the inspector, then load that asset in as the template from which i generate new rules from. Kinda lame but could work...

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Damn, that doesn't work either. A newly added TilingRule still reverts back to 3x3.

finite harbor
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ok so is there a way i can stretch this grey platform without also stretching the cyan children while keeping them in a similar spot as theyre stretched?

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its a tiled sprite

dry patrol
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Does anyone know any top down games with 64px sprite sheets? I'm looking for examples of how the result looks like

modest cargo
snow shell
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Hello there! Can anyone tell me, why my corners didnt get displayed, I set all the rules but I cant figure out, why that doesnt work. Greetings 🙂

livid imp
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How do I edit the sprite physics? The handles that I'm seeing in the documentation aren't appearing

livid imp
modest cargo
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Or "Generate" after selecting the sprite

livid imp
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@modest cargo No it just remains stationary, let me make a gif one sec

modest cargo
livid imp
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I can remake it as video if youd like

modest cargo
# livid imp

You are selecting and deselecting it
What result are you expecting

livid imp
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I'm trying to demonstrate the handles don't appear

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The little white resizers

modest cargo
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Check out the instructions I typed above

livid imp
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I cannot select the white outline and click and drag

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There are no handles

modest cargo
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You select it and then click & drag inside it
Or select it and click Generate

livid imp
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Oh generate, thank you

modest cargo
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The square you see is the sprite slice
Physics shape must be created inside it with click&drag or generate

livid imp
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Okay, what if hypothetically I wanted to make the physics box larger than the sprite? I can't drag the handles out @modest cargo

stoic thorn
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Whenever i place the block sprite in my square it becomes 9 times bigger, please someone tell me what i'm doing wrong lmao

modest cargo
modest cargo
stoic thorn
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How do i know exactly what PPU i need? Like 9 times as high then?

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Thanks a bunch bro! Fixed it. It was 255 instead of 100

modest cargo
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So if your sprites are drawn in 16 by 16 or 32 by 32 or some similar common resolution, you know you want exactly that many pixels in one grid square

stoic thorn
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That makes a lot of sense, thanks for explaining really helps me get further in my project

modest cargo
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100 PPU probably shouldn't work in this case, if that makes your sprite fit one grid square it seems to mean your sprite is 100 by 100, even if the visible pixels imply it's 16 by 16

stoic thorn
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I set the PPU to 255 for the Block sprite, that's not like crazy high right?

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I have no idea on optimizing performance etc. but i'm guessing since it's a 2d tower defense that's not to worry about

modest cargo
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It's a method to keep sprite pixel sizes consistent even when the textures have different dimensions

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And a method to tie your sprite resolution to an absolute metric, the unit grid

sick obsidian
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I am making a 2d game and I have sorting layers to organize my spites but I want to be able to sort by Y values only between layers instead of having to do it for all layers. Such as I want the player to be able to be sorted by y between player and objects but have it deal with everything else normally. Is there a way to do this?

modest cargo
sick obsidian
austere harbor
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I hope this is the right channel, but whats the best way to organize things overlaid on top of each other? In a case like this should I just move each tree slightly further and further away from the camera so that in 2D it will show correctly?

modest cargo
austere harbor
modest cargo
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@sick obsidian Though I don't grasp the issue exactly, I have a feeling you may be looking for something like the sorting group component
https://docs.unity3d.com/Manual/class-SortingGroup.html
Its purpose is to make everything in the sorting group hierarchy to sort as one object
This means you can have isometric Y axis sorting even with objects that consist of multiple sprites with various pivot positions

snow shell
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Can anyone tell me whats the solution here? I wanna display the full "tile" in the preview and also in the field of the Tile Palette but when I insert it to the "Default Sprite" its bigger then the content Inside and also overlapping. For example I used a blank 16x16 blueish Tile.

limpid snow
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Hi im new to unity i want to make 2D game what apps u suggest me use to make main menu back ground and buttons ?

modest cargo
sick obsidian
modest cargo
snow shell
modest cargo
snow shell
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Not from the same but the have the same size as the tiles themself. If I would use the spritesheet from where the tiles are, its getting a bigger mess. 😄

modest cargo
# snow shell

I don't see the "mess"
The bottom and rightmost rows are for previewing one tile wide rule tiles

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Since you haven't defined any rules that could be used for one tile wide shapes, it uses the default

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Whether blue or green here

snow shell
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So I do need to define 16 rather then my acctual 9 rules? Anyways even if that would be a way, its just displaying a single field in the Tile Palette which makes no sense, if I have more then idk 10 different Rule Tiles its getting a mess. I mean that looks like .... 😄

modest cargo
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If you want a perfect rule tile setup

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Of course it'll use the default for a lone singular tile if you don't have the sprite or rules for a singular tile

snow shell
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So the easiest solution might be to just use the middle tile? Like a blank green one.

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Till I got more rules.

modest cargo
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Probably
Depends on what kind of results you expect

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16 tile setup works but they ignore diagonal inner corners
That might be okay if you're not picky

snow shell
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You are totally right. Well I just thought abt that if every Rule has just a "colored" field, there arent that many colors also if its the same type of object, like green grass (spring) , orange/brown grass for (autmn)...

honest osprey
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Sorry if this is a stupid question that gets asked a lot but does anyone have any recommendations for good tools/software to design tiles or tilemaps?

honest osprey
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I more meant a free software

sinful grail
honest osprey
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ok thank you

unkempt cypress
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can someone help me, why my tiles looking like these?

modest cargo
unkempt cypress
modest cargo
unkempt cypress
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what is ppu?

modest cargo
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Pixels Per Unit

unkempt cypress
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thx bro

sterile slate
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Hello, I'm pretty new to Unity and have what I believe to be a small issues. When I import a 2D assets with transparency, it appear properly in the Sprite Editor where I slice the asset for use in my tile palette, the issue is when I put it on the Scene the transparency is gone, I'm trying to figure out why. Here is the image in the script editor followed by the one I see on the scene:

eternal tundra
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What material are the objects using?

warm island
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not sure why this pixel per unit doesn't increase no matter what I input. am I doing something wrong here?

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sprite sheet is a png file btw

modest cargo
warm island
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No like it changes but Im trying to make the pixels bigger the size is 636 x 2048

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Not sure what I'd set it to though

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like here he set this to 48, although i'm not sure how hed determine that

modest cargo
warm island
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so short term how big or small the resolution looks on your screen?

modest cargo
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More or less

warm island
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gotcha

modest cargo
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Many pixel styles use tiles, which are sprites meant to go on the grid

modest cargo
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Sprites don't have a grid size
They're designed for a grid size

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What that grid size means for your sprites is up to your game and art direction

warm island
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oh so you set the grid size in unity?

modest cargo
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Not usually

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Unity's grid size should stay the same
How many pixels you want to fit in one unit is up to you

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And quite literally what "pixels per unit" refers to

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For tiles it's crucial to fit a grid, for non-tile sprites not so crucial
But for them it's just as important to have the same PPU between each other so you don't end up with varying pixel sizes

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What PPU actually does is determine the size of the sprite when it's given for a renderer component to render, like sprite renderer or tile renderer

warm island
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so would It be possible to increase the ppu for this sprite im using? new to this whole thing so sorry if im asking the most basic questions. because I want to render it on a roblox character like replace the character with the sprite and would like it if it's like decently sizeable rather than a shrunking ppu

modest cargo
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You can just resize the gameobject with the renderer component if you don't need to make sure that resolutions are matched to anything

warm island
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yeah i'll just resize the gameobject

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thank you

modest cargo
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Lower PPU means bigger default size
This isn't really a roblox server

warm island
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oh no I know just wanted to ask regarding ppu sizes

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I think I broke something

warm island
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figured it out

gilded wadi
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Having some serious issues with pixel perfect rendering, despite using the pixel perfect camera component. It's like the pixel grid on screen is not aligned correctly to integer values, sprites shimmer as they move across the screen and a lot of things don't render correctly

The UI is rendered with a seperate camera to a canvas, but this canvas is rendered by the game's main camera, which is forced to integer world positions, and uses pixel perfect camera.

You can see it here most apparently in the crosshair, which stretches at different screen positions.
This issue is hardware dependent, it does not occur on my PC but does occur on a few of my other dev's PCs.
the screen gets scaled up correctly, and only applies integer scaling as it should, but its as if pixel perfect camera is not scaling to the correct resolution, or the pixel grid is being offset slightly

we're currently using 2021.3.14f1, we tried bumping unity version to 2023.2.3 and it didn't change anything.

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Here’s all the relevant game objects for the rendering of the UI. UI camera captures the UI elements to a render texture, the raw image of that render texture is captured by the main camera. The pixel distortion looks like it happens at the first step, since scaling artifacts are present in the ui render texture

modest cargo
# gilded wadi

Pixel perfect component can only snap sprite renderers to pixels

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Canvas has its own "pixel perfect" property which is not enabled there

gilded wadi
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I believe we tried that already, but unfortunately that’s not the source of the problem. The render texture itself has misaligned pixels which tells me that the UI camera is at fault

solemn latch
gilded wadi
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The same issue occurs even if the cursor is rendered directly to the main camera. The UI is rendered by UI_Camera to a 480x272 render texture, which has a shader applied to it via a raw image component. That raw image is what gets captured by the main camera

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The scaling issues occur in the entire ui, not just the cursor itself. This is also a hardware specific issue, it does not occur on my own machine, but has occurred on about 50% of other player’s machines that we’ve tested with

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It’s as if the pixels are being aligned differently or rounded differently on different hardware, but I’m not sure if anyone else has encountered the same issue

solemn latch
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I mean, if it is just the cursor I'd just make it an in-world sprite. But I'm guessing that you might have other UI elements that would cause similar errors potentially. 😛

gilded wadi
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I think the misalignment happens to everything, its just most apparent in fonts and the cursor since they’re small thin uniform assets

solemn latch
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Exactly.

