#🖼️┃2d-tools

1 messages · Page 15 of 1

hot fog
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how do iu acheive this

formal dove
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Learn how to create your own classic First Person Shooter in Unity!

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modest cargo
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Assets are the game files, sprite images and their meta data that includes slicing to split sprite sheets into individual sprites
Sprite renderer is a component that takes those sprite assets and shows them on screen
Since you want to split a sprite renderer, you'd have to duplicate the sprite renderer gameobject for both halves and then modify the outline of the sprite programmatically
Sprite outline is normally a part of the asset metadata, so if the sprite renderer doesn't have a writeable property to crop or modify the sprite you may need to generate a new asset and modify its outline

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But I don't really know how this would be done
It's possible you can't modify either at runtime so you'd need to generate a new mesh for splitting purposes that otherwise renders the sprite the exact same way as a sprite renderer does

solemn latch
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Or just use a shader that trims the visible area and just change the collider

icy plover
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Hmm... shaders ,should look into it

icy plover
# modest cargo But I don't really know how this would be done It's possible you can't modify ei...

i have achieved it almost the slcing thing using the sprite only

the only problem is now the collider being shrinked to the very small and gives the caution in the editor like

"The collider did not create any collision shapes
as they all failed verification. This could be
because they were deemed too small or the
vertices were too close. Vertices can also
become close under certain rotations or very
small scaling."

i tried ot pause and adjust the collider and made the block fall over it precisely cut over it
and for the code

here is it:https://paste.ofcode.org/yPYd748JG99fviPuWARjgm

ember blaze
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Friends. Why is it when I import a PNG as a Sprite Texture (Right) and also as a Default Texture (Left), only the Sprite Texture (Right) retains its correct aspect ratio?

Default Texture is setup on a material that goes on a quad mesh renderer. What on earth is going on?

icy plover
hollow crown
ember blaze
modest cargo
modest cargo
ember blaze
modest cargo
ember blaze
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funny the display of the texture in the import does react to changing those settings. but the rendering on the quad remains the same

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maybe it depends on how i exported the texture. if the export bounds (using Affinity Designer 2) of the texture is is not square, perhaps the texture recalibrates to fit into the square quad.

modest cargo
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Any texture you assign to the material will be stretched to fit its shape

modest cargo
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Sprite renderer is different, it reads the sprite meta data to know what shape the texture should want to be, and then change its own mesh shape accordingly

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Image components likewise

ember blaze
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i swear its how i export the texture. im going to export as a pure square and test

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thanks for bouncing with me Spazi 😛

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voila, sprite (left) mesh renderer (right).
Lesson - to render textures on quads properly. the texture needs to be exported as a square.

modest cargo
ember blaze
modest cargo
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You can type it in or do it programmatically

ivory current
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Hello, i would like reverse "Feel Wheel Dust (Texture 2D)" (screen1) and these sprites "Dust_0, Dust_1 etc" (screen2) , how can i do this please ?

ivory current
limber wedge
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https://youtu.be/JUs6pPk_y8I?t=2163

is this feature released or not yet ?
start the video at 36:00

Executing your 2D game art direction and vision is exciting but labor-intensive. Watch this video for practical tips on eliminating repetitive tasks and simplifying supporting props thanks to Unity’s new AI-powered 2D workflows. Rus Scammell, a 2D expert and technical product manager, will walk you through these time-saving possibilities.

Spea...

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scarlet horizon
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is there a way to automatically create a rule tile based out of a tile palette like this?

tame turret
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Or maybe it was an export option in tilesetter… I forget

scarlet horizon
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maybe, I'll need to look in to it. i spent too much time trying to automate it and got like 95% of the way there but still some edge cases so I'm probably going to just use fewer neighbors lol

echo sail
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why does it say vertical fov instead of lens size

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i meant ortho size

solemn latch
echo sail
cedar tundra
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Tilemaps work a bit weird for me

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So painting is working as expected

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However sprites are off the grid on the palette

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But if I click on down left of the sprite

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It works as intended

static vigil
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Hey question I want to try building a basic platformer in 2D are there any packages that would be of great help or are tilemaps enough usually

coral oxide
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hi im trying to have a wall rule tile in wall tilemap layer surround the floor layer, been looking at it for an hour so far no idea how to approach it might be impossible 😔 , like how would the far left and right side wall differ when both have the same rule?

lean estuary
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Being empty on one side will tell it

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you don't have to have sprite on the inner wall tile, just use it as a cue

coral oxide
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these two they both empty on both side, unless this is not what you meant
sorry my english not the best

lean estuary
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any | wall | any
X | | wall(empty sprite)
any| wall | any

coral oxide
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ah i get it thanks ❤️
truly outside the box type sh

gentle onyx
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Is there a way to create a rule tile from a tile palette directly?
I've downloaded an asset with literally hunders of sprites in it, so hard to find the correct ones for my rule tile

coral oxide
coral oxide
jovial stirrup
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Hey, I'm trying to use rule tiles but somehow my rules are not being applied, am I missing something?

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ahwait it's the first rule overriding everything isn't it?

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Well it was 👀 Sorry

modern light
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anyone know why im not seeing any grid or selection gizmos in the tile palette tab? i even have the buttons for that turned on but no dice. its not gamebreaking but its quite difficult to work blindly

noble oak
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hi,I can't find the slice option in the sprite editor,how can I find it?

wild whale
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Any way to create a tile which uses more then 1 cell ? for example a building or a tree

spring idol
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Each tile takes up exactly one cell

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You can certainly place multiple tiles at once, or make a sprite that's too big to fit in one tile

wild whale
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Still looking for some best partice, maybe i should create the bigger sprites as gameobjects

modern light
fair heron
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how do i remove the black and make the bg transparent from the walls?

solemn latch
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Use an alpha channel?

coral oxide
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im trying to procedurally generate the top walls, i tried doing this combine into 1 to reduce the placement coding

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however it result to this? anyway to make it align like in the palette? fyi before i fix the palette by adding offset to the tilebase its the same as the tilemap shown on the left

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how do i unlock the "Lock transform" option

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bruh the lock transform do the opposite :(

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ah nvm got it

noble oak
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hello ,i cant find the used by composite option in my tilemap collider 2d component,ive added the composite collider 2d

solemn latch
eternal nova
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Hey y'all, I have a tilesheet where I have created multiple sprites so that I can have different physics shapes on each. The problem is that since they are layered one on top the other I have to drag the top ones out the way to reach the lower ones. How can I click through to the lower ones like you do for overlapping prefabs in the engine?

fiery dune
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Hello yall. I'm currently creating a game in unity 2D but am somewhat of a beginner to the 2D render pipeline. I wanted to use normal maps for a few sprites of mine but they aren't acting the way I want them to. Here is an example:

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The shading on one side does not seem to match the other. Is there a way to fix this?

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It's like the normal map works on the right but does not work on the left

coral oxide
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Hi im working on rule tile to auto generate wall, i have a 2-tile high tile (24x48, pivot at center bottom tile 12x12) compare to other 24x24, i have this wall comes from Custom.png sprite that got its top-half placed under the other wall tile in that same Custom.png.

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however when i clone Custome.png to another one, in this case i named "another sprite.png", the 2-tile high wall now manages to work wonder, appear ontop of the other tile

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is this something working as intended i can use normally or its a bug i shouldnt use this? i cant find any order configuration for this

scarlet summit
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my tilemap seems to be bugged where moving camera to the right makes half my tiles dissappear and the bugged tiles also show eraser with an offset

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does anyone know a fix for this?

scarlet summit
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figured out what caused the issue (using tilemap selection's inspector move tool instead of the tile pallete move tool)

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had to remake the entire tileset rhough

fading venture
jagged rose
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Hi, what will be the best sizes of graphics for 2d pixelart game?

tight goblet
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Hey I am trying to change the background of my Button (TextMeshPro) with a PNG Sprite I designed but it wont let me do it. Any Ideas of what I am doing wrong ?

fading venture
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you can get a great game with 128x128

jagged rose
fading venture
# jagged rose Okey I think that will be it but do you have some tutorials to learn pixelart fo...

generally i would say that whenever you do pixelart its a good idea to remember that everything you create of of something else is always the same thing, just with less detail. Hearing this probably wont be of much help but look at this example of a "ninja/samurai". We humans can understand their anatomy and connect shapes with things weve seen before even when its very low resolution, so always remember that you cant go very wrong. When making way bigger or more detailed pixelart id learn normal art and maybe apply a filter afterwards.

I personally never watched alot of tutorials on that matter, since i always went for a normal artstyle but there are great ones on yt if you just search them up, however they go a bit deeper than the basics, and to learn the basics imo the best thing you can do is to just create over and over again since youre working with pixels. So learning by doing and eventually youll learn. Get a refrence and try to remodell it with the piskel editor i sent ya

gentle onyx
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I can't get my tilemap to update after I change the custom physics shape of a tile.
Have been looking for an hour, tried disabled/enabling the tilemap collider, closing/opening unity, ...
It worked at one point when closing/opening unity after I made a new tile palette, but now I just can't get it to work anymore even by closing & opening unity.

