#🖼️┃2d-tools

1 messages · Page 14 of 1

fiery hedge
#

If I were to stretch an image from the bottom right corner, is there a way to do this programatically to make it more like an animation? I just want to move it in a radius

#

Like this

dusty cape
#

why my sprite lose it bone reference???

sharp nimbus
dusty cape
#

end up create one sprite for each

sharp nimbus
# dusty cape end up create one sprite for each

I think they have to have the same bone reference. If you only have this one difference between the sprites just import the psb with both variations showing and skin them both in the same model. Then you can drag it to the scene, hide the object showing the one you don’t want, and add a skinning editor and sprite library to the one you want to use. This might depend on what specifically you want to do though.

dusty cape
#

hmmmm okay thank

sharp nimbus
dusty cape
#

thank much

strange shoal
#

I am having trouble with some collisions for my 2d game

#

ive never had this issue in 3-D space

#

The car isnt even touching the barriers, and it destroys my rotational "momentum"

low pulsar
#

Can someone explain whats happening here? I create a "hexagonal flat-topped" palette and it shows the palette rotated 90 degrees clockwise in the view. It appears pointy topped but the tiles are all still drawn correctly when i paint onto a tilemap.

#

Another quick snippet showing that original palettes and how it shows the orientation correctly when painting. I was building the game on 2022.3.22f1 and everything is working. I tried updating to 2022.3.40f1 and ran into this issue. I decided to roll back at the time. Now with the runtime fee reversed I felt compelled to update to the latest - but still have the same issue. When i look at the project manifest there is no change to the tilemaps library, there is a major version bump to the tilemap extras package in the lock file.

shrewd folio
#

Can anyone tell me why this gap is there in the spritesheet? We are using .aseprite file

#

these are the settings

#

please reply with @shrewd folio

fervent smelt
#

Okay I don't really know where to put this so it is going in here. Essentially, my problem is that I have a 1bit sprite that I'll attach, and I feel like there has to be some automated way to get the polygon collider for it. Especially because it is literally just squares. But I have looked into creating a custom physics shape from the sprite shape and all that but I run into a problem: the bounding box decides to be just a little bit too wide. And so the polygon collider is too big and that is obviously something I would prefer didn't happen

#

Here are some pictures

copper jungle
#

unlike a mesh collider, the polygon collider requires you to place the points manually AFAIK

modest cargo
#

You might try the 2D Pixel Perfect Collider script, but since it's meant pixel-scale sprites it's possible it gives you trouble with a sprite that large and with some stray pixels you have there

#

Alternatively you might enjoy using Tilemaps instead for level design, and tilemap (+composite) collider while at it

#

Even if just for the collider part, adding visual flair sprites later on top of it

copper jungle
modest cargo
smoky agate
#

Sorry, I'm new to Unity, so I'm still figuring out the basics!

I made a rule tile for a house, and I'm trying to add a door tile in front of it. But if I add it on the same grid in the hierarchy, the three rule tiles around it change.

So what is the best way to solve this? Make a new grid on top? Not sure how to override just a few tiles (the rule override thing I saw online doesn't seem to be about this)

solemn latch
smoky agate
#

Or what is the best way to do this?

solemn latch
#

From what I understand, only by extending the rule tile

#

The rule tile script is meant as more of an example, and isn't super complex logic wise

snow loom
#

fellas I've got a question

#

So, I'm trying to make a 2D Level editor for my platformer. The game utilizes spriteshapes (cause tbf, they're better for the game's purposes than tilemaps) & I'm trying to figure out how to like

#

modify the spriteshape's ... shape in runtime

#

Any clue how I can make something like that? I'm really confused & idk how to even begin to code it if I'm honest

#

and I honestly don't know if this is even the correct channel, considering this is inquery about a 2D unity tool's inner workings

modest cargo
#

The rest is using them to create new vertices, to select them and to move them

snow loom
#

fair enough

#

I'll return here if I get stuck (which let's be honest, it'll happen quite soon)

#

in the mean time, thanks!

faint fractal
#

Would it be possible to add enimies to tile maps, so I dont have to drag and drop each time (for a 2d pixel art game)

faint fractal
#

Or at least have grid snapping for my enemies

#

I found out that I could make my prefabs snap to a grid with ctrl + backslash. It seems to fix the solution, however, I would love to know if anyone has other ideas out there

swift knot
# fervent smelt Here are some pictures

This is going to sound weird, but that is actually located on the Rigidbody. There is a function that returns the Sprite Outline. The reason is to have an outline generated for things like manually checking if colliders overlap or not.

Let me find that function name. It has been a while since I used it so can't remember it off the top of my head. Going to dive into the documentation really quick for it.

swift knot
# fervent smelt Okay I don't really know where to put this so it is going in here. Essentially, ...

Okay if you are still looking into the. Unity has two functions now in the Collide2D and Rigidbody2D class.
It is called GetShapes().

This returns the PhysicsShapeGroups which is the respresentation of the physics geomentry generated by a collider or a set of colliders.
It allows you to quickly grab the calculated shape of a set of colliders.
It can also tell you what type of shape it is so for TileMap colliders with the edge mode on it returns a set of edge shapes.

With the ShapeGroups return from the GetShapes function you can grab the vertices of all calculated collider edges to make your outline.

Here are a couple links for a lot more information.

https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Collider2D.GetShapes.html

https://docs.unity3d.com/6000.0/Documentation/ScriptReference/PhysicsShape2D.html

https://docs.unity3d.com/6000.0/Documentation/ScriptReference/PhysicsShapeType2D.html

fickle adder
#

Trying to fix an issue I've been having since the start of this project. I'm trying to make a 2d top down game. I've followed a few tutorials but everything only seem to work on the first launch or not at all.
There are cuts inbetween my tiles, I've tried shrinking them to put them closer together with cell gap and finally found that adding them to an Atlas works but now that I'm adding more to the atlas it's throwing an error and the grid squares are getting cut again. Do all the files inside the Atlas have to be the same type? Some of them are PNG while the others are aseprite. Removing the ones I added doesn't fix the issue and I'm seeing nothing online about it.

Console error is SpriteAtlasManager.atlasRequested wasn't listened to while SpriteAtlas requested.

Console error, grid cuts, and atlas settings included.

fickle adder
#

Incase anyone else is having the same problem. Unity as an engine understands what a Aseprite file is but the Sprite Atlas doesn't. Changing over to a png to match the rest seems to fix the issue

modest cargo
#

Aseprite has a similar automatic padding feature when exporting a sprite sheet

#

The seam that forms because of color bleed is a separate issue from the seam that forms because a positional gap appears between the tiles

#

It happens because floating point coordinates are not pixel perfect, thus can't guarantee that tiles are lined seamlessly next to each other

#

That one is what tweaking the tile PPU or grid size are a potential solution to

#

Though the "true fix" is to use pixel perfect rendering

fickle adder
#

How would I turn on pixel perfect. I feel like I remember seeing that but I don't remember where

modest cargo
#

It's also a whole workflow though, as to work properly your assets have to be designed for pixel perfect rendering

#

Or in other words to have a scale that makes sense when rendered at native resolution

fickle adder
indigo star
#

Hmm, it looks like normal maps in for 2d lights are fully broken in LTS

#

I'm trying to figure out exactly when it happened so that I can go back to the version prior to that

#

It looks like positive X and Y create significantly more light than negative x or negative y even if the normal map is flat

#

Whereas in 2022.3.43f1 they instead behave like this. When the light is illuminating something up-right the normal maps seem to stop working and it just illuminates extremely brightly

#

Note that these are fully round, identical lights with no direction

indigo star
#

Did unity change the base color of normal maps or something? Here is how light appears to apply on a flat surface with normal maps

modest cargo
robust swift
#

Why does the middle text and the lines look so horrible? (Dont worry, this wont be the final graphics, just prototype - I want to have a working game with all the features I want before I start drawing proper graphics)

abstract olive
#

Are you using text mesh pro?

robust swift
abstract olive
#

Show the componany. Also make sure you haven't scaled the object.

robust swift
robust swift
abstract olive
#

That's what the font size is for. But anyway, show the transform of the object.

robust swift
#

Oh, I fixed it, just put WD% to max

hollow hatch
#

Is it possible to set the Sprite Atlas packing to "0 padding"? 🤔
Default lowest is 2.

solemn latch
#

Not that I know of.

modest cargo
hollow hatch
#

I gotcha.
Probably won't go down that route then.

But, if anyone was curious -- I figured out you can just open the meta file and change it to 0 in there.

solemn latch
#

But yeah, even if you could it is a bad idea usually.

nimble latch
#

Is there a way to use one Spline Shape for the walls. Currently, I use two Spline Shapes for the walls and the sides of the walls as I wanted an indoors environment.

unkempt jasper
#

hey could someone help me with setting up a tilemap for 2D, ive already made all the assets and have them in a tile pallete, im trying to make them dynamic but for some reason it wont work PLEASE HELP!!

spare oxide
#

Is this a good place to ask questions about turning parts of a tile map into sprites?

modest cargo
spare oxide
modest cargo
spare oxide
#

I have this sprite/tile sheet. I want the structures as full sprites (custom outlines) and the ground types as tiles (uniform outlines).
I ended up importing the sheet twice and cutting it twice (once for each scenario).
@modest cargo forgot the reply (:

modest cargo
#

Then use some slices for tilemapping, others as sprite objects

spare oxide
modest cargo
spare oxide
#

I now see that even though the "SLice - Grid by Cell' option is selected, I can delete areas of the slice and then manipulate them to be bigger/smaller/custom.

#

I thought it had to be set to custom for some reason. Assumptions 🤦‍♂️

modest cargo
#

Yes
Slices can even be named individually so you know what they're for

spare oxide
#

This makes it quite easy indeed

#

Thank you for your help @modest cargo 🏆 🍻

#

While you're being helpful, can you please remind me what the inner green slider is for within the sprite editor?
I understand the pivot point and blue slider.

modest cargo
spare oxide
modest cargo
spare oxide
quaint summit
#

Hello, is there a way for me to separate these kind of file, Im new to unity

modest cargo
quaint summit
#

So I thought I would need to cut them one by one and seperate them

modest cargo
#

That's what the individual sprites under the sprite sheet asset are

quaint summit
#

Oh

#

So do I just throw in and use?

modest cargo
quaint summit
#

What happened is whenever I throw in that file in

#

It runs all of the NPCs

#

I only need one at a time

#

I think its because that whole sheet is a bunch of NPCs

#

Idk how Unity works yet

modest cargo
#

By "throw that file in" are you saying you're creating an animation
And dragging the whole sprite sheet onto the timeline, rather than a selection of sprites from the sprite sheet?