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So that's a good reason to fix it rather than just cheat with the cursor

gilded wadi
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Also, just to be clear all assets are imported at 1 pixel per unit, the main camera resolution is 480x272, and all relevant canvases and render textures are 480x272

solemn latch
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Have you tried exporting the textures on the various steps to figure out exactly where it is happening?

gilded wadi
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I believe that it’s happening at the UI camera step, when it captures to the render texture, at least the preview in the inspector seemed to indicate that

solemn latch
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Also, and I probably shoulda asked this first, is this happening in editor, in build, or both?

gilded wadi
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Both

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It even looks that way if you zoom in in the scene view

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I’m away from my PC at the moment but when I get home I think I’m gonna set up an empty unity project and try to replicate the issue

solemn latch
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Good idea

gilded wadi
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I have a feeling it’s coming down to a rounding error with the camera

solemn latch
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With so many parts it is hard to be certain, especially since it seems to be a hardware dependant issue

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Presuming same OS, same directX, etc?

gilded wadi
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I can compare, but we do have different graphics cards

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I have an AMD card and my friend has a nvidia

solemn latch
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And still happens if you disable the shader you have on it?

gilded wadi
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He doesn’t get the bug on his laptop

gilded wadi
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Because it seems like it’s occurring before any of that, at the camera’s capture

solemn latch
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Just checking since that'd probably be a lot easier to fix 😄

gilded wadi
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Is there an easy way to determine the resolution of a camera’s capture based on the size?

solemn latch
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iirc size is half the screen height, so you can use that and the PPU to figure it out?

gilded wadi
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136 is 272, so that adds up

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I wonder if it’s because the aspect ratio isn’t exactly 16:9

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True 16:9 for 480p would be 480 x 270

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I opted for 480x272 so it would be divisible by 16px

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I’ll experiment with this when I get home, I have a feeling that’s part of the problem

balmy sentinel
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i want to edit my palette to replace my tiles, on every tutorial they use the " edit button" right next to the palette name but i don't have it, where can i find it ?

modest cargo
balmy sentinel
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sure lemme show you

modest cargo
# balmy sentinel

This button "unlocks the tile palette for editing"
I haven't seen it in years and I don't think it's really necessary to edit the tile palette

balmy sentinel
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maybe i'm wrong but how i could replace my tiles on the palette ?

modest cargo
balmy sentinel
still tendon
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does anyone have any idea how I fix this?

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it's set to transparent when I look on gallery so I don't understand why it's not cutting out properly?

remote sierra
#

and change the order in layer

modest cargo
#

I expect you'll want to make just one slice for the tree with its pivot at the base of the trunk
In Unity tiles don't have to fit inside the one grid square, they can be of any size
And additionally put it on a different tilemap so it can overlap the ground tiles

wraith island
gilded wadi
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OMG thanks! ill try this right away

still tendon
still tendon
barren maple
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Is the yellow stuff in this picture possible to accomplish using tilemaps? If so, how would the art need to be designed to get that fused look when most of the time its only ever connected to 1 other grid slot? Is this an instance where the tilemap cells would need to be 1/2 the size of my actual grid slots so all 4 pieces can fit to make 1 grid cell ?

solemn latch
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A regular size tile set should be able to handle that. It is just a wall if you look at its structure.

barren maple
solemn latch
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You are mentally overcomplicating things.

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You CAN split it into 1/2 tile segments of course, but you don't need to.

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As long as you build a tileset with the needed variations

barren maple
#

yea im gonna probably can this idea, i feel like im going to run into a load of other problems dynamically generating it aligning the tile map to fit my already established grid

raw pelican
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// Define the neighbor positions for a 5x5 grid
List<Vector3Int> neighborPositions = new List<Vector3Int>
{
new Vector3Int(-2, 2, 0), new Vector3Int(-1, 2, 0), new Vector3Int(0, 2, 0), new Vector3Int(1, 2, 0), new Vector3Int(2, 2, 0),
new Vector3Int(-2, 1, 0), new Vector3Int(-1, 1, 0), new Vector3Int(0, 1, 0), new Vector3Int(1, 1, 0), new Vector3Int(2, 1, 0),
new Vector3Int(-2, 0, 0), new Vector3Int(-1, 0, 0), new Vector3Int(1, 0, 0), new Vector3Int(2, 0, 0),
new Vector3Int(-2, -1, 0), new Vector3Int(-1, -1, 0), new Vector3Int(0, -1, 0), new Vector3Int(1, -1, 0), new Vector3Int(2, -1, 0),
new Vector3Int(-2, -2, 0), new Vector3Int(-1, -2, 0), new Vector3Int(0, -2, 0), new Vector3Int(1, -2, 0), new Vector3Int(2, -2, 0),
};

// Define the rules
RuleTile.TilingRule rule1 = new RuleTile.TilingRule();
rule1.m_NeighborPositions = neighborPositions;
rule1.m_Neighbors = new List<int>
{
0, 1, 1, 1, 0,
1, 1, 1, 1, 1,
1, 1, 1

, 1,
1, 1, 1, 1, 1,
0, 1, 1, 1, 0
}; // Example pattern
modest cargo
raw pelican
#

Just posting the solution for others in case.

#

The key was assigning m_NeighborPositions

pure turtle
#

any idea on how to make this with a shader? someone said to " take a regular horizontal fill but apply polar coordinates", however I have no idea how to do this. i just started with shaders and would like some assistance on how to do this

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polar coordinates would probably work, but I don't know how to put that into practice

solemn latch
pure turtle
solemn latch
#

Depends on how you want to do it, but yes. The u channel of the sprite's uv map is a horizontal gradient.

#

You can compare tgat gradient to a parameter to get a bar that fills horizontally.

pure turtle
solemn latch
#

Not precisely what you want but a good example of the sirt of setup

pure turtle
autumn herald
#

Want this as my background

#

I don’t know how the layers work in 2D

#

Can someone help with the layer stuff

balmy sentinel
#

Hello everyone, i want to do elevations to a grid, and normally i'm supposed to change the mode "chunk" to "individual", but it's not working, any helps maybe ? ( i just switch from chunk to individual on those pictures)

little beacon
#

I'm having an issue where my sprite gets an artifact on it (the discolored red square inside the red heart). The original PNG looks clean, and I have compression set to "none" on the png, with filter mode set to "no filter." Does anyone know what's wrong?

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It looks like some level of compression is still happening, because in Unity this circled pixel is the same as the one above and left of it, but in the actual PNG is different (which is what I intended).

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If I open the original PNG in my art editor (Aseprite), it looks correct and not compressed.

little beacon
#

And here's the original PNG as well just in case.

austere harbor
#

Can i use a prefab as a tile in a tilemap? I have prefabs of "Tiles" that are just square shaped sprites with certain tags and/or scripts attached

little beacon
modest cargo
modest cargo
wispy hearth
balmy sentinel
#

someone knows how to fix that pink square ?

little beacon
tender pendant
#

I have two different types of rule tiles but they arent working with one another. How can I fix this?

modest cargo
midnight cloud
#

Hi again , I've some troubles with the Pixel Perfect Camera component.

Explications :

I've created simple game with camera and pixel perfect component.
All my sprites are with no filter and compression none with 8px base.

I've also set Pixel Perfect Camera on 8px.

My screen is actually 2560, 1440 so 16:9.

As you can see , my pixels are ugly and the play mode give me 2 errors (screen)
Someone can give me advices ?

In fact, it looks like aliasing

balmy sentinel
solemn latch
#

With pp camera and low resolution, aliasing is generally expected...

solemn latch
#

A texture map?

modest cargo
#

There's no special name for it best I can tell
You just need a renderer that can project mesh UVs for the inner area in world space (like Sprite Shape) or a shader that uses world space coordinates for texture mapping directly

#

A "shader mask" can refer to many other things besides this

shadow nebula
#

Anyone know a way to cast shadows from sprite shapes like I illustrate here? To give a sense of vertical depth in a top-down scene.

solemn latch
#

Make a dark, blurry copy of the sprites and movenit slightly down and to the right?

shadow nebula
solemn latch
#

That could certainly work

gray loom
#

For Sprite Atlasing do I really just need to make one asset and unity just detects it and.. works?

#

Unlike literally everything else that needs to be attached to something else or in the scene

spring idol
#

It modifies the actual sprite assets.

#

It's not something you use in a scene

cinder current
#

I need a good terrain system for 2D games, basically i need that a player can collides with any type of terrain, slopes, etc. and the player must know which side is blocked by the terrain, also knows the angle of the terrain, someone knows about a good one?

austere harbor
#

still trying to figure out the tilemap stuff, when i try to paint with the gameobject brush its putting my tiles not filling in the tile where the cursor is but instead to the bottom left. how do i make it the center?