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Ok so I made a new tile palette and now it works again, but only when I restart unity and then deactivate & reactive the tilemap collider

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Any way to do this without restarting unity?

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Also any way to get these to align perfectly? Neighboring tiles, so players won't get stuck behind a pixel that doesn't align

modest cargo
gentle onyx
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Now to find out how to align them properly:

modest cargo
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Those look fairly inaccurate though, it may help to start with a template version of the fence that only has the exact collision shape on it, which you can then auto-generate physics shape from or more easily create it manually

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Then edit the sprite sheet itself back into the visual fence version

gentle onyx
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It's a downloaded tileset, I have absolutely no clue how to make graphics

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But there's no coordinates or any way that I can find to align the custom physics shape of neighboring tiles

modest cargo
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Or modify any part of it except the verts that connect to the edges

gentle onyx
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Ok if I zoom in far enough I can actually align them to the pixels in the images, that works too I guess

modest cargo
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Because Unity's physics do not have integer accuracy like they were in old games, corner snagging is pretty common

gentle onyx
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I can't find a solution in my tilemap for these corners.
I need them to go up to connect, but there's no tile for when the fence ends?
I'm not capable of creating my tilemap sprite again, it's a downloaded asset. Is there another solution for this?

modest cargo
gentle onyx
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all the fence tiles I have are in my image

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am I just missing it?

modest cargo
gentle onyx
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But I can't add another image to my tilemap sprite?

modest cargo
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It's technically possible to have two overlapping sprite slices with different physics shapes
But practically it's a pain because the sprite editor doesn't let you select overlapping slices to edit them so you'd have to "juggle" them from place to place

modest cargo
gentle onyx
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I bought the asset, I have 0 clue how to make or edit it

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Or can I copy/paste one of the tile sprites generated from it and add that to my tile palette manually?

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But I'm still editing the physics shapes in the tilemap sprite asset I bought?

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And it wouldn't be there

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Or can I edit physics shapes directly from the tile palette?

modest cargo
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Editing images isn't hard, but if you have zero experience doing it I suppose that has a bit of a learning curve too

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The generated sprites can't be copied and edited, they are only references to a part of the sprite sheet created by the slicing step

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Can't edit them from the tile palette

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If the sprite sheet has extra empty space, it'd be simple to copy paste the two fence sprites there so you can slice those as different sprites and make their physics shape as either lower corner or horizontal end cap fences

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If it has no extra empty space, it'd have to be expanded I believe either up or to the right to not mess up existing slicing data

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But if you don't want to touch image editors, I guess you could try finagling two slices on top of each other with different physics shapes

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Basically you need to move other slices to clear an empty space, then move one of the duplicate fence slices there so it's possible to edit one in the right spot, do it for both caps, move everything back into place

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Or final option I guess duplicate the whole sprite sheet just for making those two extra slices

gentle onyx
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I can use paint and gimp a little bit, the tilemap does have some open spaces

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well it has like purple squares, I assume those are open spaces

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Or is there a specific tool that makes this easier?
I don't know how to do it with gimp, but it's probably not that hard to figure out

modest cargo
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Instead of modifying the sheet could also copy paste the two tiles into their own mini sprite sheet

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Whichever seems easier

gentle onyx
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thx for the help 🙂 I'll figure something out

drifting wedge
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Hey folks - learning Unity. Im following a unity tutorial on an older version so running into this issue - where I dont have the same settings in Unity 6

In the tutorial turning on AA fixes the tiles so they dont have the wonky lines

But I dont have that setting popup for me

drifting wedge
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disregard - I found kindve a hacky solution for the moment to resolve. Just scaled the tiles 1.1 on the x and y

lavish umbra
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Hey all!
I have a need to create normal maps for my sprites so that they react to lighting in my game. Unfortunately I could not find a good way to achieve results here. So, I started building a tool to allow selection of a 3D direction, and painting normals.

I am only a couple days into development and have many ideas to create an intuitive workflow here. I could use some programming help, and if any artists are interested please follow development. It will be a valuable tool, pretty barebones right now.

https://github.com/laspencer91/2d-normal-map-painter

solemn latch
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Neat

echo sail
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I tagged all of my tilemaps, added tilemap colliders, tagged my player, added a box collider to my player, and wrote the following code, checked for spelling and somehow the player goes trough like a ghost. And yes, I've checked online and found nothing helpful.

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Restarting unity didn't work either.

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It works perfectly fine for the other levels

wise sail
fierce nexus
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I'm planning on using my 3D model for a 2D project. I already know how to make sprites with a 3D model, but what I'm curious about is.. I want to make the sprite modular, so have different hair, clothes, weapons, etc. is it recommended to simply do all that in 3D? What about face anims?

haughty kiln
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Hey I have started to create my own 2d sprite and texture and actually working with procreate in separate file for each object but as i do like ground tile I strugle to make the tile "connect" one to another did someone now a software or a methode to make this easier ?

swift badger
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Any1 know how to add a lightning strike in 2d?
just some basic lines that can collide and can be between 2 different shades of blue or something of the sort
I require it to be used as an ability in the game I am creating although I think I'll manage making it shoot out from the players poision

hollow spoke
true phoenix
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Anyone here knows how to shift drag to resize in aseprite to keep the same ratio? I asked on their discord and got no response and google doesnt say anything about it

hollow spoke
true phoenix
hollow spoke
true phoenix
teal mango
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i need help.
my unity is not unitying. i have here as well the tilesets i made myself. i did something bad, but im not sure how to fix it.

modest cargo
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@teal mango Your slicing settings instruct the sprite editor to slice a 19x19 grid
But your sprites aren't in a 19x19 grid

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They aren't in much of a grid at all, or to my eyes shaped so that they could form a coherent tilemap

teal mango
teal mango
modest cargo
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The way they are distributed, as well as shaped

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They aren't in a grid, so there's no grid slicing that could work

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I cannot see how those tiles could be used as a tilemap

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It looks more like two incomplete tilemaps of different sizes mixed in together

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Or three?

teal mango
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they should all be the same diameter then?

modest cargo
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Yes

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If you are starting out, it's better to use an existing functional tilemap as a base or a template to draw over

teal mango
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oohhh a template might work

lean geyser
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if i want to make a horror game similar to fnaf game what should i start with

modest cargo
# lean geyser if i want to make a horror game similar to fnaf game what should i start with

Tutorials and courses, mainly
Unity is a pretty big game engine so you may want to prepare to learn a lot of basics and some programming before you get to the meat of making a game
If you want something like the original fnaf, you might not need to deal with all the stuff unity comes with
Fnaf itself was made with Clickteam Fusion, and there's similar simpler engines like GameMaker and Construct
But Unity's potential is virtually limitless so if you're working towards bigger projects later it'll be worth learning

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Unity has official tutorials for almost anything in !learn site
But some third party courses may get you quicker into making whole projects

barren orbitBOT
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:teacher: Unity Learn ↗

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

lean geyser
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i just want to make a simple fnaf 2d game

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before my school terms end

modest cargo
# lean geyser before my school terms end

My advice stands
Unity is a big engine to learn, so if you want to make something simple within a short schedule, one of those simpler engines would be much more efficient choices
To get results as quickly as possibly you might want to search for tutorials how to make a fnaf-like game specifically
There are such tutorials for Clickteam Fusion, Scratch and Godot, at least

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Unity would not be my first option given the scope of your project

lean geyser
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okay

modest cargo
peak surge
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Ok. Soory. I am nood this server

manic tundra
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Hi can someone help me on 2D sprite rigging? (Unity 6 (6000.0.33f1) 3D URP Scene)
I'm trying to animate an Illustration by Sprite Editor's Skinning Editor
but it seems like my Rig doesn't work when I put it in my Scene. the bones don't move the illust at all

I hit apply after I finished Rigging and tried saving, restarting my project and all, but my rig in the scene just doesn't bend my illustration.
anyone know whatmight I be doing wrong here?

gentle onyx
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is there a free tool to easy put multiple sprites together into a sprite sheet?

modest cargo
gentle onyx
manic tundra
solemn latch
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Beat me to it!

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I still haven't evrn upgraded to 6 for my 2d stuff, they haven't introduced anything that was worth the downgrade they made to the sprite editor a few versions before that.

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(For me)

flint belfry
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I'm using Unity's (6000.0.34f1) Aseprite feature, and all I have here is a single black pixel. I'm wondering why it creates all of that whitespace around it, and if there was a setting or something I had to do that would crop the file?