#

There already are animations and animators though, so there should be no need to create them except for practice

#

And for practice you should be following tutorials pretty closely, such as from !learn

barren orbitBOT
#

:teacher: Unity Learn ↗

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

modest cargo
#

Unity has not been created simple enough to just jump in and start making stuff

#

This is not a complex task though, it just should be done in a specific way
And you need to know the difference between sprite sheets / assets and individual sprites / slices

quaint summit
#

I throw it in the scene

spare oxide
#

Is there a way to rotate just this one chunk of tiles?

spice sail
#

use the bracket keys

#

] and [

spare oxide
smoky agate
#

Is it the best practice to manually edit the colliders for most 2D objects (in a top-down game)? It seems that the automatically-generated ones aren't quite what I want

spare oxide
# spice sail ] and [

This works directly in the tile palette when editing the tiles.
I'm curious if it's possible to rotate tiles already placed in the scene?

#

I can rotate the entire gameobject that the tiles are placed in but thats all.

obtuse oracle
#

does anyone have any experience in using 2d sprites and adding normal maps to them for lighting depth?

spice sail
#

Here's a screenshot where I have the correct tool selected in the tilemap, tiles selected in the scene adn the inspector showing the rotational controls

#

You can see that three of the tiles are rotated

spice sail
spare oxide
spare oxide
spare oxide
#

Does anyone know how to create a new 'sprite cutting area' so I can cut out more sprites than outlines that are currently offered?

spare oxide
# spice sail

This worked great until I realized all the flowers in my sprite were then pointing sideways lol. But it worked well to make a nice template and then trace over with the original tile orientation.

spice sail
cloud sundial
#

How do I reference a sprite that is derived from (Texture 2D) PNG?

#

Everytime, the PNG with all the images is references, instead of one of the individual icons/sprites.

modest cargo
modest cargo
modest cargo
tender vessel
#

How can I kind of "fit" a rectangular sprite to a circle/arc? something like this

#

or just make a graphic that is naturally rounded, dunno which one would be better

tender vessel
#

nvm, just made a graphic, works well enough

final saffron
#

Anyone good with tilemaps that could possibly help me? I have a tilemap where the invidual tiles are 32x48. The full file is 256x256

When I import em and try to paint em using the tile painter they are offset (?) so that they don't connected to eachother. (If i lower the pixel per unit from 48 to 32 they just ovelrap eachother)

See pic included.

tired elbow
#

I guess you could change the grid size? By default the grid is square but you can set the x and y independently

spare oxide
sullen copper
#

anyone know whats up with this? i havethe tree trunk and its hole separate, they're both on layer 'Player' with a level of 7, if i set the hole to the first 2 sprites, its behind the tree but any sprite beyond 3 and its on top of the tree, as it should be. but all the sprites are identical in size so im not sure why the type of sprite affects anything

#

this could be solved by setting the tree trunk to a lower layer but it needs to sort with the player, so it must be the same layer as the player

#

nvm im dumb i just moved it down a little bit

spice sail
quaint fjord
#

Hey, I have a rule tile. These 2 parts of water sit on a different tilemaps

#

but on the same grid

#

why they don't connect?

brave ibex
#

Could I get some help with 2D Animator Layers. I wanted to avoid having to create multiple sprite sheets for the same slime monster sprite to add color variety. Ended up splitting the slime body and the sword stuck in it into two separate objects. Both have sprite sheets.

From how I understand it, an Animator component drives the sprite renderer component on the same object, so in my case, how would I have the second sprite sheet (the sword sprite sheet) play. Would I need a second object with a sprite sheet and animator (using the same animator controller)? Tried setting up the sword sprite sheet this way with its own animator component which uses the same animator controller as the body.

However it is only sorta working. When I enter play mode, If I have the sword layer weight set to 1, only the sword animation shows with no slime body visible at all and if I turn the weight down to 0 during the play mode, both body and sword show and animate properly. Vice versa, if I have the sword weight set to 0 when entering play mode, only the body shows. When turning the weight up to 1 during play mode, both player. I assume I have messed something up in my setup.

I can't seem to find any video or forum that suggests a solution to this and would appreciate any assistance o7

brave ibex
#

My current work around is setting the sword layer weight from 0 to 1 or vice versa on Start. Pretty sure i'm missing something though

vocal root
#

is there a good engine, kinda like aseprite but free?}

solemn latch
modest cargo
#

LibreSprite is a free fork of it

tacit pivot
#

Hi guys, are there any tool to separate some 2D sprites I've drawn into sperate pieces? I don't want to completely re draw my ship and player character to draw a thuster separately and the gun separately

modest cargo
tacit pivot
modest cargo
tacit pivot
#

I don't understand

modest cargo
tacit pivot
#

I've imported a PNG player character sprite, my player is mostly basic shapes and without redrawing I want to snip, or cut, (I'm not sure the exact term) a segment of the sprite out and now have 2 separate sprites

modest cargo
potent glade
#

Not sure the best place to post this, but here goes. Forgive my poor terminology.

Using TMPro with wrapping enabled, I need a blank character that is regarded by TMPro as a normal character for purposes of wrapping the text. So in cases where the addition of another character would cause the line to wrap around, I need it to work the same whether I'm using a blank character or regular character. I have tried several different blank characters that don't behave the way I want them to. Some nearly work, in that the blank character is treated as a part of the word and not a space, but they only "work" and wrap the word to the next line if the word ends with a visible character.

#

Perhaps more straightforwardly, I need a blank character that generates a mesh

solemn latch
vivid spear
#

FOR A 2D GAME THERE SURE IS ALOT OF VECTOR3'S

cloud loom
#

I'm making a proc gen 2D isometric game in Unity. To handle height I was increasing the Z axis of higher tiles. However, now that I have a character running around with collisions, I realize the perspective is off when running "behind" a block with height. I saw some videos on this topic, is adding another tilemap with a higher sorting order for each "level" of tilemap the best way to do this? So far I have designed my entire loading/unloading logic around the basis of one tilemap.

silver carbon
#

Does aseprite worth it

fervent smelt
#

Okay I am getting really close to getting something to work. Essentially, I have a lot of sprites that are just squares, and I want their rigidbodies to be perfectly aligned automatically. The way I am doing this is getting the PhysicsShapeGroup2d from the Rigidbody and assigning it to a customcollider2d. However I am running into a problem. I can't figure out how to assign my PhysicsShapeGroup2d to my CustomCollider2d. Does anyone know?

silver carbon
#

How Can I see my hiden tool is aseprite

lean estuary
cold acorn
#

is there a chanel for pixel art

modest cargo
keen field
#

Need help with some 2D fundamentals.

I have a pixel perfect camera in this scene, but it's causing the characters to jitter and shake in a strange way when moving. Mario and Luigi are moving at the same speed, with Luigi at a slightly-offset position, but Mario is staying smooth and centered while Luigi shakes wildly. Why is this happening? Is there a solution to this? Something simple that I'm missing?

rich crest
#

whhat would be the right prompt to design a paddle for my pong game. the ai litteraly draws a pong paddle, but you knwo i need something like in a pong game.

solemn latch
#

You could, like, just draw one?

#

I mean, its a freaking rectangle.

#

Possibly the single most easy thing to draw with a mouse other than a single pixel.

modest cargo
#

Who knows, maybe one of the chatbot AIs can explain that

#

Why have a human in the loop after all?

dry patrol
#

I'm trying to make a water reflection in a 2.5D game (top down-ish).
In a side scroller game you can just use a render texture camera and feed it into a shader. What about topdown or 3/4 top down games? Where the body of water can have complicated shapes (like a river). Would a similar approach work or is there a different way?

dry patrol
#

thanks it looks exactly right, and also uses the same placeholder asset pack 😅

wind bane
#

yo i have a small question how can i make it so my 2d sprites will get the same size as the screen on each screen size. Because currently when ever my screen gets smaller it will just cut out everything

#

current camera settings:

solemn latch
spice sail
modest cargo
#

If you want a lot of control over scaling of 2D objects, a Canvas provides the most options for it
Canvas objects are quite different from sprites though

wind bane
shadow ridge
#

Can someone help me with rule tiles im trying to get a slope working but it just does the boxed edges. I know if i more the slope tiles on top of the boxed edges they will appear but it doesnt set right

#

when i move them to top they look like this

sharp trout
civic knot
sharp trout
#

I tried stopping the game if its about being exactly above or under the reference point

#

but that didnt work

#

I also check if the tip of my left arm on the left side or the right side in the update

civic knot
sharp trout
#

Game didnt break

civic knot
#

Then it might be an issue that only happens at certain frame rate. If you can't go frame by frame, then just debug some values to try and understand what's happening.

sharp trout
#
{
    // Check the distance between the weapon and the character
    float horizontalDistance = Mathf.Abs(weapon.position.x - character.position.x);

    if(horizontalDistance == 0)
    {
        Debug.Break();
    }
}``` tried this one more time but same result
civic knot
#

Think step by step.

  • what do I know about the issue?
  • it seems like the bones are moving sporadically between several positions when the target is at certain position.
  • what moves these bones? How are their positions calculated?
  • probably ik? It receives some values, like the bone previous position and the target positions and does some calculations.
  • then it's either an issue with the calculation itself or the input values.
  • don't have access to the calculation(as it's unity code), but can check the input values.

Follow a thinking process like that and you'll get closer to solving the issue.