#

the selected tile is the white box on the bottom middle under the white circle, but it puts the tile in the bottom left

snow willow
austere harbor
#

thats what i was told to use when trying to paint a gameobject

#

or a prefab

snow willow
#

Seems like overkill/inefficient for grass

austere harbor
snow willow
#

Your way is not going to scale

austere harbor
#

well then id have to check if its all sorts of tiles that could be walkable

snow willow
#

That's not an issue. Put the walkable tiles in an array or list and just check if it contains the tile.

#

At runtime you can turn it into a HashSet for even better performance.

Meanwhile your approach is going to have serious performance concerns for rendering and memory management

austere harbor
#

would you just answer my original question

solemn latch
idle bough
#

I also asked in one of the general channels but figure folks here might know since sprite shape is linked in the pins.
I suspect my spriteshape usage is causing perf problems for users on slower systems. In profiling my fairly strong dev computer I sometimes see it take up a large part of the frame time. I am updating the geometry every frame or nearly every frame to simulate a growing vine which is triggering BakeMesh and eating up a solid chunk of frame time.
it might just be the case that this type of usage where its being dynamically updated every frame or almost every frame isnt intended/well-supported but I'm wondering if there are maybe some settings I can change or ways I can change my approach to make my usage of this package more efficient.
I'm not using custom geometry jobs, I'm just messing with the spline points directly. Would those jobs be an improvement?

modest cargo
ancient cosmos
#

Hey everyone.

I'm working on a 2D pixel art game in Unity and need advice on implementing a character customization system.

Most methods I've found involve exporting the base character and animations separately, with each clothing item on its own sprite sheet for every animation (which are then layered in game). This means creating new animations for every existing clothing item whenever a new player animation is added, and vice versa. With potentially 50-100 clothing items and numerous animations, this feels overly complex and quite labor-intensive. Are there more efficient ways to handle this, considering the clothing items involve more than just color changes?

modest cargo
# ancient cosmos Hey everyone. I'm working on a 2D pixel art game in Unity and need advice on im...

Usually swapping sprite sheets is done for this purpose, but Unity doesn't really support sprite sheets in the traditional way as all sprites are detached from their sheets and found by their unique reference alone
But you could implement them back in for this purpose
If a custom component holds an array of sprites that make up your "sheet" and set the sprite renderer's sprite reference to the sprite of the currently "active index" of the component both at runtime and in editor, you can then make an animation to only control this "active index" rather than renderer's reference directly, you could swap the arrays at will

ancient cosmos
modest cargo
ancient cosmos
modest cargo
#

I've seen some games just draw over every character part for every frame they have and forget about file size optimization, since it's the most intuitive for artists to not have to mess with any animation data at all

ancient cosmos
#

Yep. Trying to choose the lesser evil for now.
I might make improvements down the line, especially when I start working on the game's performance.

quasi radish
#

how would i fix edges like this?

#

or just allow the player to walk over them

#

found out!

ruby obsidian
#

How can I remove this white borders. In Photoshop I don't have them

modest cargo
solemn latch
#

Because unity doesn't understand premultiplied alpha

ocean dagger
#

why is my tile map acting werid ignore the tiles in the game view just the pallet

livid imp
#

I'm making a Pokemon style game, is there a shortcut to creating all these animations that have similar sprite sheets? Without having to remake it for every character I want animations for?

solemn latch
paper canopy
#

Question concerning 2D animation spritesheet: Anyone tried using Dall-E to create them? I have a single frame and I want to create a spritesheet consisting of 8 frames for every animation. Anyone came up with a working and good prompt?

solemn latch
#

Not really a unity question, is it?

paper canopy
#

Still thought anyone might know the topic

raw pelican
#

Hi all. More of a workflow question. For a 2D Tilset, if you have an animation, say some of your ground tiles twinkle, would you put this all on a single image including each tile and each frame of animation, or would you put each animated frame onto a separate image?

raw pelican
#

Maybe I'll ask in this in the art asset workflow actually.

wispy hearth
wispy hearth
proud estuary
#

HI.
I'm having a pretty simple issue I think i didn't experienced before.
When u cut a sprite sheet by size, u have to enter the size of each slice.
The issue is that the sprite editor calculates the cut each time I enter a digit.
For example, if i want the size to be 2048, when I type 2 it will precalculates the slices of size 2, before i can input the rest of the digits, 048 (idk if I'm explaining myself :p)
This causes a lot of delays. I don't know if I have activated a functionallity like slicing preview or smthing, but i don't remember this happening before and it's kind of anoying, since i want to make a simple 8x8 sprite sheet but unity decides to calculate a 4000x4000 instead
Any tip around this problem? thanks in advance

#

This is what happens when i start entering the desired size, if it helps to understand the isue (the red lines are marking the boundaries of each slize)

livid imp
gilded willow
#

Has anyone managed to use the new spline2.0 package with 2d sprites / meshes?

#

I've used the spline extruder but I'm looking for something more flat

abstract olive
twilit seal
#

Hey, I'm trying to create a tile rule but the tiles section doesn't show up after 2D? I've also installed the needed packages so I'm not sure why it's not there

#

The tutorial I'm following has the rule like on like this

lean valve
#

I can't get the pixerl eprfect camera to work at all.

modest cargo
twilit vault
#

I'm using a Tilemap with a composite collider, somehow placing these tiles breaks how the collider is formed? is this because it can't generate an inside and outside edge? how can i fix this?

the black edge is intended to be a boundary for a room, if there's an alternate way to achieve that that doesn't incur this issue i'm all ears
https://cdn.discordapp.com/attachments/497872424281440267/1255969864128921740/Screen_Recording_2024-06-28_at_02.33.58.mov?ex=667f1096&is=667dbf16&hm=a73319255430922559d30959abe5c9729c0b87cb6f8a724bcd9d72c8457daa0e&

#

i want the collider to follow the red line here, also ive checked the physics shapes and they're all what i want them to be

tired scaffold
#

How can i make it so that the middle of the image is not stretched and only the borders are when rescaling

sand solar
#

I have a layer called "front bg". When I set a light2D component's Target Layer to "front bg" through the inspector, I can see the light in my scene. However, if the Target layer is set to anything else, my light doesn't show. Why is that?

lusty geyser
#

how do you handle trees in top down games

#

gotta have the trunks a layer above the player and the leaves a layer below

#

also gotta have them layer over one another correctly

#

this is what i mean by layering correctly

#

would like them to look normal rather than this

abstract olive
#

Look up Transparency Sort Axis, and make sure the sprite renderers are sorting by pivot, and that the pivot is at the base of the objects where they touch the ground.

fair fable
#

How to use 2D skinning Editor with painting tools other than PhotoShop? I export a png in Krita with body parts in order to auto slice each part in unity, but the skinning preview pose is also departed. Is there anyway to have default preview pose and departed sprites as the same time(like what the PSB importer does)?

#

this is the png imported to unity, for example

solemn latch
fair fable
solemn latch
#

There are also converters for a few other formats to PSB, but they have issues(biggest one being that they can break if you edit them, since the metadata unity uses isn't stable with changes made in other software)

fair fable
#

ok got it

rare hedge
#

i am using tile palette to put objects faster but it is making a small spaces between the blocks how do i fix it?

rugged tiger
#

which perpective do you think is the hardest to animate in

lusty geyser
hexed tundra
#

how can i have the player go under the door frames like this picture 1 without the player going under props like in picture 2 ive tried sorting props lower then the player but then you get the result in picture 3 any help would be appreciated

rain relic
#

how does the default tiles in this preset has like player can move in them?

I have tried everything i cant figure out how is it made like that

hexed tundra
#

Player: order layer 2
Background: order layer 0
environment: order layer 1
tile toplayer: order layer 3

hexed tundra
#

probably not an efficient or smart way to achieve it but it works enough for me

rain relic
#

this is the default tiles i looked whare it sets the default loctions and its in level

#

i tried to even put stuff from it and it works, the blocks is blocsk the others that is like background is background

#

this is everything in level only and i cant move on this tree or fence like i can with my tiles

hexed tundra
#

is the tree a tile or a gameobject

rain relic
hexed tundra
#

use the erase tool then

rain relic
#

i want to create one like it

#

not remove it

#

i can stand in it

hexed tundra
#

is that a problem?

rain relic
#

no this what i want to do

#

i dont want to be able to stand on some tiles

hexed tundra
#

then remove the collider on it

rain relic
#

its grayed out

hexed tundra
#

select the tilemap that has the tiles you dont want to collide with on the heirachy and find the collision componant and remove it

rain relic
#

yeah its in files, thanks for helping me

noble iris
#

why are my particles going over my player?