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or is this a non problem and I shouldn't even worry about it

gentle onyx
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Is this a good/acceptable way to set up a 2d top-down character where I can swap sprites for all the body parts (head, body, arms, hair, clothes, ...)
It's from an asset I downloaded, it basically creates 3 gameobjects, Down, Side and Up, for each direction you can move in. Then it has a bunch of child objects where you set all the sprites:

solemn latch
gentle onyx
solemn latch
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If it works, it works.

solemn latch
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!collab

barren orbitBOT
#

:loudspeaker: Collaborating and Job Posting

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

crisp flint
ancient bay
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Is anyine here working with DOTS and 2d?

golden light
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Hello! I'm importing spritesheets and I'm running into a problem where some of the sprites get permanent ids and others don't, sometimes in the same sprite sheet. I can see in the .meta file that the temprorary ones are shorter, not full GUIDs. This s a problem because everytime I reimport those sprites the internalID changes and then I have to remake all the animations that use those sprites because the references are lost.

Has anyone seen this before? How can I get unity to assign a permanent internalId? Why do some sprites get temporary ones?

golden light
# golden light Hello! I'm importing spritesheets and I'm running into a problem where some of t...

Here's an example from the .meta file.

      name: PlayerIdleDown_3
      rect:
        serializedVersion: 2
        x: 48
        y: 16
        width: 16
        height: 16
      alignment: 9
      pivot: {x: 0.5, y: 0}
      border: {x: 0, y: 0, z: 0, w: 0}
      customData: 
      outline: []
      physicsShape: []
      tessellationDetail: 0
      bones: []
      spriteID: b2d6d7d6e6c9d8f44af35629836f425a
      internalID: -464549779
      spriteID: b77ff0850b6806a4a9c843f1f29b1a9f
      internalID: 1224923050
      vertices: []
      indices: 
      edges: []
      weights: []
    - serializedVersion: 2
      name: PlayerIdleUp_0
      rect:
        serializedVersion: 2
        x: 0
        y: 0
        width: 16
        height: 16
      alignment: 9
      pivot: {x: 0.5, y: 0}
      border: {x: 0, y: 0, z: 0, w: 0}
      customData: 
      outline: []
      physicsShape: []
      tessellationDetail: 0
      bones: []
      spriteID: 1ad24c788fa9cd0428e2537a1a9c196f
      spriteID: 3b94927a98223154e9034024483046e2
      internalID: 3716121684516627735
      vertices: []
      indices: 
idle bough
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Is anyone really familiar with effectors? one way platforms are hit and miss for me, if you barely make it through the one way platform, you can sometimes fall back through. Does anyone know what might cause this, how I can make it less consistent, or how I can debug it?

ripe eagle
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@idle bough after months of testing different methods of one-ways, i found the Edge Collider 2D with the Platform Effector 2D gave the best result, hope this helps!

idle bough
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Thanks ill try that out and see if it improves the behavior for me

crisp flint
hidden ridge
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Hey everyone, I need some help with a Tilemap sorting issue in Unity URP.

When I place a second tree in front of another, it deletes part of the tree behind it. The trees have a transparent background, and I’ve already set the Transparency Sort Mode to "Custom" with the Y-axis in the URP settings.

If I manually adjust the Z position in the Tilemap, the issue is fixed, but constantly doing this is a hassle. I’d like Unity to automatically sort trees based on their Y position, so those lower on the screen appear in front of those higher up.

What am I doing wrong, and how can I make Unity handle this sorting correctly? Any help is much appreciated!

desert flare
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Hey guys, is there a way to control in which direction to bend a specific bone (knee) while using IK Manager and Limb solver? Example my knee is bending sideways causing a mesh to deform.

crisp flint
idle bough
ripe eagle
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Nah I just use it as is

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Never had a problem with it

formal dove
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Why can i see through walls on tilemaps

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2.5d game

modest cargo
upper flicker
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this is my first time making a sprite in aseprite for unity. How can I make different animations of the wolf and add it all to one sprite sheet? Do I have to do this manually or is there an application like smack studio that makes it easier?

modest cargo
twilit vault
late meteor
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Is there a way to disable placed ruletiles so I can manually correct them without changing all the adjacent ones? Or is that a case of if I'm gonna use ruletiles they have to be 100% accurate for every condition or I may as well do it by hand?

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In this particular case, I'd like the block on top of the slope on the left to also be a slope, but without changing the one at the edge of the small pit on the right.

modest cargo
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The rule tile system is an example implementation of custom scriptable tiles

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You can customize the system itself, or make your own

rich crest
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can you make 3d look 2d?

twilit vault
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i mean, they're already projected onto a 2d screen
what do you mean by "look 2d"?

rich crest
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like a 3d model in 2.5d perspective

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looks more 2d

twilit vault
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2.5d has a lot of definitions afaik, but sounds like you're looking for orthographic projection on a camera?

fading venture
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for now i want it to go into the player like the Trianlge

orchid veldt
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Hey, do you know of any free tool that is good to create simple 2D animations as sprite sheets? Cause the tools I am using rn are not great and the ones shown in a quick Google search are mostly for pixel art, which is not really my thing

stone loom
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In Unity 6 how do I easily remove a physics shape from a tile? If I remove the physics shape from the tile in the Sprite Editor it doesn't seem to matter and it gives the tile a collider anyways. The only way I can get it to not give a tile a physics shape is by going to the tile asset and setting the collider type to none. But it's a bit cumbersome to do this by going through all the assets.

modern girder
#

Sigma?

still granite
barren orbitBOT
solemn latch
stone loom
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Probably. Just though it was weird i can't edit it via the sprite editor(and that not having a physics shape not does modify that property automatically). Just wondering if i was missing something

solemn latch
snow willow
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What am I doing wrong here with the tile palette window? I assume the UI has changed in Unity 6? Compared with the screenshots in https://learn.unity.com/tutorial/introduction-to-tilemaps#5f35935dedbc2a0894536d00 I can't figure out how to actually draw on my tilemap with this.

Unity Learn

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

formal walrus
#

Hello how do i center my tiles pls

elder kayak
#

I have a question about sorting layers, let me know if this is the wrong place to put it.

I need a specific layer C to appear below layer B, layer B to appear below layer A, but layer A to appear below layer C. I can't do this with the one-dimensional scale that is Unity's sorting layer system.

How can I accomplish this?

elder kayak
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To clarify, I can't just split the sprites because the regions that overlap between objects on the layers will change as the objects move around. I'm more looking for a way to define layer relationships on a per-layer basis, a bit like how the layer collision matrix works

solemn latch
twilit vault
elder kayak
#

I don’t really have an answer, but for my use case, I know they never will

twilit vault
#

a theoretical system would break in that 3-overlap case, so i don't think there exists a widespread system for that; it'd have to be custom, or premade by someone with a similar goal
idk about pinballkitty's answer though, i don't really know about shaders. maybe there's an easier way out there

elder kayak
#

If I knew how to implement it through shader code, I’d probably end up making each layer check if another later touching it should be drawn over it and draw nothing if so, so regions with all the layers would end up being empty

elder kayak
modest cargo
#

Sprites already interact with stencils via the mask components

elder kayak
#

Alright, thanks!!

marsh fox
#

Hi everyone, i've a question for u (and, i think, u are more knowledgeable about it than I am) :

I want purchase a graphic tablet, but i know nothing about it... If a designer here use a graphic tablet, have u a counsel at give me for what choice, what software, why, the utility...
So, can u help me for know what i will need to buy and give the performance of your counsel ?

PS : Sorry if u don't understand me well, i'm young french, and, my English is not perfect...

slow halo
#

I have sliced the png images to use them for terrain but they look like this when added:

#

any idea why and how could i fix this?

marsh fox
# slow halo

see the scale of your tile, and the scale of u've slice your image

slow halo
marsh fox
#

and this :

#

(with your tile map)

wise current
#

were tilemap colliders changed in unity 6? the old way i went about it with composite colliders and tilemap colliders no longer works

slow solstice
#

Hey quick question. Does anyone know off the top of their head why the Sprite editor won't update visually on a simply polygon sprite? It is visually updating everywhere else in the project.

worn folio
#

I sliced my tiles and got them into my tilemap but for some reason they went all pink. when i resterted unity they looked normal for a few moments then went back to pink

gentle onyx
#

I've just read the entire Pixel Perfect Camera page, been trying to figure it out for a few days now.
I'm making a 2d top-down RPG, without the PPC my tiles have lines in between them, with it it looks good.
Is there any way to control the Size of the Orthographic camera?

My tileset is 128x128, but if set Assets Pixels Per Unit to 128, my camera is waaaay too zoomed in.
I've tried setting it to 32 & 64, but a value in between those would be better.
I've tried playing around with the Reference Resolution as well, but I don't understand how that works, sometimes it does something, sometimes it doesn't.
I don't know what resolution the assets were made for.

Is it ok to set my Camera's APPU to 32 or 64 if my Tilemap sprite is set to 128?
Would it be ok to set it to like 45 instead? Or will that cause issues?
Or is there another way I don't know/understand to set my camera size properly?