#

Obviously, research thoroughly and confirm with debugging every step on the way. Don't just make assumptions.

sharp trout
#

Ok I found something about the problem

#
{
    // Check the distance between the weapon and the character
    float horizontalDistance = Mathf.Abs(weapon.position.x - character.position.x);

    if(horizontalDistance < tolerance)
    {
        Debug.Break();
    }

    Debug.Log(horizontalDistance);

    // Use tolerance to check for horizontal proximity, avoiding helicopter effect
    if (horizontalDistance > tolerance)
    {
        SwitchEffectorPositions();
    }
    else
    {
        // Align both arms to the mouse position when very close
        AlignArmsToMouse();
    }
    
}```
#

I changed the value of tolerance I though it was a low value but it actually was a high one. I saw that when I debugged the distance value

terse thicket
#

if I have a tilemap using tiles that is say like a cloud, not perfectly flat, is there a way to allow the character to run on it as if it was a rect, ie i dont want him bumbing up and down on the cloud surface

tired elbow
tired elbow
# shadow ridge

Would you want your slope rule to look like this?
It's what your under slope one looks like

hazy aspen
#

Does anyone have an Ideal, why that Parallax Effect looks so ulgy ? its my first time and i followed a tutorial. but the behavior of mine Parallax looks much more different to the videos Effect.

tired elbow
#

The things further back should be scrolling slower than the things in front. Looks like it's kinda backwards right now.

gilded scaffold
#

guys how do i make my camera follow me?

shy anvil
shadow ridge
#

How would I go about making this slope more straight for the player to walk up and also not slide down when just standing on it?

shadow ridge
#

Thanks I will definitely check that out

cold acorn
#

Yeah

#

If Hollow Knight Can do without we can too

cold acorn
shadow ridge
modest cargo
thick dock
#

I was having a minor struggle with Unity 2D textures, but the explanation & solution became obvious as I typed it here. Every part of this face is made of different sprites layered on top of each other and made a render texture. That alone was pretty complicated, but we're down to the last issue:

See that white gunk around the eyelashes?

It seems that semi-transparent pixels on the base texture lashes are not color masking appropriately.

The solution was to just mask off the black eyelashes as part of the red color mask because the semi-transparent pixels were the issue. Because they are black they don't matter to the masked area anyway.

#

In case anyone else ever encounters this, here you go.

thick dock
#

There we go, totally eliminated the problem. Just add color mask on top of semi-transparent pixels too.

gray loom
#

I see some differences in the way people handle 9-slicing and was wondering if one or the other is the modern or "correct" way, see screenshots. 2 of them (from Unity) show the slices going towards the middle of the sprite un-evenly. Then the other way I most commonly see through tutotials and such just has a simple way of cutting it as close as possible towards the edges.

I dont know which I should be using to avoid headaches in the future when working with these

modest cargo
#

The straight edge region is so small in the first example because the intention is to have as little variance as possible when extended

#

But if you want the pattern to repeat when extended without being repetitive, a longer edge may be appropriate

#

Just up to artistic preference

gray loom
#

Ahh gotcha, so more contextual. I can see it now with the blue button having a gradient and the sheet shown having small details not wanting those extended

modest cargo
forest lintel
#

I am designing a game and I want each level to take place at a different time period, I really suck at art any good asset packs that just have anything and everything, wanted to do like a dinosaur level, medieval level, maybe future

dreamy holly
#

Hey guys,
I'm currently working on a 2D pixel art sidescroller. The player character is going to do a sort of kamehameha fire beam looking attack.
As I'm creating pixel art for the game I created a basic fire beam that I can repeat and move in Unity Shader (Pic 1) - however when I put this texture into Sample Texture 2D it gets stretched to fill theentire texture square. I've been checking out the Inspector for the sprite, material, and inside the Shader but I cant seem to figure out why the colour is stretching the fill the entire material.
Any help would be great ❤️

solemn latch
dreamy holly
#

Oh no, wait, got it, just had to plug the Texture 2D Alpha node into the final output. Thanks 🤘

shell vine
#

Anyone know why my Sprite Editor bones do not appear in the Hierachy?

tepid pelican
#

Hello, how can I make a smooth picture blend transition? I want my picture to transition into another for four minutes in a way it blends between. More precisely, I need every pixel to slowly change its color for four minutes until it reaches the color of the pixel of the next image. And, for maximum optimization, I need the image to be updated every 3 seconds. How can this be done?

tepid pelican
modest cargo
#

UI images?

modest cargo
#

Then what exactly?

tepid pelican
modest cargo
#

If it's not a UI image, it could be a sprite on a sprite renderer, or a nonspecific 3D material
Or something else potentially

tepid pelican
modest cargo
tepid pelican
modest cargo
solemn latch
elder timber
#

hello ! I m currently trying to setup a dungeon generator ( BinarySpatialPartition + Delaunay's Triangulation + Kruskal Minimal Spawning Tree ), It's actually almost finished I just need to fixes the doors ( in black ) do you think there's a way to apply a ruletile to complete them even if the doors and walls are on differents tilemaps ? ( floors are blue and white, walls purple and doors black ) I m keeping those in different tilemap to apply colliders utterly

#

( doors are incomplete bc the way MST is calculated, could change that in code but actually not so easy )

solemn latch
elder timber
#

welp I ll refactor all of this to get only one tilemap tho

elder timber
worthy venture
#

I'm trying to set an outline for a polygon sprite, but I need the points to be exact. Can I somehow set their values to be the exact values I need instead of dragging them, or change the snap distance?

worthy venture
#

Like, make the point be on exactly in the middle of a side?

solemn latch
#

Well, to some degree of precision.

shy talon
#

Hi, if you're good with UI, please take a look at this issue of mine:

feral lance
#

what the problem

mild lagoon
#

Anyone have any recommendations for 2D skeletal animation course for an artist?

solemn latch
raven bluff
#

Is their any way to use blender grease pencil for making 2d game assets in unity?

solemn latch
#

There are in fact many ways to do that...

#

Most commonly, just exporting as sn image.

unkempt cypress
#

Hello all, i wanted to make a platformer game with cartoonist art concept, and i want to ask is it better to make platform and spikes to tiles or be a normal game object?

solemn latch
crisp flint
oak galleon
quiet tartan
#

hello just wanted to get a quick understanding of PPU setting, just started learning and so i sliced a 16x16 tileset for the world and a 32x32 sprite sheet for my player and set PPU for to 16 and 32 respectively, but wondering why when i build the world through my tile pallette my world building tiles are basically like double the size of my Player sprite, did it scale to the max PPU?

vague smelt
#

I'm having a problem with new tilemap shadow caster, it is blinking and showing weird black lines, anyone got a fix for this?

spare oxide
#

Hello all, I'm using the blend tree to animate an enemy movement. Using a simple 2d directional Blend Type. For some reason the 'mirror animation' option cannot be selected. Does anyone know why this might be?

spare oxide
glacial wadi
#

I am deeply confused why this happens

crisp flint
#

I'll make a note to add a code example to the FAQ as well, just so the section describes the full flow.

quasi stag
#

Anyone know if this sort of blur can be done? Like a foggy window

sterile stump
#

can we draw sprites directly in unity or must we have a 2nd software for example "paint" to be able to draw

modest cargo
shy anvil
#

You may find countless extensions online for that in unity but I highly doubt any of them is comparable to real image manipulation/painting apps so an external app would likely give you the most pleasant workflow

worthy venture
#

Is there a way to set explicit values for outlines in the sprite editor? Like, instead of dragging the outline, I set the value of its points to (1,1), (1,2) and so on

solemn latch
#

Didn't I answer that exact question from you recently?

outer laurel
#

Hello! Can somebody explain rule tile to me? It's for a college assignment and I'm asked to make a 2D level for a platformer by using and setting up ruletile in these formats: 3x3, 3x1, 1x3 and 1x1.

abstract olive
outer laurel
#

Thank you, I saw this resource, but what I don't understand are the formats

#

Like 3x3 and such

solemn latch
#

Best to ask for clarification from your professor.

#

We can guess from context but there are multiple reasonable interpretations.

rich crest
#

how do i get that crispness within unity

#

is it me or does it look vague when i put it in scene

lean estuary
shadow jewel
#

so ive got tiles that are slightly bigger than the tileset grid size, is there anyway to make the bottom line up with the grid? I want to offset it up a few ppixels in the tile palette basically

#

i managed to do what I needed by changing the pivot of each image in the sprite editor

worthy venture
#

Is it possible to use vector art as tiles for a tile palette?

#

I have this 256*256 sized svg that I drew to use as a tile, but when I tried to place it as a tile with palette (with the vector graphics package installed), it accepted it but I couldn't actually draw it

mild lagoon
#

Can Smack Studio output a format that can be imported into unity. Not as a bunch of textures, but as a proper 2d skeletal animation?

solemn latch
worthy venture
#

Do I use Pixel Perfect for that?

solemn latch
#

Either use multiple files for different resolutions, or a larger one than you need with high quality filtering

worthy venture
#

Damn

solemn latch
#

Unity's vector import still rasterizes it

#

So it is basically the same

#

It will not be resolution independent

#

Unless you made it out of spriteshapes or splines or something

raven bluff
#

Which software is best for 2d animated game asset creation for unity?

solemn latch
#

Define best

quiet tartan
#

hey wondering what is a good approach for skill animations for an RPG, should i be attaching an animator to a Skill prefab. I am not 100% sure about this because it seems inefficient. The second thought process is having like a animation manager object with the animator

worthy venture
#

How could I make a buffering circle like the one on youtube videos, but with colors and as a sprite rather than a ui element

shy anvil
worthy venture
outer laurel
#

Hi everyone! I'm a Unity beginner and I'm trying to make a sliding ice cubes effect for a platformer, but when I hit play, my character doesn't stay, he falls straight to the bottom despite having the correspondent components. Already tried having the same X, Y, Z axis as the platforms, but that doesn't work.