#

and some arent

#

its like they have randomized z position but idk where to change it

scenic zinc
#

Guys, I need help. I'm learning to use the 2D Tilemap, and I get this bug. The IsGrounded funtion returns True when my character is on the ground, as expected. But the y velocity when my character moves to the right stays higher than 0, which make Unity think my character is Jumping, while the IsGrounded is still true. The animation then flicks between running and jump animation. This only happens when my character run on the tilemap, not on other game objects.
This is the code if you want to know https://gdl.space/zaximetini.cs

upper kernel
scenic zinc
karmic perch
#

Do y'all know if UI can block physical raycsats? My raycasts aren't hitting and I don't know why 😭

modest cargo
karmic perch
#

Thanks ❤️

civic haven
#

I think this is right channel, if not sorry. I kinda zoned out when working and accidently made custom outlines instead of custom physics shapes, and unless im doing something wrong and read some stuff wrong, I don't think you can copy one to another. Is this correct, or is there some way I don't need to redo the work on my custom physics shapes?

modest cargo
#

Doing similar edits to animation files with an advanced text editor like notepad++ can be faster in some cases, like when changing property paths, so maybe that could help with sprites too

#

Note that outline and physics shape editor have the option to auto-generate, so that may speed up the process

solemn latch
#

Worst comes to worst you can write a script to copy it probably

#

Assuming they are in roughly the same format

stark marsh
#

Hello, I'm using the sprite resolver to swap the sprite, it works fine when slowly moving through the animation manually, but when I click play on the animation, the resolvers are not 100% reliable in applying the sprite changes.

Is there a workaround for this problem or is there a setting I can set to fix this that I missed?

There is no other animation changing the sprite renderer's sprite or affecting these game objects outside of this animation.

lean valve
#

The first screenshot is the webgl build of my game, the second is the windows build. The pixel perfect camera isn't working in the webgl build for some reason, even though I made no changes in unity to it. What might be the case here?

solemn latch
solemn latch
lean valve
#

I think it is, how do I make sure it is?

stark marsh
# solemn latch Did you remove interpolation from the sprite resolver keyframes?

Yes, theres no interpolation for any of the sprite resolvers as they were set in dopesheet, checked in curves and all the sprite resolvers are more or less the same with all being set as default clamped-auto. All sprite resolvers were straight lines at 0.

Sprite animation package also uses the latest one so it does not have the pre 6.0 category-label hash split and shares the same key.

solemn latch
#

That was the second question

#

How is it in play mode?

stark marsh
#

which is why this has me stumped, i'm not sure what i'm missing since half of it works and the other half just doesn't, it is in the same in unity play mode as well

abstract olive
stark marsh
hollow dome
#

hi guys, im brand new to pixel 2d art, does anyone have tips on like what i can practice and figure what works and what doesnt?

tame turret
# hollow dome hi guys, im brand new to pixel 2d art, does anyone have tips on like what i can ...

Start with simple shapes, scale them from small to large, rotate them, get the silhouette right, make it readable, then add light/shadow, try representing different materials, then add texture (non smooth objects), multiple light sources, add more complex shapes. If you aim for natural proportions, practice those with pen & paper in the same way. Then combine. You can also follow recipes on ‚how to do a pixel art tree‘ but if you do that without having your fundamentals down (ie the above practice yielding an understanding why they work) they won’t get you far.

sleek sequoia
#

is there a way to force scene view, while editing, in 2d, to 1:1 pixel mode?

modest cargo
sleek sequoia
# modest cargo No Pixels aren't conceptually a thing at all in scene view

let me abstract it then. Is there a way to standardize zoom to the grid. For example, say 1x1 unity units is 100x100 pixels. (its not, just using simple numbers)

Hypothetically if you could calibrate the zoom level to be 0 where 1x1 meter space took 100x100 pixels of your monitor you would be viewing your pixel art at 1:1 even if unity has no idea what the actual resolution is, though it would be up to you, the developer, to never scale your art and interupt the continuous DPI of the 2d scene.

modest cargo
#

I wonder why that would be necessary though

#

Grid snapping already lets you position sprites pixel perfectly on the grid, and in game you probably have to use the pixel perfect camera anyway

sleek sequoia
# modest cargo I wonder why that would be necessary though

it would just be nice to have a hotkey to force sceneview to pixel perfect for quickly glancing at things and be able to freely move around without having to drag a camera in a separate screen or window especially if your trying to piece together a 1:1 mosaic of a level much larger than 1 scene

modest cargo
sleek sequoia
#

for example, capturing stuff like this for art/level review or to edit to make a map in photoshop, to be able to start with a 1:1 view

#

its not about "editing" or "lining up" its about prefering a certain work environment, and it also has certain utility to it.

#

also if I need the unity grid to make a tutorial or something for an artist, it's not going to show up in pixel perfect mode, though I could construct one, but that is also tedius when it feels like this should be something natively supported by unity.

#

or other things like "bug report: this is off by 1 pixel" except the unity grid is being aliased due to being scaled -.- so you end up with phantom line thickness like this.

modest cargo
#

But I wouldn't "expect" it
Unity is a 3D engine and anything sprite related you see is also 3D

#

The only thing that's being rendered are vertices of a mesh

#

@sleek sequoia because of this you usually want your assets always going into unity, not out of it
Tiled is a very good inbetween program for designing levels, since it can export into unity and as images also
Aseprite is also priceless for any pixel art stuff, it has full integration with Unity and can process images of tilemaps into tilemaps automatically

sleek sequoia
#

^^ I like tiled, used it for other things. Aseprite is new to me.

#

ill look into it

still tendon
#

Unity 6000 Using 2D Animation tab: How could i mix these two keyframes? They are both inside single sprite sheet but needed to be seperated. I believe i posted in wrong channel and found out it is not possible ._.

upper kernel
#

Is there a way for me to expand on the functionality of the Tile Palette, like, adding a custom brush type to it?

sleek sequoia
#

how do you deal with unity's floating point... um... weirdness... where even when using snapping objects end up at like.... 10.0000000002 instead of 10

still tendon
modest cargo
# sleek sequoia how do you deal with unity's floating point... um... weirdness... where even whe...

I usually ignore it since the error is so insignificantly small
It's possible to round values in the inspector, though it's not super convenient to type that each time
https://vxtwitter.com/AlanZucconi/status/1375463858282827782
I guess you could make an editor script that keeps Transforms snapped and rounded

1⃣ The inspector number fields now support the following operations:

🔹 sqrt
🔹 sin
🔹 cos
🔹 tan
🔹 floor
🔹 ceil
🔹 round

But there's MOAR! 🦁

2⃣ You can even do round(x) to round the x component of a Vector3 to …

💖 34 🔁 2

▶ Play video
modest cargo
keen carbon
#

Anyone have good advice for how to take a side profile of a sprite and make a front profile sprite of it?

versed oak
#

hey guys, i added bones to a sprite, but they dont appear when put in a scene/prefab? what wuld the problem be?

sly current
#

Hello everyone! I'm new to Unity. I'm using the latest version on Sonoma 14.5
My problem is that I just can't make tile palettes. I restarted, redownloaded, searched the web (couldn't find anything) and just can't make it work.
When I click "Create new palette", and manage to choose a folder in Assets to put into, then I click choose and then nothing happens, it drives me mad. Like I did nothing. Did anyone come across this problem, or have any idea how to make it work?

solemn latch
solemn latch
versed oak
orchid flame
#

Hi, I want to write procedural tilemap generation and I need to associate some misc tile connection info of my own. Is there some built in way to add extra info to tiles, ideally so it's displayed when I click on a tile in the tilemap? (Inspector shows a "grid selection" with a tile ref, can I hook up some extra fields to display there?)

Currently I can think of either having a dictionary of my misc info indexed by the tile string names, or maybe add monobehaviours to my tiles with the extra data, but then I would need to place prefabs instead of tile assets?

modest cargo
lean estuary
#

@lethal tundra It's pixel art animation.

lethal tundra
rugged monolith
#

any idea why, after pressing apply to save changes to 2d skeletal rigs i created, unity stalls on this forever? i end up having to close unity with task manager and reopen it and all my work is saved, its just an annoyance

barren orbitBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

fair fable
#

Is there an automatic way(in unity, PS or other software) to put single body part images into one large image while keeping size and pivot position?

crimson smelt
#

bro what is THISSSS

#

im bout to stop using tile pallet bro i swear to godddd

#

tile map* whatever its called

sly current
#

I can name the palette, not the file tho, on Mac

wraith umbra
#

Hello. Is there a way to add a script to a certain tile in my tilemap?

modest cargo
wraith umbra
modest cargo
wheat sedge
#

I try to assign sprite after slicing PNG (in Sprite Editor) to the Texture field in Sprite Shape editor. It doesn't work. It works for the whole PNG file but I am not very happy with this way - this case I need to do more preparations in Photoshop like tools. Could you help me to set part of the PNG to the Texture field? Is it possible?

wraith umbra
#

I think I haven't explained it well. I want the collider of my player to be in the center of my player, it would be one point. So if the center of my player collides with one point (the tile) something happens

#

It's like the colliders are a point in the space

#

Was that explanation clearer?

solemn latch
solemn latch
#

You can certainly test point/collider intersections, but there is no built in interaction between them.

modest cargo
#

This seems like a third separate issue to "attaching scripts to tiles" and "creating tiles from script"

cold violet
#

what software you use to create yours sprites? (Pixel Art)

modest cargo
wraith umbra
# modest cargo There's this asset for generating polygon colliders to match sprite pixels <http...

Sorry for asking again but now I think that I don't understand tilemaps completely. I looked for a solution in google but I couldn't find someone with the exact problem I have.
I guess I may confuse the terms for each thing:
I have a tilemap (red) and it has a script (light blue) with a variable called "Vamos". I added 2 tiles to the scene (yellow) and I want one to have a different value in the variable "Vamos", but I can't find how to modify that certain tile.