#

As long as I use the PPC, my world looks good, no matter what APPU I set for the PPC.
I do have some character stutter, but I have that with all of the settings.

fierce bane
#

So im trying to add motion to my 2d sprite animations. I have a animation where a enemy steps forward while attacking. By animating the position and using root motion it works. But when I tried to separate the animation in to 3 different animations for windup, impact and recovery the motion stops working. And it seems that the root motion only animates differences in the position in the current animation. For a animations like this where the position is supposed to change at the first frame it doesn't work. How do I fix this or is there a better way to animate motion?

kind radish
#

why is the sprite not showing up?
it as an image and i've tried chaning the layer and didnt work too

kind radish
#

the part that i think its covering yeah

twilit vault
#

is it parented to the canvas/intended to be on the canvas though

#

if it's supposed to be part of the world, it's way too big lol
it's scaled by 153x, and it's about 3 times larger than the viewport

kind radish
#

the buttons are parented to an empty
and the part that i think its covering but idk how to tix its on a canvas

twilit vault
kind radish
#

nop

#

separated

twilit vault
#

and do you want it to be on the canvas?

#

is it supposed to be UI, for example?

kind radish
twilit vault
#

ok, how should the player press them?

#

by clicking/tapping?

#

you're kinda dodging my question here...

kind radish
twilit vault
#

by "trigger", you don't mean a collider set as a trigger, right

twilit vault
#

is it supposed to be UI or not, that's all you need to answer

kind radish
#

the buttons arent
the rest its background so idk if it should count as UI or not

twilit vault
#

but iirc canvas stuff is overlayed onto the world, so you can't have a background on a canvas but foreground objects in the world

#

(at least in overlay mode)

kind radish
#

sorry if this question is dumb, how or where should i put the background than?

twilit vault
#

usually i just see it as a gameobject tbh

#

anyways for future reference; spriterenderers don't work on canvases, you need image components for that

kind radish
dull quest
#

anybody know anything about aesprite?

still tendon
#

hello, i need help with a problem, i wanna bring forward an object and i cant, i search on google or youtube, but no results

#

i did it, i used chatgpt, ty

gentle onyx
#

Is it somehow possible to take a part of the tilemap you've build and save it for re-use?
Specifically, my tile palette has a tree in it, but I have to assemble it. Once it's on my tilemap, can I somehow save that tree so it's easy to place full trees? The bottom of the tree should be on a different tilemap (layer) than the top.

Or do I manually have to add both parts to their own layer each time I want to add a tree? Which will be 1000s of times.

earnest gorge
#

so i got this tilemap and i sliced to a 16*16 as you can see but when i import the slices inside the palette it somehow gives me these weird diamond shapes i dont know why :C

fallen thistle
#

although im pretty sure you can just select multiple tiles at once

gentle onyx
#

yeah but not on different layers

#

I was hoping I could make something similar to a prefab for my tile palette, but so far haven't found anything that can handle different tilemaps (layers)

fallen thistle
#

one sec, haven't worked with 2d in a while. let me make a project to check

fallen thistle
earnest gorge
#

where would i change the grid?

#

i have other pallets where it works fine

#

its just this one

#

as you can see these work fine

#

but these are 3232 not 1616 can that be a reason

#

its not isometric

fallen thistle
fallen thistle
fallen thistle
earnest gorge
fallen thistle
#

sure, i'll see if i have the same issue

gentle onyx
earnest gorge
gentle onyx
#

also your tilemap sprite is 176x384, 384 is not dividable by 16, not sure if that matters though

earnest gorge
#

i mean it looked fine when i sliced it so i didnt worry about that but maybe i need to change it

earnest gorge
gentle onyx
#

if you have one tilemap sprite set to 32 Pixels Per Unit and the other 16 Pixels Per Unit that might cause it, not sure

#

1 on the grid = the Pixels Per Unit you set
so if your sprite has 32 PPU that would be 1 grid space, since your other has 16, it would take up 1/4th of a grid

fallen thistle
earnest gorge
fallen thistle
#

also yeah, ensuring PPU is consistent is important. not sure if its causing the issue here though. seems to be a rotational issue. which im completely stumped by

gentle onyx
#

Another question, I'm trying to create a 2nd scene that should load to the right of my 1st scene.
I understand how to load the scenes, plenty of videos on that, but do I just move the transform of the gird in the 2nd scene to the right of the 1st scene? Can't find any information or tutorial on this.

earnest gorge
fallen thistle
#

hm. looks goods on my end

earnest gorge
#

wtf

#

;_;

gentle onyx
#

pretty sure it's because you're mixing 32 & 16 PPU

earnest gorge
#

wait let me try in a different project

fallen thistle
gentle onyx
#

and changing the transform of one feels wrong

fallen thistle
#

oh yeah, you'd probably just move the grid then. assuming everything already lines up correctly, should work fine

#

you can also move the tilemaps if you want, depends on the scenario

gentle onyx
#

feels weird

#

let's say I make 10 scenes that go to the right
the 10th scene's grid will start at 900/0, wouldn't that cause issues?

fallen thistle
#

that wont cause issues until you start getting into the tens of thousands, maybe higher

#

although, a pretty common fix is to just translate everything to the center again

#

its usually completely unnoticeable

gentle onyx
#

guess I'll just try it this way 🙂

earnest gorge
#

so when you say i had a 32*32 tile map sprite i just deletet the other pallete but that doesnt help

#

did i miss somehting

gentle onyx
#

did you change Orientation in the tilemap?

#

The default is XY

#

Could also be the Cell Swizzle in the grid:

#

Try creating a new project and see if it works there

earnest gorge
gentle onyx
#

yeah looks fine, weird that you have the grid and tilemap on the same object though

gentle onyx
earnest gorge
gentle onyx
#

now try adding the 32x32 and see if it still works

fallen thistle
gentle onyx
#

nah it's top-down

#

I need the center and then the 8 maps around it

#

can do them one by one, but if 9 isn't an issue that would be easier

earnest gorge
#

it still works

fallen thistle
#

well, it shouldn't cause too much lag. unless you need to swap them around though, its usually better to just do it all in a single scene

gentle onyx
#

my world will get fairly big, so can't do it in one scene

fallen thistle
#

could do chunks aswell. although, honestly, it mostly depends on personal preference. unless you actually notice any lag, dont worry about optimisation

gentle onyx
#

no I'm just talking about my editor, if there's a limit to how many scenes I can have open in the hierarchy

fallen thistle
#

oh, yeah probably not. if there is a cap though, you can always just unload a few scenes

earnest gorge
#

maybe my palete is 3d or am i stupid ?

#

cause it ssays xyz

fallen thistle
#

seems like a tryitandsee problem to me ¯_(ツ)_/¯

fallen thistle
#

those look like they're 8 pixels off

earnest gorge
fallen thistle
#

well, i dont think that caused the issue. seems off though

earnest gorge
#

might be do to the size not divideable by 16

#

but i works fine at my other project

#

idk

#

you are right my palette tiles are off

#

do you know why that happens?

#

cause in my other project this doesnt occur

#

omg i fixed it

#

it was my pivot being on custom

#

thanks guys for all the help

#

<3

languid belfry
#

Hello everyone! I'm new to Unity, and I'm having trouble whether to use After Effects or Unity's 2D Animation Package...

Is animating a 4K - 8K canvas PSB file (400MB - 1GB+) with Unity 2D Animation Package performance-heavy? Is the resulting animation real-time, or pre-compiled?

crisp flint
# languid belfry Hello everyone! I'm new to Unity, and I'm having trouble whether to use After Ef...

The resulting animation is calculated in real time. The 2D Animation package allows you to animate a 2D image almost like 3D, where you generate a mesh for your image and create a skeleton for it. Once done, you map the mesh's vertices to the bones of the skeleton. When you then move a bone at runtime, the vertices of the image will deform/bend.

Apart from the overhead of the actual image, what you should be aware of in terms of performance is number of vertices the image/sprite has, number of bones, and number of animated images/sprites on screen.

I would recommend that you make a quick test where you animate something similar on a device you wish to support to see if it is within your frame budget or not, before going all in.

solemn latch
languid belfry
#

Though, I am honestly worried if my work will support those in a lower-end system...

My PC is the only device that I can actually test the game on, which is ultra-high-end 🥲

solemn latch
#

You might want to consider how much you need textures that large on devices with tiny screens.

#

And how much of the screen they will occupy in game.

#

But the same consideration applies to prerendered frames from after effects, or for any 3d objects with textures for that matter.

languid belfry
#

The game itself will be locked in 16:9 ratio

#

But my canvas is often more like a square, because I also would need to account for animating things outside the screen and such

#

Oh also, is something like "clip layer to below" possible in Unity?

solemn latch
#

Sprite masking, and in a more general sense stencil masking.

languid belfry
#

Sprite masking and stencil masking... I see.