#

Here are the character's components btw

outer laurel
twilit vault
outer laurel
#

Yes, already did it and it still doesn't fix the problem

#

I unchecked the "is trigger box"

solemn latch
solemn latch
#

Triggers register collision but don't react to it.

quiet tartan
solemn latch
#

Think of the effect as a small cutscene if it helps!

outer laurel
#

Now it works

solemn latch
strange iris
#

hey guys. how can i fix this offset with tilemaps?

lean estuary
#

You need to match pixel per unity to sprite resolution and grid scale

strange iris
#

its a 512x512 using 32PPU

#

im still new to all of this hahah

lean estuary
#

I haven't touched tilemaps in a while, there are tutorials for it on !learn, also blog articles.
But for tiles basically you need to match, if tile 32x32 at 100 ppu it will match grid scaled to .32 IIRC if you want to keep grid scale at 1 then you need to set sprite to 32 ppu. Experiment with it, or see a tutorial.

barren orbitBOT
#

:teacher: Unity Learn ↗

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

strange iris
lean estuary
#

yes

strange iris
#

wow!

vapid valley
#

Yaho!
I have a question about animation but its flipbook spritesheets so I figure here is better.
Is there any easier way to make animations out of flipbook spritesheets?
The only 2 ways I see now are

  1. adding keyframes one by one to an animator
    or
  2. letting unity auto-generate a new animator and animation for every single one, and then copying the keyframes to the animation I want and renaming the track
modest cargo
#

Provided the object has a component with a sprite field

haughty ridge
tawdry sleet
#

i have a tilemap layer where i can paint which tiles should kill the player. in the player controller script i can successfully detect a collision with these special tiles. but i want to be able to have logic depending on what special tile was hit. attempting to index into the tilemap for the tile is returning null and im not sure a good way to debug. is there a way to see in the scene editor what index a specific tile is at or? the position and index that print seem reasonable

tawdry sleet
#

figured it out. the cellPosition needed .y -= 1. i ended up just making a giant loop to see where all the tiles were

bleak patrol
#

how come for this test tilemap im working on when im in aseprite it looks fine but in unity its off?

haughty ridge
storm plinth
#

Hi everyone, I am very new to unity and I have been trying to recreate World's Hardest Game using a tilemap. I have been trying to recreate level 1 and so far there has been a lot of trial and error. I didn't realise that 1 tile = 100x100 pixels in the beginning so my tiles were very small! Lol. Now, I'm trying to implement walls, so the player can collide with them later. However, this is proving to be a big challenge. I imported the wall texture with the transparent background, but when I tried to put the wall on the tile map over the level, it wasn't really transparent. It just had the grey background. Is there a way to fix this? Thanks. Also, idk if this is the right channel to post in.

storm plinth
#

nevermind, I fixed it by creating another tilemap just for the walls

#

and setting the z layer higher than the background layer

spare oxide
#

Does it mater if I use GameObjects or a Tile Pallete when building a level?
Yellow - Tiles with colliders
Lime Green - Interactable Objects
Blue - non-interactable Objects but they fade when player walks behind them and have colliders. Thinking these need to stay objects because of the script? Or should I put the script on a Tile set somehow?
Red - this will never do anything, doesn't need collider. Currently and object but thinking it's better to change to Tile???

Do objects take up more memory/processing than tiles?

desert grail
#

Is there a channel where you can request help from other 2d pixel artist to join a game project?

abstract olive
abstract olive
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

worthy venture
#

Any tips on how big I should draw non pixel art sprites and resizing them to fit my resolution of 1280x720?

#

Also, what are the recommended sizes for tile sprites?

tawdry sleet
#

is there a simple way to draw a tilemap (for UI purposes) relative to screenspace?

bleak patrol
#

is there a way to scale the sprites so that the pixels are all the same sizes?

lean estuary
#

Don't scale sprites and use the same Pixel Per Unit on their assets

mystic hill
#

I'm trying to make normal maps for some rocks textures, but for some reason they're horribly pixelised and compressed. What are some possible solutions?

#

realied i had compression on and changed it, but its still doing it

#

managed to get it looking a bit better wby turning off mipmaps but it's still ugly. Are normal maps just too resource intensive? I wanted to make all the levels out of them but im having second thoughts.

ripe jungle
#

Hey, I have a question about using the tile map in isometric mode. Is there a way to make the tile on top render in front of the tile below by using the Z position?

For example, in the image, the tile below is set to a Z position of 1, and I want to place another tile above it with a Z position of 3, but the perspective renders it incorrectly.

stark marsh
#

when making a sprite sheet, is it more important for the sprites themselves to be multiple of 2 or the spritesheet to be a multiple of 2?

say if for example

I have a bunch of sprites that are cut in the sprite editor into multiples of 2 (32 X 32), and the sprite sheet size is 65 X 65 for total spritesheet size
vs
I have a bunch of sprites cut in the sprite editor into 31 X 31 but the sprite sheet size is 64 X 64

which is more important and will cause the least amount of bleeding pixels/memory usage? The first example or the second example?

twilit vault
#

neither is that important tbh

#

it's just kinda a convention, i guess

#

as long as your various sprites are consistent they should line up just fine

#

neither of your circumstances would generally happen though, the spritesheet size would just be a multiple of the sprite size

stark marsh
#

ah, i made spritesheets and sprites divisible by 2 but was wondering if making them all multiples of 2 was more important to unity's upscaling or downscaling/etc

stark marsh
#

ah alright, thanks!

worthy venture
#

So, I have a 256*256 tile sprite, and I want it to take up more than one grid cell. I tried some PPU values but every time they make the tile take up half cells rather than the full cells. Is there any way to fix it?

#

The block on the left is my tile sprite at 64 ppu, the block on the right is how it should look

worthy venture
#

Well, I found a fix, but now I got a different problem

#

When I use the draw button, it overrides the other tiles. Is there a way to fix this or implement a custom brush?

modest cargo
chilly aspen
#

Hi 👋
I was wondering, does exist a good 2d tool for composing sprite frames and hitbox/hurtboxes?
not necessarely for a 2d fighting game but also for a top-down game.
For now I'm doing with the standard animator, editihng collision boxes by hand on each animation but it's kind of tedius and probably overkill for a 2d game

solemn latch
#

How you address it really depends on the look you actually want, but starting off with using power of two textures might go a long way

worthy venture
wind otter
#

what is the 2dtools for pixelart please

#

i use blender but it is not good for 2d pixel art

solemn latch
worthy venture
#

Like how you draw a one cell sized tile

tired elbow
#

You might want to consider making a Rule Tile so you can just use it as a 1x1 and have it automatically select the right tiles for the center/edges of your shape if that's what you're going for

modest cargo
twin raptor
#

How do I fix my tile map?

#

I can still drag and drop the tiles into the scene but Have no way of telling which tiles are which

twilit vault
twin raptor
#

cant have 8 pixel ones mixed in with 16 pixel ones

wind otter
barren maple
#

Is it possible to dynamically generate tilemap rule set tiles? I'm having a rough time figuring out how to implement rounded edges on a dynamically generated grid like most grid based games do.

My first thought was that purple game board background is just a full square sprite that covers that entire screen(visible inside mask) and the playable cells are masked while the non-playable cells have no mask. One of the parts throwing me off on this picture are the double inside corners at the bottom. Anyone have any ideas on how they would achieve what this picture is doing?

meager jackal
#

I have a problem when it comes to automatic sorting on a tilemap:

I am making a 2D role-playing game, and right now I want to figure out how to properly do automatic sorting with tiles and sprites, so that, for example, if the player walks in front of another sprite/tile, it would be drawn in front, and when he would walk behind it - the order of the texture presented would be inversed.

Initially, I approached this by going into the Project Settings -> Graphics and changed the Transparency Sort Mode to "Custom Axis" with values: X = 0; Y = 1; Z = 0. I also have checked that the Trees and the player are on the same Sorting Layer, and that all of the sprites/tiles in-game would have the same Z value of 0, and that all of their pivot points would be set at the bottom of their textures, prior to the testing.

Unfortunately, the automatic sorting tool doesn't want to display properly, and as of now - I could not find a proper explanation/fix on how to combat this. If anyone has any ideas on how to mitigate this, I would be immensely grateful for the helping hand)

modest cargo
meager jackal
#

The tree is multiple tiles, technically;
The pivot point lies on the center of it's trunk (X = 0.5, Y = 0.2);
The trees have a separate tilemap, since they are the only type of sprite who have collisions, and that tilemap's sorting mode is Chunk.

Here is picture of how the tree/foliage sprites have been cut up in a sprite editor, and where the pivot point is on trees:

modest cargo
#

Still, I'd probably prefer to make the trees gameobjects (or gameobject tiles) whether you keep the tilemap as chunk sorting or switch to individual

#

There isn't much of a benefit to keeping the trees as tiles since they don't have any tile-like characteristics

#

And also because the shadow and maybe the trunk and leaves as well might need different sorting depths

meager jackal
#

Okay, so after applying the Individual option for the tilemap's sort mode, it now finally gives me the effect that I want - I thank you very much for the help!

#

As for switching them to separate game objects or keeping them on a tilemap, for now I'm gonna use them as tiles 'cause, as my current familiarity with the system, for me - it is faster and easier to add them as tiles on a tilemap, rather than creating a separate game object/prefab for each individual sprite. Although you mentioned something about game object tiles...

#

Now, forgive me if this question has been repeated over and over again, but what are game object tiles exactly? Are these just game objects that just snap to the grid, or...?

modest cargo
dense epoch
#

what should i do to make tile collide?

molten merlin
#

Hey all, I'm trying to add an event in the userdata field of an animation in Aseprite, but it's not show up in the Unity editor. Is there anything I'm doing wrong?

worthy venture
#

How can I make a rule tile for an empty frame of tiles (a hollow box, with the frame being made out of tiles)

vague smelt
#

I have script that should teleport player seamlessly to different location with same looking room but different outside but
for some reason some shadows don't load instantly? Anyone knows a fix for this?

cedar rapids
#

Im having an issue when trying to overlap 2 2D sprites with a non max alpha. The overlapped section is a combination of the two sprites, how can I fix this?

grand rock
#

holy crap using tilemaps is ridiculously dumb or just i am
why is it even possible to have a microscopic tile that doesn't match the grid's cell size? why cant i specify an exact dimension for the grid? why does the sprite's actual texture resolution affect how big it appears?

#

all i actually want is to have an n x m grid positioned across the camera viewport (not even rendering anything) and then have code able to use that object to resolve x,y coordinates to a scene position

#

i guess ill just make like ... an empty object with a rect transform, and simply divide that myself

wheat axle
#

anyone knows why the sprite outline is fucked? its happening to all my sprites, and i already reset the editor

worthy venture
#

How can I change my rule tile so that the bottom corners tiles (circled to the right) will also be present in the corners circled to the left, as well as them appearing regularly on the block to the left

tired elbow
#

For inner corners you want to do something like on the left, but bearing in mind that for a 1-tile thick wall you also need to account for the situation on the right, etc etc. In this example I've set it to mirror the tile on the X and Y axis (by clicking the little thing in the middle of the rule) so it works for all 4 corners

#

also your existing corner tile visually wouldn't work as you'd want it inverted compared to an outer corner

abstract warren
#

Am I doing something wrong that my tiles arent filling the tile palette? Tired of squinting

halcyon geyser
abstract warren
#

sec let me look

#

I guess it was 100 per unit.