#

I expected to find something like this when clicking on the tile (in the inspector)

#

Sorry, this might be a pretty dumb question

modest cargo
# wraith umbra Sorry for asking again but now I think that I don't understand tilemaps complete...

You can make scriptable tiles so that they have a custom variable per type, but not individually afaik
https://docs.unity3d.com/Manual/Tilemap-ScriptableTiles.html
(And to use those with the tile palette you might need this trick in post #12 here)
If you need individual variables for tiles I believe you would maintain a 2D array of variables in another script that's always associated with tiles of the tilemap

simple falcon
#

I've opened up a 2D URP project, but it lacks the light tools (Global, Spotlight etc etc)
I've already installed the Universal RP from package Manager, but what am I missing?

#

never mind

#

i got it

lethal tundra
#

Hi all, for very simplistic pixel arts, I've noticed in some games the pixels seems more dynamic than what I have in a project, may I ask if there's anything I should know about when I try to mimic something like SNKRX? It seems like when the very basic character, each square/circle's pixel changes? When I try to do it in my project, the art looks very static..

For reference: https://www.youtube.com/watch?v=kg_zXXW7oT0

#

It almost look like it's a hd graphics rendered down? (which im not too sure how to do)

#

I could set the display resolution in my Game screen down to 160x90, and the art would kinda mimic that where it got that "hd graphics rendered down to pixel art" vibe, but I don't think that's the proper way of doing it? Is there some camera settings I should set?

rugged tiger
#

gotta learn blend trees

sinful grail
rugged tiger
#

ok

rich crest
#

what ai is good for generating 2d assets

hard rune
#

hello, why are my tilemap2D collisions going around the sprite like this? im slicing them 32x32

lean estuary
hard rune
hard rune
#

ill give that a try

#

thanks!

modest cargo
#

@sonic beacon I guess you found a solution since you deleted the question
I would've suggested that there isn't really any straightforward one so I'm interested what you decided to do

hollow karma
#

there is this random blue area where the map just wont load in game view but it works properly everywhere else on the map anyone knows why ?

modest cargo
#

I would pause the play mode when the issue happens and swap scene window to 3D view to get a better look at how the camera is positioned relative to sprites
That kind of issue looks a lot like the camera's near or far clipping plane

upper kernel
#

Is it possible to create a Tile Palette in a script?
I understand a Tile Palette is a prefab, but it has an additional Palette Settings scriptableobject(?) attached to it.
Haven't tried yet but I guess I can make a blank Tile Palette, then Instantiate, Modify, and Save as a prefab using PrefabUtility...
Does that sound like the correct way to go about doing this?
edit: change from Prefab Settings to Palette Settings PeachFacepalm

upper kernel
#

Alright following what I wrote above, it creates the prefab exactly how I want it to, except it lacks the Palette Settings attached to it. As a result, it does not appear in the Tile Palette dropdown to select as one of the palettes.

#

Sooo the only other idea I have is to directly edit the file and paste in some Palette Settings stuff.

hollow karma
sonic beacon
upper kernel
# upper kernel Sooo the only other idea I have is to directly edit the file and paste in some P...

Ok, I got it to work.

  1. Load the templatePalette asset with AssetDatabase.LoadAssetAtPath<GameObject>
  2. Instantiate it.
  3. Make any changes I want to the instance.
  4. Use PrefabUtility.SaveAsPrefabAsset to create a persistent file for the new palette.
  5. Use AssetDatabase.LoadAssetAtPath<GameObject> to load the reference to the persistent file
  6. Use AssetDatabase.AddObjectToAsset(CreateInstance<GridPalette>(), <insert the return value from 5 here>); to add a GridPalette to the prefab. I could create the gridpalette on a separate line and give it a name, as doing it this way leaves it with a blank name, but it still works as is.
  7. Use PrefabUtility.SavePrefabAsset to save directly to the file.
    result: I have a new tilepalette.
#

I'm not sure if step 5 is necessary but whatever RosalinaShrug

quiet fjord
quiet fjord
#

fixed

slim jungle
tough rock
#

Does anyone have any idea why large sprites receive 2D lights very differently than small tiled sprites when your camera is rotated?

My camera is Perspective and rotated -30 on the X-axis.

Left-side is a big old 2048x2048 sprite, right side is a set of tiled sprites. Both are on the same plane (which is just a flat plane on the XY plane).

solemn latch
#

Are they both lit shaders?

tough rock
#

yep, same shader

#

just the basic lit sprite shader

#

it's actually the same exact Tile Renderer too

#

one is just a really big tile the others are tiny

#

if I slice up my large sprite into small tiles it "fixes" it

solemn latch
#

Might be issues with sampling the 2d light texture, dunno

tough rock
solemn latch
#

I'd suggest breaking it down, try to reproduce with as few variables as possible

#

Like see if it happens without rotation, etc

modest cargo
#

I would presume that 2D lighting is not meant to be used with a perspective camera

solemn latch
#

You mean, like, upscale the resolution?

solemn latch
#

Good question.

sullen copper
#

does anyone know why this is happening? (there are clips between some of the terrain if you look closely, this flickers when you walk around it

#

This wasn't existing prior to updating to unity 2022, and I haven't changed anything regarding the pixelperfect camera
Edit: so apparently this was existing in my 2021 version of the project, sadly i have no idea when this started but i know its recent. I did make some changes to the camera, but I'm not sure it even matters as this issue persists within the editor itself.

#

it only seems to be in this one area of the map only on those specific tiles, which is weird

#

RIGHT there the tile extends

#

the top line expands bigger than the line you can see on the bottom

sullen copper
#

nvm i feel so stupid, i guess at some point i accidentally moved the tilemap the water was on thus messing everywthing up

lone moat
#

im making an rpg without a tileset and i am wondering if there is a way that i can use something, such as a polygon collider, to shape the floor however i would like without needing to draw out every single detail. heres a drawing to hopefully make more sense of what i am trying to figure out

sinful grail
#

!learn

barren orbitBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

toxic dawn
#

How to create a straight line of 50 bones in a sprite?
I'm using Unity 2022 and the 2D animation package. What's the easiest way to create or import a rig that's a straight line of 50 bones, all evenly spaced and perfectly straight? Imagine a sprite that's 6000x100 pixels and there's a line of 50 bones that run straight through it, so it can behave like a rope.

There doesn't seem to be any way to create bones programmatically.
Any ideas?

spark basalt
#

My job for Adventure game

robust lintel
#

As this seems to be a tilemap2D problem, anyone knows something?

modest cargo
robust lintel
solemn latch
#

Alternatively, if you don't need utter precision, mark the bone positions on the image so you can freehand it in the bone editor, then remove the marks

robust lintel
#

Is there a rule of thumb what size an orthographic lense should have for specific pixel art styles? multiple of 2/4?

#

Oh I see, pixel perfect camera snaps my size

modest cargo
swift knot
#

Hey guys super important thing for anyone using 2D tools in Unity. The 2D dev team made a post, link below, and asking for feedback on 2D tools, work flow issues, bugs, wanted new features, and more.
This could be QOL stuff like shortcut keys for things like quickly switching the tile layer you are working on, Sprite Editor improvements like being able to edit multiple sprites at once (example below for this one ), 2D animation improvements, asset improvements for 2D tools like how Tile assets are organized, and so forth.

Please please respond to this post. This could be how Unity company knows 2D tools are important for the future of the engine.
So more responses mean more understanding by Unity higher ups that 2D is an important tool for game devs.

https://discussions.unity.com/t/whats-stopping-you-from-completing-your-2d-games-in-unity/1493286

orchid crane
#

I created a tile palette from a sprite. I created many tile rules. I noticed that some pieces were missing from my palette and changed the file.
As new tiles were added, the order changed and messed up all the tile rules. Is there any way to change the size of the tile palette sprite without messing up the rules? Please ping me when replying

dusky lava
#

Hi I need help why is the sprite for the player getting messed up when it is 64p and my unit size is 64p

modest cargo
dusky lava
#

how do I fix the first two

modest cargo
desert copper
#

Hey I have a quick question, how do i make like a block invisible?

#

I checked the block settings and there is nothing on it being transparent or smthing like that

dusky lava
low pulsar
#

So something odd has happened yesterday. I updated to 2022.3.40f1 from I believe 16f1 and all my tilemap palettes are appearing rotated by 90 degrees. But when i use them to draw on a tilemap they appear the correct way. Is there a setting to set the palette orientation?

dusky lava
#

how do I make multiple pivot points on a sprite sheet

finite harbor
#

i found some stray colliders in my scene, only issue is i have no idea what gameobject theyre tied to
is there a way to select a specific collider to delete or do i have to find what gameobject this is tied to

#

the small square at the top is meant to be there btw

solemn latch
#

Can you click on it?

half rivet
#

hey trying to create an animation with the 2d unity but it says this anyone know how to fix this? i JST got unity :(

finite harbor
#

it appears to be disconnected

solemn latch
solemn latch
half rivet
half rivet
#

did you mean the "my project" folder

#

cus that didnt work

#

i created a new file tried all the other ones

solemn latch
# half rivet did you mean the "my project" folder

I mean the assets folder that was created when you created your project. Any assets should be inside that folder in most circumstances.