#

Thank you!! I'll keep that in mind UnityChanCelebrate

#

Oh and... may I ask just one last question?

solemn latch
languid belfry
solemn latch
#

Ask as many as you want

languid belfry
#

You're so kind!!

#

okok uh so

#

The only reason why I'm considering unity's 2D animator is because I want to randomize the eyes blinking period, and also randomize "single blinks" and "double blinks" as well.

But I'm not sure which will be better: Just static animation (final render would be 4K video) with pre-set(rendered) blinkings and all other animations in After Effects, or actually animate it in Unity

#

I would show what the drawing I'm trying to animate looks like for reference... but it's NSFW so I'm not sure if I can send it here UnityChanHuh

#

Because now hearing that it's real-time in Unity animations, I'm really having doubts on its performance

#

especially on 4K resolution

solemn latch
#

You can pm it to me, unless it is really extreme.

languid belfry
#

well... not extreme I guess... haha..

solemn latch
#

I mean. Pretty sure I've seen worse in azur lane ads. Through still better not to post it here uncensored =]

#

It definitely looks fun to animate. I've wanted to try something like that myself some time.

languid belfry
gentle onyx
#

I saw some videos yesterday that claim you can fix lines in tilemaps by adding them to a sprite atlas, not requiring a pixel perfect camera.
Is this outdated? Or should it still work?
I tried it, but doesn't do anything for me. There's tons of people in the comments that say it works though.

gentle onyx
#

Why are the feet, hands and head "moving" on my character? They have no animations or anything? What's causing this and how do I fix it?

#

The background is a tilemap, the character itself is just some 2D capsules & sprites thrown together

#

Using a pixel perfect camera

twilit vault
smoky igloo
#

Hello, I have a problem in my game. When I start the game and begin walking, the pixels on the character's neck sometimes become thick. I also notice that the pixels on the tiles sometimes appear thinner or thicker. The PPU is set to 32x32 everywhere since I draw at this resolution. The filter mode is set to Point. Please help me with this issue.

twilit vault
#

!collab

barren orbitBOT
#

:loudspeaker: Collaborating and Job Posting

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

twilit vault
#

oh it's fucking spam

#

<@&502884371011731486> bot job post spammed to all artist tool channels

lean estuary
#

!ban 1338185219827830916 scam spam

barren orbitBOT
#

dynoSuccess jacobj.roberson_20393 was banned.

twilit vault
twilit vault
smoky igloo
twilit vault
smoky igloo
#

okay, i try

twilit vault
#

(add it to the existing camera, it still needs a camera component to work)

smoky igloo
#

🥲

#

so what should I do then?

gentle onyx
merry isle
#

guys a link to find 2d 4movement (up down left right) sprite for main character for try some stuff on unity?

smoky igloo
fierce bane
#

So im trying to add motion to my 2d sprite animations. I have a animation where a enemy steps forward while attacking. By animating the position and using root motion it works.
But when I tried to separate the animation in to 3 different animations for windup, impact and recovery the motion stops working. And it seems that the root motion only animates differences in the position in the current animation. For a animations like this where the position is supposed to change at the first frame it doesn’t work.
It works if I add a frame where the pos is 0 but then I have a frame before the movement, and even if I dont add a sprite keyframe for that frame it still changes the sprite.
How do I fix this or is there a better way to animate motion?

gentle onyx
fierce bane
gentle onyx
fierce bane
#

here i have the attack separated to the startup, attack and recovery with them having a exit time of 1

gentle onyx
#

google some animation debugging guides for unity

#

you should be able to debug the animation state to see what is happening exactly

fierce bane
gentle onyx
#

I don't know either and it doesn't look like anyone else does
It's your project, I don't know how you set it up and what is happening behind the scenes
That's why I'm advising you to look up a unity animation debug guide

fierce bane
#

googling unity animation debug doesnt seem to yield any helpful results for this problem. Also its pretty much just the default animation setup without anything else, so there shouldnt be anything else going on in my project. Ill try a fresh project to see if the problem persists

smoky igloo
#

@gentle onyx Hi! I think the problem is something else. By default, the camera should work properly, and there shouldn't be any shaking.

gentle onyx
smoky igloo
#

@gentle onyx same effect 😄

#

@gentle onyx The problem was in the code. I tried this solution, and the shaking disappeared. But when I move the joystick as shown in the video, the character doesn't move.
before:
public float speed = 5f;
public Joystick joystick;
private Rigidbody2D rb;
private Vector2 moveInput;

void Start()
{
    rb = GetComponent<Rigidbody2D>();
    rb.interpolation = RigidbodyInterpolation2D.None; 
}

void Update()
{
    float moveX = joystick.Horizontal;
    float moveY = joystick.Vertical;
    moveInput = new Vector2(moveX, moveY).normalized;
}

void FixedUpdate()
{
    Vector2 newPosition = rb.position + moveInput * speed * Time.fixedDeltaTime;
    
    float pixelsPerUnit = 16f;
    newPosition.x = Mathf.Round(newPosition.x * pixelsPerUnit) / pixelsPerUnit;
    newPosition.y = Mathf.Round(newPosition.y * pixelsPerUnit) / pixelsPerUnit;
    
    rb.MovePosition(newPosition);
}

after:
public float speed = 5f;
public Joystick joystick;
private Rigidbody2D rb;
private Vector2 moveInput;

void Start()
{
    rb = GetComponent<Rigidbody2D>();
    rb.interpolation = RigidbodyInterpolation2D.None; 
}

void Update()
{
    float moveX = joystick.Horizontal;
    float moveY = joystick.Vertical;
    moveInput = new Vector2(moveX, moveY).normalized;
}

void FixedUpdate()
{
    Vector2 newPosition = rb.position + moveInput * speed * Time.fixedDeltaTime;
    
    float pixelsPerUnit = 16f;
    newPosition.x = Mathf.Round(newPosition.x * pixelsPerUnit) / pixelsPerUnit;
    newPosition.y = Mathf.Round(newPosition.y * pixelsPerUnit) / pixelsPerUnit;
    
    rb.MovePosition(newPosition);
}
fierce bane
#

so yeah I made a new empty 2d project and its still the same. I made a square and added a animator to it. If I try to set the position for the first frame it doesnt work, but if I add a frame before it works. For this animation the square is supposed to move 5 units. If the first frame is pos 0 then it does, but if the first frame is say pos 2 then the square only moves forward 3 units. Either im missing something or the animator doesnt work with first frame movement.
Also if root motion is off the square expectedly moves to 5.

fierce bane
smoky igloo
fierce bane
gentle onyx
smoky igloo
# fierce bane Well we cant see what changes you made so its hard to help

Before:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float moveSpeed = 5f;  
    private Vector2 moveInput;    
    private Rigidbody2D rb;       

    void Start()
    {
        rb = GetComponent<Rigidbody2D>(); 
    }

    void Update()
    {
        moveInput.x = Input.GetAxis("Horizontal");
        moveInput.y = Input.GetAxis("Vertical");
        
        moveInput.Normalize();
    }

    void FixedUpdate()
    {
        rb.velocity = moveInput * moveSpeed;
    }
}
smoky igloo
barren orbitBOT
smoky igloo
#

Hi, how delete colors sprite in tile palette?

crisp flint
left bear
#

Hey!
If I can't add a collider, how do I prevent my character from falling off the world? Because right now when I press play it just falls off

twilit vault
#

BoxColldier = 3d, BoxCollider2D = 2d

left bear
#

Ohhhhhh

#

Gotcha
Thank you so much

left bear
#

Hey!
I tried using this tutorial (https://www.youtube.com/watch?v=BLfNP4Sc_iA&ab_channel=Brackeys) to create a healthbar but it disappears whenever I click play, does anyone know why?

Let's create a simple health bar using the Unity UI-system!

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Code: "BRACKEYS"

● Brackeys Game Jam: https://itch.io/jam/brackeys-3

● Project Files: https://github.com/Brackeys/Health-Bar

···················································································...

▶ Play video
brazen silo
#

hello, when making an animation in 2d, the sprite's position changes in every frame if all the sprites in the animation is not on same width and length, and you can't make them the same w&l in some situations. Is there another way to fix this issue?

crisp flint
brazen silo
crisp flint
# brazen silo should i adjust it manually or select one of the options in the Pivot drop down ...

It depends on the Sprites. E.g. if you animate a slime on the floor, then the bottom center pivot point will most likely be the same throughout all the frames. But if you cannot find a common attach point for all frames, then you have to create a custom pivot for all frames.

If you are animating in Aseprite, the Aseprite Importer will do the pivot calculation automatically if you make use of .ase/.aseprite files in Unity.

brazen silo
crisp flint
brazen silo
# crisp flint Yeah that sounds like the way to go. Best of luck!