#

That will be annoying if I try to fix it now

#

(map)

halcyon geyser
#

What are the size of your sprites?

#

16x16, 32x32? That's what you want to set your pixels per unit to on your sprites (e.g 16, 32, etc)

abstract warren
#

16x16

#

thanks bit

#

yea I had set them to .16 because I was like wtf size is weird

#

now I know why

halcyon geyser
abstract warren
#

Yea they do

worthy venture
#

How do I make 2 rule tiles connect with each other? I have a rule tile for walls and floors and a rule tile for slopes, and the rule tile for slopes doesn't work in conjunction with the rule tile for walls and floors

#

The top platform is how it should look, the bottom is how it looks currently

unborn flume
#

is there any naming convention for sprite secondary textures so sprite importer can automatically pick up masks and normals?
like idk MySprite.png and then MySprite-Mask.png and MySprite-NormalMap.png and then MySprite just use secondary textures on import

worthy venture
solemn latch
worthy venture
#

Currently, I have a rule tile that can draw single tiled slopes. But, I also want to add this 2 tiled slope to this rule tile. How do I do it?

worthy venture
#

I figured something out

dense epoch
#

bones wont appear pls fix

dense epoch
#

nvm

#

i just enable gizmos

mild lagoon
#

2D animation and skeletal animations. Does Unity allow us to have real-time 2D skeletal animations or does it still export still images and during gameplay we're still locked to whatever FPS we exported our animations in?

modest cargo
#

That's why 2D IK works

sharp cairn
#

Im trying to use trails, but the trails are behind the background. I changed the sorting layer for both the background sprite and the trail, but its still behind...

twilit vault
#

are the trails on the same z-index as the background?

sharp cairn
#

everything should be set to just 0

twilit vault
#

don't settle on "should", go check

sharp cairn
#

i already did

#

everything is at 0

#

order in layer is also at 0

twilit vault
#

have you tried swapping the sorting layers, in case you did it reversed

sharp cairn
#

its not cause then the background would cover the rest of the game

#

the sprites are in the correct layers, its just specifically the trails

#

i solved the problem, having all trail related items have a z of -1 fixed it for some reason

twilit vault
#

right that'd just move it closer to the camera instead of dealing with the sorting order

oblique latch
#

how can i configure my ruletile so that it places a wall with black space to the right of it when it's on the left side of a structure and place a wall with black space on the left when it's on the right side of a structure?

(basically how do i get the tiles to be the sprites im pointing to)

solemn latch
modest cargo
solemn latch
#

That is a better way of putting it, yeah.

modest cargo
#

I think the Rule Tile is meant as an example of what's possible with custom scriptable tiles, moreso than a feature complete tool

solemn latch
#

Absolutely... but really, how WOULD you define such a rule?

#

It is too ambiguous

tame tartan
#

I'm having an issue with the water spriteshape constantly flashing every couple of frames when animated (splines are controlled with shape objects). I see it's an issue with the fill tessellation, but none of my points are close nor overlaps each other.

I have tried disabling the C# job, but that removes the fill material.
Also tried lowering the detail quality which works better, but still flashes.

Any suggestions that I should try?

next pine
#

hi chat, quick question about the sprite shape tool. This is probably is a long shot but does anyone know if there's ever been any extensions created for more advanced functionalities? Like for example, the ability to sew two sprite shapes together or slice one sprite shape into two

full heart
#

Is there a way to make rule tiles also account for tiles that aren't in the rule tile? Like instead of going around those two other tiles it would just connect like normal.. Hard to put into words which is probably why google hasn't been that helpful

solemn latch
rich raptor
#

adding custom button textures to my game off of stuff i made in aseprite. i'm having some weird sizing issues trying to get things to align though. i'm using unity's pixel perfect camera with the resolution set to 640x360. i've done a UI mockup in aseprite and then exported the individual elements to be overlaid on it, but when i bring them into the canvas and set the button textures they don't really line up

#

my canvas is set to the same resolution as my camera, and the bg image i'm using to align stuff is the same resolution. so why is the button's sprite way larger than its sprite when shown in the reference image?

#

oh hang on - is it literally just to do with my width/height?

oblique latch
#

how can i make my rule tile look like the tiles above? (bottom one is my rule tile, top one is manually placed ideal tiles)

solemn latch
oblique latch
solemn latch
solemn latch
#

I mean, if you had all black tiles in that shape and asked a HUMAN to assign your tileset to it, what rules would you give them?

gritty heath
#

I experience EXTREME tile tearing on Unity 6000.0.28f1, despite trying all so-far-known-by-me solutions, including:

  • getting tile sprites into a sprite atlas
  • decreasing tile gap to -0.01(altough, I would much prefer to leave that at 0)
  • adding pixelperfect camera component to my cinemachine (it does not allow for any settings in the 3.1 version)
  • ensuring the tiles are properly sliced
  • ensuring camera renders in ortho mode
  • ensuring both tile sprites and the sprite atlases are set to point (no filter) filtering mode

this happens both in scene and game views (its consistent across those at least), and drives me nuts. It also is not consistent for all tiles, and even across the same ones the tear can randomly start and stop

Is there anything I havent tried and I should?

#

my only theory is that, beacause of the tilesheet having no gaps in the original png between tiles they are somehow cut/taken to render incorrectly? But what is even more crazy, is that decreasing the PPU value from the default 128 to even 120 ensures they overlap, but still shows tearing?!

#

i mean this just makes me wanna puke.. wtf

#

another clue to cutting is these window tiles for example, where they crealrly bleed through eachother, despite being perfectly cut in the sprite editor

#

...they are in fact... not... first time a kenney asset has failed me and is not actually perfect 128x128 tiles, but each of them is ever so slightly off

solemn latch
#

@gritty heath Just a quick check, what are your import settings on the image?

gritty heath
#

its like this, and also... i found an identical spritesheet with 10px of padding between tiles... replaced that, painted, and the issue is still there (tearing, overflow disappeared)

#

and i have identical settings in both, extruding edges changed nothing, setting any settings combo in the sprite atlas also did not help, it actually didnt change anything, so im even more confused

#

the only solution for now i found is unfortunately... TAA

#

its not too bad, just disappointing that displaying pixels on a grid is such an issue lol

gritty heath
#

when you look close enough, TAA is not able to fully fix the issue, and it also has issues on its own... if anyone has a potential fix i would appreciate it, its for a school diploma so kinda important 💀

#

fix for the freaking tiles tearing, on a dedicated 2d project... not TAA, its a band-aid to a bleeding injury

gritty heath
#

i found the solution! it was a combination of previously ineffective sprite atlas and new tiles with a pre-defined 10px padding, no TAA required! after putting all tile sprites into an atlas, fiddling with its settings i am able to render tiles properly!

amber shadow
#

i'm having a little trouble with the tile palette

#

i am trying to place the tiles however it places over the rest of the game. idk if its to do with the hierachy or not

abstract warren
#

@median gate Did you go into colliders in tilemap and check the actual physics shape?

shrewd thunder
#

If anyone can help, im having some issues with borders and 2D colliders with my walls and such and i'm not sure what's gone wrong. Basically my walls arent acting like walls and my character just goes right through them. If you see the issue, please put into easy words as this is my learning game and i've never really done anything like this before 🙏

buoyant girder
shrewd thunder
buoyant girder
ebon lake
#

which is better (its my first day making pixel art)

shrewd thunder
buoyant girder
kindred ruin
#

I would like to add something and I don't have idea :)

shrewd thunder
#

Okay, i see that my issue was both, i didnt have it on intersect and for some reason my Layers was blank instead of on the solid objects layer, now i need to figure out why its colliding so soon instead of at the border of the object 😅

shrewd thunder
#

Got another question, does anyone know why this black line would be popping up? It appears sometimes in the scene and when playing the game and its sporadic. I thought maybe it was from the tile assets i'm using but even layering, or using different assets and it still pops up.

mild lagoon
#

How to save Sprite Editor?
I have the start on the Sprite Editor tab
When I press Ctrl+S and when I choose File - Save nothing happens

#

When I middle click on it, it asks me if I want to save and I can do that I guess, but is there a way to save it while working in it?

spring idol
#

also consider File > Save Project

#

"Save" just saves the open scene

#

(i think it also...sometimes saves other assets?)

pastel totem
#

how can I change the grid size in the scene?

spring idol
#

Open the grid menu. It's the one that's colored blue here

#

er, whoops, that's not it

#

Switch from "Local" to "Global" so that the grid snapping button becomes usable

#

Then edit the grid size in that menu

unkempt forge
#

hey all,

I've been having issues with Unity's Transparency Sort Mode custom sort via y axis. I've tried using both Built in and URP. Neither do the job the transparency sort mode claims to.

doing everything right so far as I can tell:
pivot sort axis
same layer & sorting layer
same order in layer

if anything it gets weirder bc the player was sorting with a background layer that wasnt anywhere CLOSE to being on the same layer. and it wasnt even happening on the y axis, it was on the x axis. this is resolved now by changing the material or something to default sprite or something haha but yeah, would love to have this sort function work visually

#

will also post in #archived-urp bc that actually seems more relevant

vernal hornet
#

Can anyone tell me why I can't use my tile palette, I'm new to unity and I've watched 5 tutorials at this point. I've gone through the steps of

creating the tilemap
creating a palette
getting an asset and putting it into the palette
selecting the tool and drawing

#

Can't honestly tell what im doing wrong but the brush has yet to work and this is getting annoying at this point

spring idol
#

hm, that should work...can you try focusing on the tilemap with this dropdown?

mild lagoon
#

What's the default way to make sprites appear in front of other sprites based on their Y position?

spring idol
#

This depends on the sorting axis. What render pipeline are you using?