You should be able to locate it from unity hub, or by right clicking in your assets in the unity project panel and choosing 'show in explorer.'

half rivet
#

U da goat

half rivet
#

do you have to create a unique animation for each part 💀

half rivet
#

mean

modest cargo
half rivet
#

ok cus its like bugging out kinda

#

or somehting

#

created an animation for the eyeball clicked on another part of the sprite and it said i had to make a new one

#

this is the sprite btw i created an anmation for the pupil and i clicked off then ti said "create animation"

modest cargo
#

Usually one Animator manages the whole hierarchy of a character's visuals

half rivet
modest cargo
half rivet
#

idk thats what i call it

#

this square

#

when you drag

modest cargo
# half rivet this square

I don't know if you're in the process of slicing sprites or what
Or how you want to animate the character in the first place

#

Most common techniqes are frame by frame animation, skinned deformation or separate body part transforms with a sprite each

half rivet
modest cargo
half rivet
#

yeah but thats what it feels like i have to do

#

eh ill figure it out probably

solemn latch
#

One animator handles everything under it that doesn't have its own animator

dry patrol
#

Does anyone have experience using SpriteShape + ShaderGraph? I'm trying to make a river and I'm looking for some tips (fe. how to create a direction for water, since AFAIK SpriteShape does not have a "beginning" and "end")

primal scroll
#

Having a strange issue with the Sprite Slicer. After using the slicer some of the images are blank. Tried Re-importing, restarting Unity, re-slicing, but still a couple images are coming up blank. Any ideas how to fix this?

when I move the animation to the scene those images are actually blank so the animation flickers.

modest cargo
#

You can open the sprite editor to see where each slice is

#

There you can also delete unneeded slices, or even better slice by grid so the animation stays stable

primal scroll
#

Thanks a lot! The Slice By Grid worked. Had to delete some of those unneeded ones.

dusky lava
#

Hi I need help I am following the pixel perfect cam guide but I cant find snap setting plese help

modest cargo
#

Might have moved from this example too if you're using Unity 6

dusky lava
#

Hi grid snaping is grayed out even when set to global

outer wagon
#

I'm pretty sure this is a bit stupid , but why I cannot change my sprite mode to multiple (???)

modest cargo
#

I'd try to open the sprite editor after changing mode to multiple, just in case that has any effect

outer wagon
modest cargo
outer wagon
#

I'm using 2022.3.37f1 it's supposed to be LTS but yeah, I guess it's time to jump to Unity 6 😂

modest cargo
outer wagon
#

dw i'm going to upgrade and check if that works! 😄 thanks!

modest cargo
#

The last number is just the patch version so nothing significant changes

outer wagon
#

im just having student projects so there's nothing big to break (or i hope so)

modest cargo
#

Doing bigger switches often breaks stuff, and in my experience every upgrade from 2022.3. to 6 has broken something very fundamentally

#

Not to mention 6 has its own bugs

#

Swapping to a different 22.3. at first won't risk a cascade of different problems

outer wagon
#

thank you ❤️

dusky lava
#

Hi grid snaping is grayed out even when set to global

modest cargo
proud estuary
#

Hi guys!

I’m curious about your techniques for creating sprite sheets for character animations. In my case, I draw the frames on a power-of-two canvas and then arrange them in a new file, spacing them out with a distance equivalent to the original frame canvas. This way, I can slice the sprite sheet using the original canvas size for each frame, making it easier to cut. However, If I add some new effect or something on a new animation, I end up with oversized images with a lot of unused space.

I know there are other ways to arrange the images based on the size of each frame, but I don’t know how to handle the slicing, and I also wouldn’t know how to set the origin of each frame if they are not all centered in the same position.

In the img I'm uploading there is an example of an animation that caused me to go from a 512 canvas to a 1024 canvas, generating a lot of unused space.

I hope someone is willing to share their workflow so i can learn how to better deal with this <3<3

modest cargo
#

So you can give the same character sprites with entirely different size conventions, as long as the pivot point stays still relative to the character

#

If the death animation is bigger than other animations, you can make another sprite sheet for it and start by expanding the canvas around the character equally in all directions so the pivot stays fixed

#

But you have to keep in mind what this new frame size is so that you know to slice it correctly

#

Unless you slice by grid cell count, but even then you don't want to go to odd dimensions from even dimensions obviously

proud estuary
#

Thanks for your response ❤️
I'm probably gonna give the Sprite Atlas a try

modest cargo
#

Also, since we're in Unity a sprite renderer (and tiles too) can take a sprite of any size, they're not restricted to any initial dimensions

dusky lava
#

Thank you

modest cargo
#

Probably much the same way you create any other sprite
It sounds like you have something very specific in mind

wraith sleet
#

Any reccomendations for 2d pixel art tools?

#

Watch a tutorial on tiles

#

Cheers!

#

20 dollars!?

#

damn

modest cargo
# wraith sleet 20 dollars!?

For what it does I think that's a steal, and it also goes on sale every now and then
There's also the free alternative LibreSprite which has most of Aseprite's features

wraith sleet
#

Im using it now thanks

wraith sleet
#

Made a simple spritw

#

Will try to animate now

#

I did it!

#

Idle animation

wraith sleet
#

How big should each tile be for importing to unity

wraith sleet
#

really? it took me like 5 mins gonna redo it tommorow

wraith sleet
#

haha fair enough!

timid sedge
#

Hey need some help, i got a square and a circle and my sorting layers dont work somehow, i put background on square and foreground on cirle, altho the square gets displayed

#

I dont know why that happens, even when i put them in the same layer and change order nothing happens

#

Hello?

modest cargo
timid sedge
modest cargo
#

An opaque material would break 2D sorting

timid sedge
#

Somehow its only when i add a material then it doesnt work

#

I wont dm you

modest cargo
primal cliff
timid sedge
#

Every

#

Create new material and add it then it Bugs

modest cargo
# timid sedge Every

Note that for sprites you are supposed to use a sprite material, which will be using a sprite shader

#

That's what the 2D sorting is designed to work with

#

Non-sprite materials are opaque by default, which breaks 2D sorting

timid sedge
#

😂💀

#

Hopsala

sinful grail
worthy ermine
#

does anyone knows how to add frames in 2d unity

modest cargo
sullen copper
#

Anyone know how to detect when your player walks on a certain kind of tile? or what method is usually used

#

Box colliders are fine, but that doesn't really work when you have weird shapes like for water and stuff

#

then the triangle colliders work, but those are buggy to begin with since it's a bunch of weird shapes and I need to detect when the player leaves that colider/joins with it so it's not reliable

finite harbor
#

is there a builtin method for scaling the offset between children of objects correctly? I want these corner box colliders to always be on the corner of this platform object, but the collider offset wont scale with the parent object

finite harbor
#

are you using gameobjects for these special tiles or a tilemap

modest cargo
finite harbor
#

i have an older version of the object which works fine, and only breaks when tiled mode is selected

finite harbor
#

i mean like this is an older version of the same prefab

#

both were made in the same version of unity im currently using

#

2022.3.13f1

modest cargo
#

Ah, so those are effector sides

#

I assumed they were separate colliders
Disregard previous advice in that case

finite harbor
#

theyre each a gameobject

#

basically this is specifically for collision to make my games enemies flip direction on hit

#

what i think i could do is get the transform position or the objects size and move both these subplatforms accordingly to both outer bounds

finite harbor
#

yeah i tried a patchwork solution of messing around with parents but it didnt work so looks my only recourse is to hardcode it into place

finite harbor
sullen copper
#

Thanks!

snow tusk
#

Hey folks, does any method exist to increase the size of the Sprites displayed in the Animation window when editing keyframes? They are invisible on my 4K screen.

modest cargo
finite harbor
#

is there a way to disable this font smoothing effect on pixellated fonts like this?

#

i cant find anything on this specific type of font smoothing

modest cargo
small berry
#

or did you try that already

small berry
# finite harbor yep

you mean you tried it and didnt work or you mean that was the solution and its solved now

finite harbor
#

i tried it and while the forced smoothing is gone the bitmap effect is still there

solemn latch
#

Are you upscaling?

rigid flicker
#

Anybody know any artists who does 2d characters that can be customized ? Such as clothing, im new to 2d projects and looking for something nice to begin with, free or paid doesnt matter

barren orbitBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

dusky lava
#

does anyone have any good tutorals for 2.5D plaformers

wraith umbra
#

Hello. I have a problem while using tilemaps. I have a Rule Tile and it works well, the thing is that I need my Rule Tile to work with tiles from different Tilemaps

#

I'm making a dungeon generator and every room is a prefab from a Tilemap. As every room is connected I want the Rule Tile to make coherent tiles but as both rooms are two different Tilemaps, their tiles doesn't follow the Rule Tile.

#

I tried to create a main Tilemap and to translate all the tiles into that main Tilemap but I wasn't able to achieve it. And I also thought in a Rule Tile that can work with tiles from different tiles but it was the same story.

polar plover
# wraith umbra I tried to create a main Tilemap and to translate all the tiles into that main T...