Hey sry to bother you again. I tried adjusting the pivot by hand and it reduces the movement of the sprites during animation but doesn't fully stop it. Is there a more precise way to do this? I just need to set pivot on the same exact pixel on every sprite in the animation, how can i do that?

earnest gorge
#

does anybody know why i dont have that bell curve in my unity version (iam using the newest version ) and is there a way for me to get that bell curve iam also missing the reverse one

modest cargo
leaden iron
#

hope this is the right channel. getting a tearing effect with some tiles.
things ive tried:
creating a sprite atlas and putting the tileset in it
turning off anti-aliasing
creating a sprite/default material with pixel snap turned on
setting the tileset filter mode to point and compression to none
changing the cell gap to -0.1

none of these solutions have solved the issue. the tearing/gaps still show up in both the editor and build

leaden iron
#

i just set the max size to 16k and it fixed everything but i feel like that cant be the intended solution

leaden iron
#

yippee yipeee yay yay yay. i realised that the original tilesheet was over 2048px wide so obviously the max size needed to be above that. reimported and resliced and its looking fine. cant believe i didnt notice that

#

grrr there's still some mild tearing

solemn latch
leaden iron
#

i'd say leaving up the thought process is more helpful than deleting everything but i can delete if people want me to

solemn latch
#

I meant, one of your previous fix attempts might be causing the new artifacts.

leaden iron
#

oh my god im so sorry hehehe. i completely misread the message

#

ive reverted all the fix attempts ive made. slowly re-trying them now in isolation to see if that fixes the little bit of tearing that remains

solemn latch
#

I know I have broken things in new and exciting ways, trying to fix a problem.

leaden iron
#

hehe exactly

solemn latch
#

Most of the advice for similar problems is meant for low res pixel art

#

What are your filtering and mipmap settings like?

leaden iron
#

oh i shouldve just clicked it hehe

solemn latch
#

The point filtering is only for low resolution pixel art.

crisp flint
brazen silo
modest cargo
# leaden iron grrr there's still some mild tearing

There are two different kinds of tile gaps you might be seeing
One type is color bleed in which color from the adjacent tiles appears on the edges, the type that you already saw
It has many potential causes, and the fixes are all about minimizing where and how this color bleed can happen
Each tile should have their colors extended a bit outside the tile so when the colors get sampled outside of the tile only the correct colors appear there

#

The second type is a visual gap between tiles that shows whatever's behind the tiles
That doesn't really have a cause, other than how unity fundamentally renders tiles in its own inexact way, though it can appear much worse when using AA like MSAA that attempts to blend the edges with the empty space that technically exists between them
Once that cause is eliminated it can still appear, and you can only really fight it by making the tiles a little bit bigger than the grid cell by slightly decreasing the PPU, or get into pixel perfect rendering

leaden iron
torn token
#

Hey there ! I'm making a pokemon fan game and I'm importing all the resources from the poke emerald recomp project.
However, there is something interesting about the sprite sheets. They all come with this greenish colour (See picture)

Is there a way to replace this colour to transparent without going with photoshop as there are a TON of sprites (obviously)

Thanks 😄

wheat zenith
#

I was wondering if it was possible to edit part of a tilemap (the rockwall) to make it flat? My workaround has been to put the tiles on a different layer and manually add a box collider but I cant see that being an efficient fix

solemn latch
bright dome
#

any idea why this happens?

crisp flint
#

Aseprite Importer 1.2.2 is now available! UnityChanCelebrate
This version updates the way the Tile Palette is being laid out in Unity.
It is now 1:1 with the Tile Layer inside of Aseprite, giving it a much better overview of the tiles.

solemn latch
bright dome
solemn latch
bright dome
# solemn latch Show your sprite mesh and bones? My guess is that your topology is pinching a bi...

All I done was make a stickman on Photoshop,export it to psb,rig it in unity and that's it

https://youtu.be/5hF4DBXpHac?si=yZOUc9XvCQsor0Ec

Here's what I followed

Use inverse kinematics to move your character limbs with ease!

Rig up your 2D character in Unity using Unity's 2D animation library (creating a skeleton). Next, I'll show you how to hook up IK (inverse kinematics) to your character to perform realistic joint movements. Finally, I'll show you how to use all of this together to create great-looki...

▶ Play video
solemn latch
#

Ok, that's great. But if the mesh isn't good, it won't deform nicely.

#

The automatic mesh is usually trash, especially for skinny geometry.

#

This sort of geometry/ weighting can help avoid pinching but you'll likely need to tweak it a bit.

steel birch
#

Unity Rigging System is better than Spine?

solemn latch
#

I dunno, probably not. Much cheaper, certainly.

steel birch
#

I'm having a lot of shader problems with Spine.
I imagine that this will be resolved directly in Unity,

solemn latch
#

Well, unity rigged sprites can use any shader you want.

#

Very helpful for unusual effects.

steel birch
#

Spine objects full do not receive global or URP light.

solemn latch
#

The 2d urp lighting is pretty new, so they might not have updated the spine shaders to use it.

bright dome
solemn latch
bright dome
bright dome
solemn latch
bright dome
solemn latch
#

Guessing you haven't looked at the manual.

cerulean thicket
#

how do I make a 2d grid background fit the camera?

still tendon
cerulean thicket
#

yeah

still tendon
# cerulean thicket yeah

You may need a proper aspect ration, but you can just manually change the size in a way that fits the grid.

To move in accordance with the grid:
Figure out the distance between each cell, and increment/snap the camera based on that.

cerulean thicket
#

gotcha, I'll research that

still tendon
#

By aspect ratio I mean the size of the screen itself

hot turtle
#

if I have a sprite sheet like this, how do I create objects from it? i.e. if I want to get one of the chairs near the top-middle area, how would I get those sprites specifically?

modest cargo
crude mango
# hot turtle

Spazi is correct but question aside for a sec, that sprite sheet is actually insane. it looks awesome 🙌

hot turtle
#

looooool I wish I could take credit for it. I got it from a website (free download which was nice)

faint temple
#

Is there a way to automate the sprite skinning and rigging system so that I can import images from external sources (say a file added by a player) so be used with the sprite resolver system? I used to use Spriter and just swap the sprite for each sprite object but now I have the issue of sprites needing to be given geometry and bones in order for them to properly conform to the bones' rotations and positions.

Currently I'm importing the eye atlas for a blinking animation normally (non-external) and then using it in a sprite library for resolving, I'd like to be able to us either atlases imported from external locations or somehow automate or simplify the skinning and rigging process so that I don't have to have each atlas have it's own rig. Note that all my sprites/parts of the rig are perfect rectangles, nothing is being deformed outside of rotation. How would I make this work while still being able to use the 2D animation package?

crisp flint
faint temple
outer halo
#

I have seen the following in the release notes Added options to create WhiteBox Tile Palettes. And I'm wondering where the option is in Unity 6 because I can't find it.

orchid veldt
#

I... have sorta of an issue with the sorting of sprite layers. My guys toggle a sprite on top of them when they die to indicate that they are dead. That works fine, but since they are sorted on a layer on top of the sprite of the character icons is meant to be in, they get on top of ANY other character that passes over (image 3) I don't want that to happen, I would want death character to have the lowest priority to show over all other characters. I could do that by code with a messy way of placing ALL the sprites lower in the sorting layer while they are dead and back up again when they are not, but... I was wondering if can do some other simpler trick to solve that

orchid veldt
#

Isn't that the same than the object layer?

swift badger
#

yo, any1 know why tile palette keeps making ghost versions of tiles that i cant erase or use?

twilit vault
orchid veldt
twilit vault
#

by setting the sorting layer, yes

orchid veldt
#

So it's like always below the next one no matter the sorting on the layer?

twilit vault
#

sorting layer is for rendering
layer is for physics (and misc, i guess, though idk what else you'd use it for)

twilit vault
orchid veldt
#

I mean, that something on layer 0 would be rendered before anything in layer 1 no matter if it has a sorting order of like -1000000, rigth?

twilit vault
#

ah yeah sorting order is within each layer

#

(i can't say if 0 would be before 1 though. might be the other way around. i don't remember)

solemn latch
#

If you put everything for a character into a sorting group, they are treated as as single object in the sorting order, with its own internal sort order.

swift badger
#

i cant seem to erase 2 of these tiles (the offset ones) and this keeps happening every time i reopen unity, the dirt uses the same sprite as the other one but when i remove the sprite from the tile object the offset one doesnt dissapear

idle sable
modest cargo
#

Nice asset though

idle sable
ivory thorn
#

im trying to place a crop sprite on top of a farming plot using a tilemap but it places it using the middle of the sprite and not the bottom, how do i fix this?

modest cargo
ivory thorn
#

what do i need to change? the pivot i assume

modest cargo
#

Pivot will determine where the sprite appears relative to the tile itself
Slicing determines what pixels are included/excluded in the sprite from the sprite sheet

ivory thorn
#

i changed the pivot to bottom centre and it still hasn't fixed it

modest cargo
ivory thorn
#

somehow the same

twilit vault
#

make sure you hit save/apply

ivory thorn
#

yeah i have

#

tried it multiple times

#

alright its changing now but changing the pivot to bottom center still doesnt get it where i need it for some reasons

#

sorted it - custom pivot of 8, 8

fossil pasture
#

im sorking on a 2d projecvt rn but some of the art assets i want behind others are appearing in fron no matter what I do. The parts I have circles should be behind the other stuff (except for the two platforms on top). I'm not tryinf to do paralaxing just trying to get some layering in my scene

solemn latch
fossil pasture
solemn latch
#

Each renderer has a sorting order, and you can also group them into sorting layers.

iron wedge
#

Hi so I’m on version 2022.3.45f1 and I’m trying to figure out how to replicate the way aseprite importer name animation frames in 2d.