#

I have a 2D URP project. I configured it like this, so that items are sorted on both the Y and Z axes

mild lagoon
#

What render pipeline are you using?
URP

mild lagoon
#

Where in the project settings is it used?

spring idol
#

The Renderer is referenced by the render pipeline asset

#

Which, in turn, is referenced by your Quality levels and by the "Default pipeline asset" setting in Graphics

#

You can assign different render pipeline assets to different quality levels

mild lagoon
#

I see, thanks, it works.

lucid mirage
#

Hi dear artists, so i'm no artist at all but i'm using 2D sprites for decals on the ground for vermins and blood stains. If i want to make some "topography", i mean simulate some height (with light or not), what can i do easily and for free if possible ?
I saw that i can add some second texture in sprite editor, currently using a URP/Lit shader to get shadows/lights on my sprites

hard rune
#

hello, i made a sprite with 1128x1700, imported it to unity and it looks super blurry, i tried changing the PPU but still looks blurry asf. i also always set to native size, but still blurry, could anyone help me here?

hard rune
#

@lean estuaryi got it to none

#

the images are bigger so i can scale them down without worries

#

but even with normal native size its blurry asf

lean estuary
#

Filter mode as well

hard rune
lean estuary
#

Then your object is scaled on the screen

hard rune
#

yea i changed the PPU from 100 to 250 so i could scale it down

#

but even with PPU set at 100 the image looks blurry which is weird

lean estuary
#

might be mip map setting influencing as well

hard rune
#

let me check on that

hard rune
#

should i enable it?

lean estuary
#

mip map generates lower quality copy to use when further from camera

hard rune
#

ah i see, i also tried activating anti aliasing but then noticed its for textures and not sprites

#

thought it'd work but did nothing

#

even setting the anti aliasing to x8

hard rune
lean estuary
#

Do a sanity check, create new scene and just drop the image in the root and examine it

hard rune
#

ill try that

lean estuary
#

It should be displayed without scaling, then compare and find where the problem in your scene

hard rune
#

had to add mip maps

#

thanks for the help mate

echo sail
#

what happened to my textures

shy anvil
#

you tell us

lament warren
#

Anyway for me to mark a specific part of the tilemap to then copy + paste it around/move it

lean estuary
#

If you are not using tilemap features for that, prefab it as a container of regular sprites then move it.

solemn latch
solemn latch
echo sail
#

My text looks like this after switching to tmp

#

Does any1 know what this is (I tried changing the font, didnt work)

lean estuary
#

Create new atlas with higher resolution and/or padding

sturdy relic
hushed drift
#

out of curiosity, can you add a skybox in Unity if you are using the 2D preset?

modest cargo
hushed drift
modest cargo
#

You could instead render a plane or an image behind your world with a custom sky shader on it, if you don't need the real deal

elfin veldt
#

I want is to import a world map split into regions, and when I hover a region it should be highlighted (either with a shader or separate sprite, doesn't matter).

Trying to figure out how I would do this effectively from Affinity/Photoshop -> Unity. My initial idea was to have the region lines drawn on a separate layer, and then use some sort of magic to divide that layer into multiple images where any edges meet, export them and then import these sprites into Unity and generate 2D polygon colliders, matching the shape of each region.

However... When I place the world map sprite in a scene, and want to add the regions on top of it, wouldn't I have to add each region one at a time, and align them manually to where they should be? Is there a better workflow for what I'm trying to do? 😅

hollow wind
#

Hello! i just want to ask why is the ship sprite jitter so much while moving? at first I thought it was my monitor but when I tried to record it in the game, it actually is jittering so bad, does this have to do something with how I coded the movement? thanks!

pastel bay
#

Are you altering the gameobject transform directly?

hollow wind
hollow wind
# hollow wind Hello! i just want to ask why is the ship sprite jitter so much while moving? at...

i've fixed it! after scouring through the internet, I have found out that I was doing the mouse movement wrong, particularly its position to which the sprite was looking at, the problem was that since I was using rigidbody, any position or rotational modifications should be done through physics, except I was handling the mouse look position of the ship through the transform component, which causes the jitter, now I refactored it so that the rotation is done inside fixedupdate to work with the rigidbody movement.

#

thank you @pastel bay !

solemn latch
spring idol
#

#archived-shaders message

@pastel totem it looks like your tiles are all centered weirdly -- did they come from a single large spritesheet? if so, show a screenshot of the Sprite Editor window

pastel totem
spring idol
#

That looks fine. What about these tiles?

pastel totem
#

the issue is with the pivot once again I think

spring idol
#

yep. The pivot point is in the bottom left corner

#

The pivot mode is on "Custom" right now

#

you should be able to set the pivot mode of every sprite all at once

pastel totem
#

is there a way to make them all center all at once?

spring idol
#

I do very little 2D so let me check that..

#

Okay, so you'll need to re-slice the sheet.

#

Use the "Smart" method.

#

actually, somewhat remarkably, even the "Delete Existing" method didn't lose any references

pastel totem
#

you saved me once again

spring idol
#

My concern here is that re-slicing could wind up screwing up all of your existing tiles (by destroying the Sprite assets they refer to)

pastel totem
#

thank you so much

spring idol
#

you're welcome :p

#

I'm actually not entirely sure how the GUIDs for the sprites are calculated

echo sail
lean estuary
lean estuary
clever hedge
#

Hey everyone not sure quite how to ask this question but in my game I have a ball bouncing on a series of floors. I drew a floor myself and imported it but there seems to be a disconnect between the drawing and and the actual thing the ball is bouncing on. For example, the ball will bounce before we see it touch the floor. Is this because there is a difference in the size I drew and the transform? Is there some step I am supposed to take between importing an image dragging into the inspector sprite
box 'Sprite' ?

echo sail
lean estuary
#

You need to use TMP asset creator if you are using TMP components. And compatible font to create it as well.

lean estuary
echo sail
echo sail
#

i just had to reupload the font

clever hedge
lean estuary
clever hedge
#

oh yes you right I am so silly thank you very much

lean estuary
#

Colliders also have contact offset setting in 2D physics, determining how close they can get. But that won't have large impact unless you scale down things by a lot.

clever hedge
#

Appreciate it!

steel depot
#

Hey I am wondering if anyway know how I can properly align my tileset (first image) to match the second image.

weak hound
#

Hey!!

I just created a tile pallete and tilemap.
Tho I have a slight issue, the tiles dont really look like theyre alligned in the tile pallete, does anyone know how to fix it?

I know the tiles are 64x64 pixels, each sprite has "pixels per unit" set to 64 like it should be...

#

In the palette settings I changed the "cell sizing" option to manual, which helped it a bit, but they're still not aligned

lean estuary
weak hound
#

I think I just figured it out.... 😅

#

the gridsize was set to 0.5, I just changed it to 1

spring idol
#

With a PPU of 64 and 64x64 sprites, a grid size of exactly 1x1 is the right choice

weak hound
#

I just imported my character, the problem is, I have a slight black outline, which is kind of annoying. Does anyone know how to fix this?

spring idol
#

Do you have "Alpha Is Transparency" enabled?

#

this would be on the texture importer

#

Is this screenshot from the scene view?

#

If you aren't using a pixel-perfect camera (which you definitely aren't in the scene view), you might get some sampling artifacts

weak hound
spring idol
#

What render pipeline are you using? If you don't know, what template did you create the project with?

spring idol
#

Okay, so check this out -

#

a pixel perfect camera has a size such that a single sprite pixel takes up a square pixel block on your screen

#

It also aligns the renderers to this grid

weak hound
#

it didnt seem to resolve my issue

weak hound
spring idol
#

Ah, is it casting a shadow onto itself, perhaps...?

#

I have done very little with 2D shadows

weak hound
solemn latch
#

The 2d shadow caster works by creating a full screen shadow texture, so my guess is that you'd need to make the pixels of that line up with your pixel perfect grid too?

weak hound
#

adding a background somehow fixed it

#

lol

solemn latch
#

Neat.

spring idol
#

The shadow itself doesn't fit the grid

near stirrup
#

I have these weird issues with my pixel art, it is very inconsistent. anyone have an idea why this could be? thanks
(I use Filter Mode: Point (No Filter), Compression: None, and PPU: Width of sprite, tried ortographic camera and perspective camera)

hollow crown
solemn latch
#

Alternatively, use a higher resolution camera and perhaps a shader like smoothpixel.

solemn latch
#

You don't actually need the asset to use the technique but that makes it super simple

#

Basically the idea is to antialias the low res texture by supersampling, instead of by interpolating.

near stirrup
# hollow crown Added you using the pixel perfect camera package? And have you followed its reco...

Thank you, it works fine now! I used a perspective camera because of the hovering effect i wanted to make, but this distorts the pixels.
With ortographic camera it works perfectly fine, but i'm having another issue regarding rotating 2D sprites around X and Y axis with an ortographic camera. What i'm trying to achieve is a "weighted tiled" on card sprites. When i hover over the card, it should ac like a weight that tilts the card, like in balatro or hearthstone for example.
I implemented the rotation, and looking at the 3D scene view, it would work perfectly fine.

The problem is, i think, because of the ortographic camera (because with perspective camera it works). Hovering over the top half of the card, the rotation appears correct in the game view. But hovering over the bottom half of the card only appears correct in the 3d scene view, in the 2d game view it weirdly mirrors the rotation.

Does anyone know how to solve this?
Thank you.

#

Like, when hovering from top to bottom, the same rotation is applied, it tilts upwards no matter if im hovering over the bottom or over the top. same problem for left/right

solemn latch
#

@near stirrup if you want perspective, you need to either use a perspective camera or fake it.

#

Orthographic cameras treat everything as the same distance from the camera so tilting in 3d space doesn't do much.

twilit vault
#

you'd have to make the top and bottom sqeeze inequally
without perspective you'd have to keystone it, maybe with a projective transform, but idk if unity has that built-in

past turret
#

Cross posting my original ask here:
I'm getting sprite popping/swapping when my camera moves or zooms out, and i'm 99% sure it's coming from some internal issue where a material with multiple instances and sprites are deciding to coalesce to the same sprite image regardless of assignment. Is this a thing? If so what's the best practice for material assignments versus unique sprite needs?