''' [CreateAssetMenu]
public class SisterRuleTile : RuleTile
{
public enum SisterGroup
{
Water,
Dirt
}

public SisterGroup sisterGroup;

public override bool RuleMatch(int neighbor, TileBase other)
{
    if (other is RuleOverrideTile)
        other = (other as RuleOverrideTile).m_InstanceTile;

    switch (neighbor)
    {
        case TilingRule.Neighbor.This:
            {
                return other is SisterRuleTile
                    && (other as SisterRuleTile).sisterGroup == this.sisterGroup;
            }
        case TilingRule.Neighbor.NotThis:
            {
                return !(other is SisterRuleTile
                    && (other as SisterRuleTile).sisterGroup == this.sisterGroup);
            }
    }

    return base.RuleMatch(neighbor, other);
}

}'''

#

Basically make sure they a part of the same sister group, and then they tile

polar plover
#

Thanks

polar plover
# wraith umbra I tried to create a main Tilemap and to translate all the tiles into that main T...
public class SisterRuleTile : RuleTile
{
    public enum SisterGroup
    {
        Water,
        Dirt
    }

    public SisterGroup sisterGroup;

    public override bool RuleMatch(int neighbor, TileBase other)
    {
        if (other is RuleOverrideTile)
            other = (other as RuleOverrideTile).m_InstanceTile;

        switch (neighbor)
        {
            case TilingRule.Neighbor.This:
                {
                    return other is SisterRuleTile
                        && (other as SisterRuleTile).sisterGroup == this.sisterGroup;
                }
            case TilingRule.Neighbor.NotThis:
                {
                    return !(other is SisterRuleTile
                        && (other as SisterRuleTile).sisterGroup == this.sisterGroup);
                }
        }

        return base.RuleMatch(neighbor, other);
    }
}```
wraith umbra
wraith umbra
polar plover
proud citrus
#

I'm not certain if this is the right place but I'm creating a game where you play as a ball that rolls around. I have 2 sprites: one for the main body of the ball, and one for the face which is going to be animated.

Since you roll around, the base of the ball will be rotating. However, I do not want the face to rotate with it. Does anyone know of any ways that I can make it so that the face sprite flawlessly follows the position of the base sprite without being influenced by its rotation?

I don't really want to constantly teleport the face to the base's location as I need to repeat this process for all the enemies and doing that constantly for every enemy too sounds like it will get very messy very quickly.

solemn latch
proud citrus
#

Is that literally the only way it would be possible in Unity?

#

transform.rotation = Quaternion.identity is working more smoothly than I assumed it would. Hopefully it won't bake the performance of my game in the long run.

late arrow
#

Does anyone know what happened to the upscale render texture option for the pixel perfect camera?

#

Completely fresh 2D URP project

#

Nevermind found it whoops

solemn latch
#

Whatever method you use to achieve it, that is what would need to be happening.

proud citrus
solemn latch
#

Not really sure I understand. It is certainly cheaper than using, say, a position constraint. And much easier to organize UnityChanLOL

plain ginkgo
#

Hey, so im using this tree and my character with circle colliders, and for some reason, at some spots the character gets rendered behind the tree (like it has to be) and in some spots it gets rendered in front... i tried changing the layers,. but then the player would also be infont of the buttom mart (the wood part) which i dont want, does someone know how to fix this ?

idle bough
#

you could split the sprite in half and have it be a composite object so you can use layers to align it how you want

abstract olive
#

You need to change the transparency sort axis and make sure your sprite renderer's are using pivot as their sorting mode.

wheat cradle
#

Im having a weird problem with the TilePalette system, appologies if this is the wrong place to ask. I have my hexes properly cut from a sprite sheet, and they look right when imported into a tilepalette, but when I select a tile to paint with it paints with the tile to the right of it. Does anyone know why this might be happening?

upper kernel
# wheat cradle

If you try editing the tile palette (in the tile palette window, top right, four buttons, I believe it's the pencil?)
then you erase one of your cells...
See if it erases the sprite in the cell you are hovering, or the sprite in the cell to the right of it.

wheat cradle
#

It erases the sprite to right

upper kernel
wheat cradle
upper kernel
#

I'm not sure if it is different for hexagon grid

wheat cradle
#

No its the same, What I'm currently thinking is that this is an issue with the way unity handles hexes though. Because when I drag the split sprite sheet into the tile palette, it can look all inproperly allgined despite the fact that my cuts are flush, But when I change the tile palette to use a grid instead everything is perfectly centered in the squares. Additionally, when i drag in the hexes individually into the tile palette, after generating individual tiles, it does manage to properly center and place them. Which is really really strange.

upper kernel
#

I wasn't showing the picture to say it needs to be the same as what I have 😅
Not sure RosalinaShrug

upper kernel
# wheat cradle No its the same, What I'm currently thinking is that this is an issue with the w...

Ok I tried it myself, but I used flat top instead of point top.
I had to adjust the pivot for my sprites to be top right instead of center. When I drag my spritesheet onto the tile palette (before generating tiles), it aligns properly. I guess in your case, if your pivot is center, you would need to change it to be center left? I'm basically saying to try adjusting the pivot and see if it resolves your problem.

wheat cradle
#

I’ll try that out thanks a bunch!

winter ibex
#

Hey everyone! I am coding candy crush clone in my spare time. I am trying to find the best tool to layout my pieces on a board. Which component should I use to create a board for my pieces. I believe grid layout component is the best pick. Wdyt

rare vector
#

Hi, how can I set a rule tile to checker 2 types of tiles

#

On the left is my rule tiles and the right are manually placed

modest cargo
crystal pond
#

hello does anyone know how to make the sprites not overlap colors when compressed?

rare vector
rare vector
#

I tried making a custom rule tile by hijacking the sprite selection in the random ruleset but some very weird things happen when the tiles are updated

modest cargo
#

The RuleTile as I understand is just an example type of Scriptable Tile, not some built-in or hardcoded functionality

#

You can modify its source code as you wish or make one of your own that does what's needed

rare vector
#

I'm busy looking into that now but there aren't any resources for exactly what I'm looking for so for now I'm trying to stumble on to the answer

solemn latch
silk glen
#

hy currently I'm playing around with a platform and images, i got question to ask.
right now if i want to make an object to be Infront of any other object i have to put Z-Axis to minus.
like this for example on my background image Z-Axis is -6. and as for my platform i put the Z-Axis to -7.
will there any problem doing this? should i just stick using Layer in inspector dropdown menu?.

odd scarab
modest cargo
odd scarab
modest cargo
odd scarab
modest cargo
#

Make your own special agent, if you will

plush raptor
#

hello, im pixel arting to unity, whats the thing with scaling problem, like how to know what resolution to design the backgrounds with and the character and items, should it be the same with respect to scaling or what?

modest cargo
#

This means your assets should have the same PPU

#

Pixel Perfect Camera component is very important if you want the pixels to stay the correct size despite motion and changing screen resolutions

vapid trench
#

hi guys, where do you get some base characters and also how to add hairs on them?

jagged marlin
#

hello, how i can use vector images in particle system?

solemn latch
jagged marlin
solemn latch
#

If the svg converter doesn't give you results you like, you can convert to an image file and import that.

solid flame
#

Hi, I have a sprite of a person. Is it possible to create a collider that traces its shape but at some point stops tracing creates a flat bottom? Like cropping the image and tracing its edges.
Thank you!

gritty heath
#

I build my game pretty often and I would notice the build compression would often cause these issues with assets from a spritesheet. It would offset the image, so that parts of other tiles would appear, or just straight up break the coloring on some of them

#

setting compression from normal quality->none fixes it for me. And does not increase the build size at all... soo win-win

knotty remnant
#

anyone knows what the exact cut size for this one sprite? like the X and Y, get from sprite resource, i want to cut and become my character in my own project 🙏 or maybe picture like this need to be processed more before adding to unity ?

#

i have already watch some how to cut sprite tutorial but so many people was using less pic or less sprite picture, i mean like not as much as I've been given

#

so i was just confuse right now, i already try like grid cell cut too but the result was really not as I expected

final oyster
#

hey guys i am making a game about scaling stuff with my friends but the tile map is buging, how do i fix it?

gleaming turtle
#

hi, i want to create game with isometric textures in unity but when i create palette it is too small for texture and when i draw map it overrides other tiles

#

this is the texture btw

final oyster
#

hello? anyone here i need help !!

abstract olive
#

!ask

barren orbitBOT
final oyster
sinful grail
sinful grail
# final oyster i did

Oh? Maybe you should link to it here? All I see saying you need help and asking for help with tiles

As far as what is here, you never actually state a problem

final oyster
#

ok, ijust gona redo it so i use tiles but they some weird rendering problems, like the edges are just like a bunche of other tiles in the tileset squchet to 1 pixel, heres a picture

sinful grail
#

Make sure the PPU settings are correct for the resolution of the sprite, and google "unity pixel perfect camera"

final oyster
#

what is PPU?

sinful grail
final oyster
#

oh ok

#

thx

spice sail
#

Are those tile sprites in a sprite sheet with multiple other sprites?

mystic hazel
#

I set the pixel perfect camera to 4 times the game is actually supposed to be, then I reduced the display resolution within the game to 1/4th the resolution the game is actually rendering to keep it pixel perfect. Is this a bad idea? If I increase the display resolution it creates pixels smaller than the size the pixels are actually supposed to be, making the pixel perfect camera useless. I would stack 2 pixel perfect cameras, but I can't

placid hare
#

I'm trying to achieve pixelated particle effects so I render the output of a secondary camera to a render texture with lowered resolution. I then project it on the screen with an UI Image stretched to fill out the screen.
The problem is with alpha and the camera background color. It's set to white an as the particles/sprites have lower opacity they get an ugly white tint.