For example using a fresh built-in render pipeline project, in 2d it would be something like this:

#

but a fresh 3d built-in render pipeline project + installed 2d packages (including aseprite importer) would name my animations like this:

#

so 2d includes the file name + frame + index, but 3d only does frame + index.

These are .aseprite files as well as using animated sprite import mode.

Anything I can change in my project to allow 3d to do file name + frame + index for frame names when I import an aseprite file using the importer package?

pliant frost
#

not 100% sure if this is the right channel for this but how would i make a 2d texture for my game

#

the ground looks really basic so i wanted to try making some ground textures

#

but i have no idea how to add them in

crisp flint
crisp flint
iron wedge
#

ok I guess I just flip it around for 3d as a solution

crisp flint
iron wedge
#

Yes sir thank you

ivory thorn
modest cargo
ivory thorn
#

so how do i create a 2d renderer asset in order to use the solution provided in the link?

modest cargo
#

If not, you have to do the steps to make it so
Instructions pinned in #archived-urp for how to make URP assets and assign them to be active

ivory thorn
#

honestly dont remember if i made a urp 2d project or not

#

how do i check?

modest cargo
# ivory thorn how do i check?

Graphics and quality settings
Refer to the instructions for specific URP setup steps, which you can follow to see what you have in the relevant slots in your project

ivory thorn
#

sorted out the urp stuff but now even with the custom axis transparceny sort mode it doesn't wanna sort the sprite on the lower axis infront of the sprite on the higher one

#

im guessing i need to change the tilemap sort order instead but no clue how to do that

#

sorted it, had to change the tilemap renderer mode to individual instead of chunk

#

thanks for the help anyway

iron wedge
#

Are you able to get an animation clip object from an aseprite file through code after importing it?

twilit vault
#

why not just assign the animationclip as a reference

iron wedge
#

when an aseprite file imports, it creates a bunch of stuff like animation controller, clip, sprites, etc. If I can get the animation clip it would be good

twilit vault
#

well i couldn't find anything exposed by the importer

iron wedge
#

maybe i gotta edit the package a lil if there isnt any way to get the animationclip without exporting

iron wedge
#

Ok nevermind I had to use something like
AnimationClip clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(filePath);
and get the animationclip from the aseprite file path

olive mantle
#

Why do I have this in unity?

frigid saffron
#

Don't know if this is the right place to post (sorry if not). Trying to follow a tutorial on creating an isometric game. Whenever I try to add an isometric tilemap (or even a hexagonal one), it shows no isometric grid on the scene - all examples I find have it showing immediately upon adding the object. I have already reinstalled Unity twice (this was one solution I found) and reinstalling the 2D Tilemap Editor package (another solution I found). Am I missing something simple/stupid?

steel birch
#

Someone has some tip to make a dirty with tint effect to a sprite? i would like it be procedural, not a fixed dirty sprite.

dull jolt
#

hello people, I dont know if its an already known issue but I found a very bad bug possibly with the aseprite importer. if you change the import mode setting in layer import settings from merge Frame to Individual layers and apply its fine but if you try to change back to merge frame setting again and apply then it breaks the file. I tried changing other settings but it would still not be usable. the only way I know is to delete it and save a new file if you are lucky to have the original.

this is the error I get, Failed to import file Assets/Aesprite/bunball.aseprite. Error: Index was outside the bounds of the array.
at UnityEditor.U2D.Aseprite.AsepriteImporter.OnImportAsset (UnityEditor.AssetImporters.AssetImportContext ctx) [0x001cf] in .\Library\PackageCache\com.unity.2d.aseprite\Editor\AsepriteImporter.cs:234

can anyone please safely double check if this happens? its pretty bad and I couldnt find it in issue tracker.

edit: deleting the meta file makes it work. I am on unity 6000.0.31f with aseprite 1.1.8

vague yarrow
#

Hi everyone, I have a question regarding 2D game art resolution and how to approach this in Unity. I have designed my art assets to look sharp on a 4k screen, having in mind the default camera zoom that the game would have. I am now starting to think these large assets might be overkill or bad for performance, as I see that many 2D games were designed for 1080p screens. The ppu and camera settings add to my confusion, and I haven't found any answer that explains the workflow.

I want my game to look sharp on a 4k screen, and I want to be able to zoom in on the characters during certain moments without the assets becoming obviously blurry. But, I also need the game to run at 60fps on weaker devices. Should I maybe have designed the assets for a 1080p display and then added a postprocess sharpening filter when the game was running on a 4k screen, or during the zoomed in sequences?

Or are devices now so powerful that I can get away with the 4k assets, am I overthinking this?

dull jolt
vague yarrow
dull jolt
#

not that I know of, you have to override the settings manually for each platform. better might be to make a script that handles it if you want more control.

crisp flint
ornate trench
#

I just read on stack exchange that its bad for performance reasons to keep it at 100

gentle onyx
ornate trench
gentle onyx
#

not sure how it works, but your grid is probably set up for the tilset sprites, so your character sprite appears much bigger

#

not sure what the proper way is to deal with this
try setting it to 32x32 and adjust the scale

abstract olive
ornate trench
#

alright will try it, thanks ^^ 🤝

solemn latch
modest cargo
#

So if you've scaled the player object or it's parented under something scaled, PPU will not apply exactly

#

PPU is only relative to the unit grid of your scene, so if your other assets don't conform to unit grid or don't have correct PPU values, they will not conform to any standard resolution between each other

#

PPU is not related to performance at all, any more than ordinarily scaling objects is

ornate trench
#

thanks spazi, that was really helpful. now I think I've understand PPU 🫂

modest cargo
frigid saffron
hollow panther
#

does the tilemap brush have a paint radius setting? I cant seem to find anything that will let me draw more than 1 single tile wide

#

seems weird that it wouldnt have one

modest cargo
solemn latch
hollow panther
frigid saffron
dull jolt
crisp flint
#

Great, thanks Subbu

dull jolt
#

thank you UnityTed

oblique sage
#

in top down view, i have a enemy can fly, object A like table barrels.., object B tall like pillar cant fly over, and a player, i have the transparency sort in y axis 011
im stuck on the render ordering part. i need the enemy to always above A but can still behind B, the player can still both behind and infront of A and B like go behind the top part abit like real life
so player, A, B are forced to stayed on the same sprite render order but the enemy need to be higher than A while the same as B and player ? sounds impossible, thought that this problem should be popular, hope anyone can show me a how stuff like this can work

#

maybe im overthinking abit, it might be just enemy pivot lower than usual

swift badger
#

any1 know how to set up auto step up blocks code?

solemn latch
swift badger
fading venture
#

Any good tutorials on SPrite layering? The built in Unity Version does not really work for me

fading venture
# solemn latch Can you be more specific?

Sorry, i didnt see your message for some reason. My Problem is that the player walks infront/behind some of my sprites way too late, which does not look that good. Since they all have different sizes, the built in Unity way does not really work for all i know. In 1, the Player is randomly infront, which should only happen at a certain y level, depending on the size of the House, in 2 he is behind. Like i intended. So my question was how i can customly change the y level or if theres any good tutorials on this topic (That preferably dont use tilemaps)

fading venture
#

^For anyone wondering, i found that you can change the pivot in the sprite editor for each object

supple oar
#

HEY

mild lagoon
#

What's the preferred way to scroll sprite's texture on the screen?

#

I have a background sprite and I positioned it to match the height of orthogonal camera, which is set to 5 meters.

#

Now I'd like to make it scroll

#
void Start()
{
    _material = GetComponent<SpriteRenderer>().material;
}

void Update()
{
    currentscroll += speed * Time.deltaTime;
    _material.mainTextureOffset = new Vector2(currentscroll, 0);
}

Is this a good method?