The material in question is just Sprite-Lit-Default, but i remember running into this in the past with a custom material which i solved by making a unique material per texture (which felt super counter-intuitive, but did solve the problem). Thanks in advance!

now with video

#

i have two sprites i'm placing, and both when i place one of them it'll flip all or some of the other instances, and when i walk it'll swap between them. The references in the spriterenderer themselves are not changing, its all just a graphics glich as far as i can tell

modest cargo
past turret
#

they are all just prefab variants, they do not change once placed

#

its possible that im populating the base sprite image using a SO, let me check

#

nope its in the prefab

solemn latch
#

@past turret is this urp or built in renderer? Have you looked into sprite batching?

past turret
#

unity 6 URP

solemn latch
#

I can't view the video on my phone so hard to tell exactly what is going on

past turret
#

if i had to guess, when the camera detects a specific instance of the material, it overrides/assumes the rest of the instances share the same sprite

#

it changes on camera zoom or position, but at certain thresholds

#

it also can change if part of a prefab is animating (some other ocmponent than the sprite) its like its treating every instance as the same render for whatever reason

#

if my camera is zoomed all the way out, it does not flicker like this

#

i can probably do a really clean video for a phone, one sec

#

so of note, the ones at the start of the video are all brown, and should be

#

and then i walk up to a white one, which changes them all to white, which feels like a frustum thing

#

and if i zoom out a little, including it, they all change to white

#

if i zoom all the way out they are correct

#

nothing about the scene is changing except the camera

#

i'm 90% sure i can solve this by splitting up the material, that just seems not-intended though

solemn latch
#

Are the sprites atlased?

modest cargo
past turret
#

100%, look at the video, its completely camera related

#

the sprite field reference also does not change

#

they are not atlassed

modest cargo
#

An atlas might help, though hard to say when this shouldn't be happening to begin with
I'd try to look into what's common with those two specific sprites, since only they seem to be swapping

past turret
#

it was happening with my trees earlier too, i solved it with unique materials

#

the only common factor is they are prefab variants

#

(i havent tried splitting them into their own prefabs because that would be a huge amount of maintenance, but its an option)

modest cargo
#

The only explanation that makes sense to me is that a script would be changing the texture reference, which the Sprite Renderer is supposed to be responsible for via the Sprite field
Doubly so since the issue seems to be per-material

#

Or it could be some quirk of sprite batching

past turret
#

i think its more that

#

i feel like its trying to optimize and overriding the texture reference

#

which is why unique materials fix it

#

mind its not a unique material per object, just per texture that solved this in the past

#

im also using stenciling, which might be introducing weirdness. it's not being used in this video but it might be causing interference

modest cargo
#

You could test without stenciling, could do a test without prefab variants, could do a test without sprite batching

past turret
#

yea i think i can brute force a solve, i'm mostly here because its the second time i've run into it and was wondering if this is just a Unity thing that has a known workaround

#

at first blush it looks like z-fighting (but its definitely not)

modest cargo
past turret
#

thanks for your time trying to help solve it

crisp vapor
#

hello im working on a 2d game using cinemachine and a camera with the projection set to perspective. im using it to create a feel of depth but i noticed that some sprites in the "back" (so on a lower Z level) stop rendering if i get far while still being in the camera view. does anyone knows how to fix this problem? i already tried to modify the clipping planes

modest cargo
#

Even when working in 2D it's best to sometimes disable the Scene window's 2D mode and see where everything is located relative to each other in true 3D space

crisp vapor
#

im sorry im not really understanding, these are my camera settings, i tried to modify the clipping planes and nothing changes

oblique latch
#

how do i properly adjust my custom physics shape for my tiles? everytime i try to adjust the points it either ends up creating new ones or re-selecting it

modest cargo
oblique latch
#

2022.3.4f1

modest cargo
modest cargo
crisp vapor
#

no wait i resolved

modest cargo
#

If they're disappearing they're likely going out the frustum in some direction
But if not, that would confirm it too

crisp vapor
#

instead of putting every images as single sprites i just create a big one with all the elements so it never gets out og the frustum, its probably not the best way but it works too ahah

fleet flint
#

can someone tell me where this button is now

#

mine looks like this

modest cargo
# fleet flint can someone tell me where this button is now

It hasn't gone anywhere, but looks like some of your scene window buttons are hidden
You can control their visibility from the three dots button on the top right corner of that window or by right clicking Scene tab and choosing "overlay menu" for "tool settings"

#

But if it still doesn't appear you can reset the editor layout

echo sail
#

any1 know what this is

spring idol
#

if you get an error like that from a UnityEditor-namespaced class, it's probably not your fault

sullen copper
#

is there anyway to have this tilemap i have selected here just stay highlighted like this even when i click away?

vague dirge
#

can anyone help me with a tilemap setting?
i want that the tile use only one slot instead of four or more

hearty lynx
#

Pls help. I tried everything on the internet but nothing works T_T

Here are my current settings. The water tile is overlapping the dirt tile when the dirt tile is supposed to be above the water tile because I set the Z position to 1 and the water tile's Z position to 0 when painting

#

Disregard this. Already solved the issue hehe

still tendon
#

how do i make the tileset to be pixela ccurate

vague dirge
still tendon
#

i meant

#

its a game like growtopia

vague dirge
#

yeah

#

pixel worlds

still tendon
#

pixel world

#

yeh

vague dirge
#

the servers got closed yesterday

#

after 8 years

still tendon
#

oof

#

yeh shit game

#

well deserved

vague dirge
#

masterpiece

still tendon
#

nah growtopia is now shit

piel worrld was trash always\

#

no offense

#

atleast me, i hated the navigation/economy on pixel worrld

still tendon
vague dirge
still tendon
#

jeez

vague dirge
#

but staffs leaved and dupes came

still tendon
vague dirge
#

ye

#

with rectangle tile map

still tendon
#

idk if the issue is how i drew it on aseprite or i am doing soemthing wrong

vague dirge
#

show

still tendon
still tendon
#

by doing an offset

radiant imp
midnight heron
#

how to make hole like this use sprite rendere?

shy anvil
solemn latch
midnight heron
#

sprite mask only one

midnight heron
#

and if you make assets per plank, it will require a lot of assets, maybe more than 1000

#

because total level more than 100, and each level exist 3 unique stage

#

yes i can buy this template, but i dont have money🥺

shy anvil
midnight heron
shy anvil
shy anvil
# midnight heron yes

If neither making the holes on the textures (by hand or with custom editor script) nor using masks is an option, the only thing that I have left in my mind is using a shader and passing the hole positions as array/texture/buffer/whatever

midnight heron
solemn latch
#

Just make the pieces modular.

#

Stick holes wherever and stretch solid bits between them.

#

Since the holes won't ever overlap

buoyant onyx
#

I found a really easy to use website that can turn png files into ttf files. (Also know as font files) Anyone want the link?

shy anvil
arctic sapphire
#

why cant i see my 2d cirkle collider in scene

shy anvil
viscid orchid
#

why does this happen and how do i fix it

modest cargo
#

Chunking arbitrarily groups up tiles for efficiency, I think

modest cargo
#

Assuming your trees are just one tile

viscid orchid
viscid orchid
#

how do i fix this they keep going behind each other and it keeps happening

lean estuary
lean estuary
viscid orchid
lean estuary
#

You really should be following Unity !learn course or tutorial for this

barren orbitBOT
#

:teacher: Unity Learn ↗

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

viscid orchid
lean estuary
#

When editing sprite asset

#

Your third screenshot

viscid orchid
lean estuary
#

Did you apply changes?

#

Pivot changes propagate instantly if you actually using it in the rule tile asset.

karmic basin
#

What should I do?

buoyant onyx
shy anvil
buoyant onyx
buoyant onyx
hallow hare
#

I only have 8 points, yet I'm getting the following error:

Mesh data has reached Limits. Please try dividing shape into smaller blocks.
UnityEngine.U2D.SpriteShapeController:LateUpdate () (at ./Packages/com.unity.2d.spriteshape/Runtime/SpriteShapeController.cs:615)
#

Does anyone else get this? It was supposedly fixed in my editor and package version (Unity 6000.0.32f1 - 2D SpriteShape 10.0.7)

viscid orchid
#

idk if this is the right channel for this but Ive been using Piskel to make water tiles and will each tile be placed seperately when i use it in tilemaker

spring idol
wild crane
#

Hi all, are there any free tools people know about to turn an image with a bunch of sprites into individual rectangles based on where the transparent pixel gaps are? Basically I want to automatically cut the sprites around these trees made in procreate.

viscid orchid
#

why are my tiles going underneath? the background is an image in canvas and tried to use the sorting layer in canvas and sprite renderer but its not working

viscid orchid
#

this also applies for the sprites ive made too

lean estuary
#

Also camera has clipping cut-off, don't put things too close to it.

#

It is prudent to go through tilemap/2d tutorials you can find on Unity !Learn or at the very least the Manual explaining 2d workflow. It will save you a lot of time just stumbling around.

barren orbitBOT
#

:teacher: Unity Learn ↗

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

solemn latch
compact cloud
#

Ok so my spriteshapes are being messed up. I instantiate the shapes, then move the points all around. If the points are too far apart, it's invisible an incollidable until I get close enough to it, or zoom out sometimes.

compact cloud
compact cloud
#

(Ping-reply please)

compact cloud
#

I think it's because it's getting culled, but for some reason it's acting like it should be culled like the original shape it was

compact cloud
#

dunno how to fix that

compact cloud
compact cloud
steady pivot
#

Is there any tool like spine but for pixel animation or something that makes pixel animation a lot easier. Because now i m creating a frame by frame animation where I mostly have to redraw it every time in aseprite. Is there an alternative for pixel art?

supple garnet
#

Has anyone tried making a massive open world in 2D (top down)? Is it doable (performance wise)? Can DOTS be used?

modest cargo
fleet topaz
#

Hi does anyone know how to fix my character teleporting during the attack animation(i know why it is but have no idea how to fix it) basically when it attacks the sprite suddently becomes bigger so the character goes back a bit

swift knot
#

Just letting people know here. Unity 6.1 has a nice upgrade for 2D tools.
New Tile Map tool system with built in auto rule tiles that include ruling presets that can be saved and set on multiple sheets at once allowing you to not have to redo rules for auto/rule tiles.

Edit: For anyone wanting to play with the tools. Unity has them currently in the Tile Map Extra package 4.2 release.
In the asset creation menu there is a Auto Tile option at the bottom and inside the Tile Palette section a new Tile Set option.

solemn latch
fleet topaz
#

ty

#

had figured but thank you anyways

modest cargo
potent hawk
#

Any art nerds seen this? After slicing with isometric grid these random black lines have occured offsetting the image slightly.