On the left is the pixelated version with white tint and on the right the normal renderer without the tint. Do you know how to fix it?

#

Also the camera settings:

#

and the render texture:

modest cargo
#

!collab

barren orbitBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

deep lantern
#

i need help with 'bendable' sprites? not sure what to call it

#

i want to bend a sprite so its not just straight without having to use a bunch of other sprites

half tree
#

im having trouble importing pixel art into unity, it becomes distorted

#

for example this is the background I am in the process of working on

#

it looks as I want it to before I export it to unity

#

but after I export it and try to run it in unity, the edges look rough and distorted, and its a little more blurry

#

does anyone have a fix for this?

#

the resolution of the original is 320x180, im using point filter mode with no compression, and my ppu is 16

shy onyx
#

Is there a way to address this weird stretching that happens on sharp corners in sprite shapes?

modest cargo
half tree
#

Oh cool, thank you

solemn latch
#

Is the term to look up

solemn latch
shy onyx
#

Thanks, I'll try some of those

golden harbor
#

Just making sure before I commit to this idea harder, but billboarded tilemaps aren't too resource intensive right

golden harbor
solemn latch
#

I'd profile it to be sure, but tilemap renderers are generally not too expensive. Are you having any depth sorting issues?

eternal pelican
#

this is my first time using unity2D, why does the player fall through the floor, (the player has a rigidbody2D, and the floor has a box collider2D) (fixed)

solemn latch
eternal pelican
strange shoal
#

I am using pixel perfect but I still have these gaps in my tiles, and I am not sure why.

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tiles are 64x64 and the tile sheet looks fine, grid size is set to 0.64

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theres also no compression and filter mode is set to point

gritty heath
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shit like that happens sometimes, set the scale of individual tiles just above 0.64, like 0.65 or 0.66, see if that fixes it and doesn't hurt the eyes

strange shoal
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It doesnt seem to have helped

golden harbor
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So no sorting issues at all warioparty

versed oak
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hey guys, what is a good way to give pathfinding to AI in a top down game?

versed oak
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i just want the enemies to be able to follow me

modest cargo
cyan kettle
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does anybody know if there is a way to type in specific x and y values for the vertices of a custom physics shape?

cyan kettle
paper canopy
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Hi, I’m working on a tile-based 2D RPG game. There are multiple scenes that are dynamically loaded, each with its own grid, but they fit perfectly. I need a tool or script that would shade every other 10x10 tiles of the grid, so I could build my map more easily. Can anyone help?

slim saddle
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Anyone know if it is possible to mask meshes from anima 2d?

solemn latch
slim saddle
solemn latch
solemn latch
slim saddle
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Okay cool. I'll do some looking into shader options and see if they will work.

solemn latch
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They actually added sprite masking to skinned sprite renderers fairly recently as well.

lapis rampart
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My solution is to import each individual tile as its own image and ignore Unity's sprite slicing. The result is a hundred times better.

strange shoal
lapis rampart
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less horrible than awful lines

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maybe there is a better solution but this works for me

strange shoal
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ill try it out, thanks for sharing

gentle onyx
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I'm making a game where you fall down a tileset and need to dodge the tiles
I had to implement the pixel perfect camera for this, because otherwise my tiles had lines in between them
But this resizes the viewport, which is extremely important for me to control. I need to control how far down players can see to optimize game difficulty.
Any tips on this? I pretty much know nothing about cameras/viewport/resolutions/scaling

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@hollow crown I think it would be a good idea to include "bugs/lines between your tiles" or something similar in the pinned message for pixel perfect, it's not obvious at all what that means and just scrolling up, there's at least 2 ppl who just asked about this issue
Also the roadmap link is dead

hollow crown
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There's people who post about the issue all the time. I'm not across 2D enough to have documented the fix

gentle onyx
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yeah the link in the pinned message works (at least for me it did)
it's just not clear that it's related to the tile issue

hollow crown
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Ah cool, can do.

gentle onyx
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awesome

indigo axle
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Hello,

I am having an issue where my colliders are not grid like. Am I doing something wrong?

indigo axle
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So I guess that I should have looked into this a bit more. I need to use a blank looking tile as an assigned collision tile then set the collider type to grid and it seems to work much better. I guess I still need to adjust levels and such, but I think I understand now. Thanks for being my rubber duck...

astral thorn
# strange shoal

if you look at the warning you're getting (just at the top of the game screen), your player screen isn't sized correctly. Resize it until the warning goes away and so too should the gaps

strange shoal
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That doesn't fix the issue

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They're not jittery and they don't have update issues it's almost like unity just isn't rendering the top row of pixels on certain tiles

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Honestly I may just make my game in 3d space and make it look 2D

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It might be the easiest solution

indigo star
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Hm, 2d lights are kinda wonky with the 3d camera, is there any way to alleviate this? The lights appear to illuminate areas outside of their zone

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That is, if I angle the camera to look at my 2d scene, the lights suddenly light up different areas

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(I'm in URP, if that affects this)

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Huh, I solved my error by myself. Fun fact: Sprite shapes with offset for some reason also offset 2d lighting that falls on them, like so (grassy stone is a spriteshape, white square is a sprite)

indigo star
modest cargo
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And there probably isn't any reliable way to make them work
It's more of a happy coincidence that sometimes it does

indigo star
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I've seen several forum posts suggest this only to have unity staff pop in and deny it

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That it should indeed work etc. And other bugs related to perspective camera and 2d lights were fixed in those threads

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I've submitted a bug report though, I'll see what unity themselves say and version down to old 2021 meanwhile

modest cargo
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In that case it seems worth the bug report
Curious if you can link one of those forum posts

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Can't really imagine how 2D lighting can work in 3D without at least a whole bunch of errors in edge cases

indigo star
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As it is though it just doesn't work at all. Turning perspective mode on immediately breaks lights completely (if you scale or move objects the light effect twists, distorts and abandons its correct position)

solemn latch
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This is the first time I have seen confirmation that 2d lights are even SUPPOSED to work in perspective.

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Given how it works, that seems surprising.

indigo star
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I think there's like a reasonable expectation of basic functionality

Some games use 2d sprites in a 3d environment to fake things like parallaxing

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In the past it felt like whatever was viewed through the 2d light mesh object was illuminated, which was fine really

solemn latch
modest cargo
modest cargo
indigo star
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2022 lts from last week, sprite renderer/sprite shape renderer, sprite lit default

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I found someone mentioning a change you can do in the sprite shader itself which moderately improved the issue

modest cargo
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I think I recall a bug like this related to sprite shape, but not precisely what it was

spice geyser
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I have only one camera in a scene and if i change the size it dosen t change anything.

spice geyser
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yes

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it dosen t change at all

indigo star
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Like, the scale?

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The camera scale doesn't affect the viewport, or much of anything really

spice geyser
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i have the camera to ortographic so the size not the scale

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i tried to delete and remake it but it still the same

indigo star
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What are the output settings of your camera

spice geyser
indigo star
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When you select your camera, you get this little preview window, right?

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Does that zoom in or out when you alter the ortographic size?

spice geyser
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i do but it dosen t match with the one from the game

indigo star
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And if you boot the game, press pause, and look on the scene view

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You don't get an extra camera from somewhere?

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You can select the camera while the game is running and alter the size then too

spice geyser
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if i delet it it says that i have no camera but the game image is still ther

indigo star
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or move it etc to see if that is in fact the camera you are running

spice geyser
indigo star
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I mean it sounds like you have two cameras

spice geyser
spice geyser
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Also i m on unity 6 do that matters?

indigo star
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Uh, it might, I don't use Unity 6 so I wouldn't know what changes

spice geyser
indigo star
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Wait, the stuff you're rendering on screen

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is that UI?

spice geyser
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Yes

indigo star
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Ah

spice geyser
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ok i m dumb

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sorry

indigo star
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I see we understood the problem at the same time

spice geyser
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thanks

polar ocean
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I have a question about rule tiles. Is there a resource somewhere that shows the exact shapes I need to make in order to cover all possible 2d square tile shape combinations? Like, I know I need straight edges and corners, but I'm not sure about things like one-tile platform ends and everything. This seems like something that should be a solved problem, but my google skills are failing me.

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also, inside corners, etc

modest cargo
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Also called "compressed" sometimes

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Then there are "47 tilesets" or "expanded" tilesets

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Worth mentioning though that those 47 tiles are mostly repeated quarter corners

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Which could all be inferred from just 6 original tiles, if you had a rule tile that supports it

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as shown here

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A generator could handle it if you can find one, but another option would be to make your own quad rule tile implementation

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The rule tile from Tilemap Extras package is not very fleshed out and mostly meant as an example of what kind of scriptable tiles you can make

polar ocean
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OK, thank you

modest cargo
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Or you can do all 47 by hand, of course

dry patrol
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hey what's the best way to place multiple decoration prefabs in a quick way? I'd like to have a brush of some sorts that would be able to randomize offsets/scale of a group of prefabs etc.
Prefab Brush is removed and GameObject Brush looks very primitive. Is there a better tool?