#

in sprite editor all looks good though

modest cargo
potent hawk
#

I find it interesting slicing "isometric grid" gives a more rectangular base. Might need to pop some offset. Drawn snapped to isometric grid in procreate and X/Y were 70/35 as shown in the bottom so not lining up is interesting... However not lining up doesn't seem like it'd create those random black lines..

#

Slicing it like that for performance and collision despite being drawn in isometric view

near vault
#

this is still ground imo but seems like i can t mix 2 different tile types

near vault
#

fixed it

copper ridge
#

Hi, Unity used to have Create > 2D > Tiles > Tile, but in recent versions, it all refers to Tile Palettes. As far as i understand, those are usefull when hand-painting 2D terrains, but i want to create procedural terrains from code, and want to refer to Tiles and Tilemaps (as assets) directly, without using the palettes. How to create the Tile (without using palette), when having the sliced png?
EDIT incase anyone faces this problem too: in the end i used the "Tile palette" to create the tile files like seen in this video (https://www.youtube.com/watch?v=1E0w-YKQnd8), bit weird the new workflow but ok, i was able to move on.

covert vector
#

hi, the tile's uneven borders are messing with my collision and i can't really find an easy fix for this. i tried with the sprite editor's custom physics shape, no luck. i tried messing with the collider composition settings, no luck. the current bandaid fix i'm sticking with is upping the composite collider's vertex and offset distances, but it's sort of messy as it creates slopes where there shouldn't be any. any better solutions for this?

sweet mountain
#

Hello! Folks that use Aseprite, what's your workflow to export from Aseprite to Unity and use the animations of the sprite? It give me errors when I try to make an animation tree or even modify the file

#

This is the error I get

Failed to load 'F:/videogameProjects/UnityProject/Assets/Sprites/characters/slimes.aseprite'. File may be corrupted or was serialized with a newer version of Unity.
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
scarlet horizon
#

👋 big unity noob looking for guidance. I'm working on making a mobile (ios) tile game. I have a canvas set up and a camera with the pixel perfect component. my tile sprites are 16x16. I'm having trouble figuring out how to make the tilemap grid larger to where the width of my screen is (say) 8 squares wide. right now it's probably 60+ wide, and it's making everything super small and losing all details, all of my sprites have to have a scale of like 5x to be visible. when I set the grid cell size to be something larger than 1x1 (I tried 8x8), the cells are the right size, but the tiles inside them don't fill to the entire size of the cell. I've tried fiddling with PPU and all of that to no avail.

#

there's definitely a chance I have my canvas/camera/etc set up incorrectly which is making this more difficult

solemn latch
#

You need to set the camera's target resolution, yeah.

compact cloud
#

oh wait I fixed it by manually rendering after running my code

compact cloud
lean estuary
#

Is there a reason you keep UI on the camera?

#

If you put it in screen space it won't get affected

compact cloud
#

I'd like it to be pixel perfect with the camera

#

oh wait

#

you can do that with overlay

modest cargo
plain ginkgo
#

how do i disable this icon in the middle of the right grass thing im placeing?

#

cus its snapping to the other one and i dont want that

#

just wanna free place it

modest cargo
plain ginkgo
#

the white circle ish icon in the middle of the right grass block i mean

#

same for placing this grass, the first layer of grass is lining up, the second one looks like it is above the first one, but it has to be the same level, is there a way to do this? (sorry im new with design and editor stuff) 🙂

modest cargo
#

Then adjust the sprite Pixels Per Unit value so the tile is the same size as the grid square and fills it correctly

#

If you want to use isometric tiles that have depth like those do, you will need to configure custom axis tile sorting
And find more info about isometric tilemaps here
Normally though you only pick either the usual square tiles or the bit more complex isometric tiles
but not both

plain ginkgo
#

It looks a lot better with a isometric tilemap 🙂 but, i cant figure out where to change the grid size :/

modest cargo
#

The default grid size is about one unit, but sprite sizes can be wildly different by orders of magnitude if you have not set their PPU

#

Both setting can be used to scale one to the other
But by modifying the PPU you can keep all tilesets in a standardized unit scale regardless of the sprite resolution

plain ginkgo
#

almost looks 3d ish xd

bleak gorge
umbral nebula
#

have a question to ask not sure if this is the right place but I'm making a cookie clicker game and I made all the assets a fairly normal size but in the game scene it's all pixelated is there anything I can do to fix this?

modest jay
#

hi everyone, I'm turning to people who know unity well because at the moment I'm trying to learn this software
I just don't really understand the 2d collision system (I'm talking about wall-floor-ceiling collisions, not coin collisions) if I understood correctly there is:
rigibody2D which basically allows unity to take care of everything in terms of physics (you just have to type 3 lines of code) it uses collider2D
raycasts: one line to make it really simple
OnCollisionEnter2D:
and finally there are overlaps

here's everything I know (that I understood)
but so which one should be used for wall-floor collisions (apart from rigibody I don't think we have much control)
or there are other techniques that I don't know
thanks

umbral nebula
#

I found out that it was my aspect ratio

solemn latch
#

A rigidbody will handle the actual collision impact, with bouncing/sliding, etc., and will return collision info you can code reactions to.

modest jay
#

in fact I wonder if that's all there is to make this type of collision with gravity, the rebounds...
because I have the impression that with rigibody we are forced a little bit into the variables of physics
I don't know if it's very clear 😅

solemn latch
crisp flint
#

With Unity 6.1 comes Aseprite Importer 1.2.0, with support for Aseprite's tile data.
I've made a video showcasing how easy it is to import and use tile data in Unity 6.1, have a look!

crisp flint
swift knot
crisp flint
swift knot
# crisp flint I think that should be OK. Nice to bring some attention to the new features avai...

Thank you. And if the videos has anything that might be a bit wrong due to it being a new feature go ahead and nuke it
So far been loving testing out the new TileSet and Tile Template tools. Just wanting to make a video with more information for people.

Note when I first got my hands on it there was zero documentation (this was during alpha releases so fully understandable), so want to help show off some stuff, specially since I haven't seen anyone mention the new 2D features even in the forum posts for 6.1.

cerulean condor
#

question how do i access the sprite asset library in C#?

#

nvm spelled it wrong, it was SpriteLibrary

#

or not?

#

guess i can't set it in editor

celest arrow
#

Anyone know how to improve the generated outlines and physics shapes for sliced sprites? The one on the left is generated by unity and the right is edited. It would be nice to get something closer to the one on the right for all of the sliced sprites. Each outline is at least 2 pixels off the edge of the sprite. Can this buffer be removed somehow so the outline is generated on the actual border where the alpha is <254?

modest cargo
#

For sprite outlines I can't think of any advantage

#

For physics shapes having a pixel perfect collider can be helpful and there are other tools for generating them, but for isometric sprites the colliders are usually at the base rather than contouring the sprite

past turret
# modest cargo Not a known one to me, at least, since I've never seen this before That's why I'...

Replying to this from a month ago, and as a PSA - SpriteRenderers changing their sprite to match another gameobject and appearing to incorrectly batch objects inside the cameras frustum turned out to be an engine bug having to do with sprite masking. It was fixed in version 6000.0.32f1, I didn't think to look at engine update patch notes. Confirmed that updating my Unity version solved the problem (my previous solution of forcing a material property block also solved the problem, it was just had overhead that I'm happy to shed).

scarlet horizon
#

I can't seem to get y sorting to work properly. I've been following a bunch of guides with setting the custom axis to 0, 1, 0, setting pivot points, the same sorting layer, etc, but no luck

modest cargo
scarlet horizon
#

I think I tried most options, center on both, towards the bottom on both, one top one bottom, etc

modest cargo
scarlet horizon
#

yeah happy to give more info, just don't know where to start. what would be most helpful?

modest cargo
scarlet horizon
#

it's currently in the center for my player and near the bottom for my lamp post

#

both are in the same sort layer

#

and my axis is 0,1,0

modest cargo
#

Verify that the selected quality level uses an URP renderer that uses that specific URP 2D renderer asset

scarlet horizon
#

I don't know what that actually means so stand by while I figure it out

#

I have this as the default

#

and then when I click on that, I get this

#

need any camera settings or anything?

modest cargo
#

That should have your UniversalRP asset which references that 2D renderer asset

scarlet horizon
#

I set them all to use that pipeline

modest cargo
#

Then it should be verified

onyx rapids
#

Hello im just wondering if anyones got any reliable camera for a 2d pixel perfect game? (unity 6)

I know this is a very common problem but no solution ive found has completely worked, some jitter remains which is entirely because of the sprite snapping to the pixel grid, no rigidbody issues or anything

im using the pixel perfect camera component with upscale render textures on, and cinemachine, i really wanna keep the pixel perfect effect on my game, specially for the particles and such, but ive been racking my brain and asking around for a bit now and have no clue what to do, i feel like im really close now that someone gave me a script that should help by offsetting the camera a bit (which a friend also mentioned as a solution he made but i had no idea how to implement that), however i cant figure out the values i need to put here, ive tried a couple things now but still no progress

here are also how the camera and the cinemachine camera look for extra information

#

am i missing something, is the offset thing a dead end, should i change versions, is there another method without cinemachine or the pixel perfect camera that can work

modest cargo
#

Having no damping is better in theory but doesn't guarantee no jitter because the position of target and camera may get updated on different frames or have floating point inaccuracy, not sure exactly

onyx rapids
#

oh my god im so stupid

#

it does fix it, i tried taking it off before which didnt work, but that was before i fixed a problem with the rigidbody, and i forgot to test without damping after that, thank you

icy plover
#

hey is there a way to make the 2d sprite cutting into a specified slicing length like in half or in other dynamicallyyy slicing the the 2d sprites

modest cargo
#

Usually you want sprite sheets to be in a specifically formatted grid so you can easily calculate fractional grid slices as well if needed

icy plover
#

The idea is like is probabaly like this one above imaage

modest cargo
icy plover
#

It's a pretab

#

It's a prefab

modest cargo
#

Do you know what the difference of assets and components is when it comes to "slicing" as sprite?

icy plover
#

No..

#

The block is a 2d cube sprite,
I need programmatically like in game want to slice the block(a cube sprite prefab) when it lands on top of another one and see the image u may get the idea after blocks landing

hot fog
#

so i have a rock which i want the player to go behind when walking from the back but go in front of the rock when its in front of it