#

I just tried it and it didn't work. What material do I have to use for it to work?

mild lagoon
#

Had to create my own material and inherited from the default Unlit material. Now the sprite scrolls with this code:

public class BackgroundScroll : MonoBehaviour {
    public float ScrollingSpeed = 1;
    Vector2 CurrentScroll;

    SpriteRenderer SpriteRenderer;
    Material Material;

    void Start() {
        SpriteRenderer = GetComponent<SpriteRenderer>();
        Material = SpriteRenderer.material;
        float RandomStartingOffset = Random.Range(0, 1);
        CurrentScroll.x = RandomStartingOffset;
    }

    void Update() {
        float CurrentFrameScrollingSpeed = ScrollingSpeed * Time.deltaTime;
        float ScrollSpeedInNormalizedTextureOffsetSpace = CurrentFrameScrollingSpeed / SpriteRenderer.bounds.size.x;
        CurrentScroll.x += ScrollSpeedInNormalizedTextureOffsetSpace;
        Material.mainTextureOffset = CurrentScroll;
    }
}
#

Also had to change wrap mode to Repeat in the texture asset.

solemn latch
vapid field
#

Hi guys, I was working with the Tile Palette as usual, but in the middle of my work session, the brush tool suddenly stopped working… xD
I can still use the select tool normally...
Has this happened to anyone before? How did you solve it?

boreal grotto
#

Is there a section here for a "hey, look what I just draw!" Type of posts? Like for some games related drawings?

modest cargo
coral oxide
#

why is my 32 ppu not fit to one cell here ? but when i set ppu to 256 it works

modest cargo
coral oxide
#

it was originally 256, im trying to make it as small as posible without create new image by external app

modest cargo
#

Max Size is usually used to limit the resolution for performance reasons per platform, so if it changed the size of sprites it'd be a very inconvenient

coral oxide
#

with 256ppu when the texture is 32 pixel, does it just add more pixel to the texture

modest cargo
coral oxide
#

i was just trying to make it as small as possible

#

like 1 pixel is 256 smaller than 256 pixel fr fr

modest cargo
coral oxide
#

i just realize that was a dumb question

modest steeple
#

Hiya! I'm having some weird issues with the resizing of my tile palette, could I get some advice on how to fix this?

dry forum
#

Hey i am just a 16 yr old dev i want to make a 2d Metroidvania Where can i start please answer because most of you guys are wayyy more experienced

#

please be honest

barren orbitBOT
#

:teacher: Unity Learn ↗

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

hollow panther
#

how do you move tiles around the palette window?

#

its placed a tile on top of another, I cant see any way to drag it off

hollow panther
#

another odd thing is even though I have gizmos enabled in the palette, nothing shows up. For instance here I selected a bunch of tiles, which should give me an outline in the tile palette that shows what I selected

thorn sinew
#

hello, why does my scene editor look like this?

#

this is what its supposed to look like (this is in game)

gentle onyx
#

I checked "Selection Outline" in my gizmos and suddenly no matter what I do I cannot get my tilemap grid to display anymore???

sage swan
#

i'm new and i'm having trouble with basic sprite settings and trying to get a tiled grid as a sprite. i'm trying to find the right place to ask my question. is this it?

modest cargo
sage swan
#

i don't know how to feed a tilemap to a prefab which expects a sprite

modest cargo
#

It may help to see a picture of what you have and what the desired result might look like

sage swan
#

k sec

#

my desired six tiles are already co-located, but i can only get it to repeat the index tile, rather than to go out to neighbors like a standard tile spriting system

#

i'm sure there's some way to do this, but i don't know how to say it in unity-ese

#

in some systems, you'd have a descendant of a sprite called a tiledsprite, which would provide the sprite interface but be implemented with a tilegrid or whatever

#

in others it'd just be "it has to be the stuff at the right position on the map," which is what you usually see on hardware sprites

modest cargo
# sage swan

You can make a new sprite slice for the well (or any other part from the sprite sheet) using the sprite editor

#

Unity's sprite editor allows you to use the same sprite sheet sliced as a grid for tilemap or modular sprite purposes as well as to slice arbitrary sections of it into an independent whole

#

If the well was in scattered parts on the sheet, then that would not be an option, you'd have to use it sliced as a grid either as separate sprites or as a tile palette

#

You can probably forget most of what you assume how sprites work when dealing with Unity
Unity supports only 3D geometry using shaders meant for 3D rendering which it also uses for its sprites

#

Sprite sheets also don't have the concept of a sprite index

#

Each slice, whether in grid or totally arbitrary has a unique ID instead

odd comet
#

im struggling on finding a way to make custom 2d shapes inside unity is there anything apart from sprite shape that will help me since i am finding it very difficult and not providing results i want

modest cargo
odd comet
#

i am instead going to just make everything 3d

#

and lock some of the rotations and what not

#

will this be viable?

modest cargo
#

Everything in unity is 3D technically, but 2D components have their own system for depth sorting

odd comet
#

if im looking to make simple shapes with some of them being curved what external editor would you reccomend

sage swan
#

if you're looking to do it statically, use adobe products. if you're looking to do it dynamically, i know an asset in unity store that might be useful. i need to find out if i'm allowed to post those though

modest cargo
odd comet
#

ill look into them thanks for the help

sage swan
#

is it okay to post asset store links here in response to someone's question?

modest cargo
wanton walrus
#

can I get these auto generated outlines to hug the sprites? I need it for a particle effect that follows the shape of the sprite animations

modest cargo
#

I don't think there's a way to get particles to follow sprite outlines though? Nor to read sprites in general, only meshes or textures
At least by default

mild lagoon
#

Any recommendations on pixel-perfect game? I mean everything: in-game movement, UI, visual representation.

#

So far I set filter mode to no filter in textures. But that's about it.
The character movement is not pixel-perfect, unlike in the old console games, and I can position all objects and UI in the world in a non-pixel manner.

#

Let's say I have all my sprites in a 100 pixels per unit, is there a way to make all game objects to be positioned in the same way: only 1 cm steps and not less.

velvet pelican
#

so i havent really used unity 6 for 2d since its launch and cant figure out how to slice a sprite sheet. im in the sprite editor and can only edit 1 piece at a time but id like to add a border space to all at once (could do it in unity 5) any ideas

sly egret
coral oxide
#

i have a icon and a tilemap, both in same sorting layer with icon order=0, tilemap renderer order=-10
how come the tilemap appear infront of the icon ?

mild lagoon
#

After enabling pixel perfect camera, the UI is moving back and forth. Is there a fix for that?

mild lagoon
coral oxide
#

its just a tilemap

#

both same Z

grave cloak
grave cloak
#

someone could help??

modest cargo
#

It's often a better solution to use grid textures rather than lines
Textures can be filtered via mip maps and don't require any antialiasing methods

grave cloak
#

so i should use some antialisiag method ??

#

beacuse it wat to create line render in rine time chagne color material postion ecc

modest cargo
#

Most screenspace AA methods can only smooth out detail that's already there, not prevent it from disappearing
So you have to try a few different ones

grave cloak
#

waht i should do ??

modest cargo
#

And how much did each of them improve the situation

#

If you see no change at all, then they were not activated correctly

grave cloak
modest cargo
#

Can you confirm it changes in some way, at least

#

Using them both at the same time would yield the best results

#

But there's a limit how far that can stretch it

grave cloak
#

taa just smooth

#

render scale it helps

modest cargo
#

Your alternative is to make each line a texture with transparent area around it for mip map sampling to "spread" onto
When looking at graphics that are far or small, they either have to be blurred in some way or the pixel disappears entirely

#

There's no any obvious or simple way to do that technically

#

Or generating the lines purely with shader math and control precisely how thin or faded they should become when they reach sub-pixel screen space size
But that requires familiarity with shader math

grave cloak
#

i just want to have thin line in my game

#

so there is no easy way

modest cargo
#

If they're individual line textures, you can also control their color and whatnot individually

#

But the important part is to have empty space around the line on the texture, so when it gets downsampled it has room to blur out, like this

grave cloak
#

ah ok

#

this is a good trick

#

i understand

modest cargo
#

You can still use the line renderer, but with that texture on the material

#

But it basically doesn't matter if it's a line renderer, or a Quad mesh

grave cloak
#

ok

modest cargo
#

Assuming they remain straight

#

If you need a lot of very precisely antialiased grids, in the long run it'll be better to make them with shader maths

#

But in a pinch I'm sure this would be fine

grave cloak
#

maybe is the material

#

or i should use meshes instead of linne rederere ??

modest cargo
#

Be sure to only make observations through the Game window with your camera in orthographic view

#

Scene window renders everything a bit differently, since it's not limited by any display resolution

grave cloak
#

yeah

#

but i have notic that the center line donnt flicker

#

why

#

even if i use mesh

#

and they are thin like the orders

modest cargo
# grave cloak yeah

The center lines in your video are much thicker, so you'd have to zoom much further out for the flickering to appear

grave cloak
#

even with the same thikess the horizontal center one dosent flick why ??

#

maybe z buufferr ??

modest cargo
#

But it's incidental

grave cloak
#

if i use perfect pixel camere it dowsnt flicker

#

but if i zoom too much it dissolves

delicate siren
#

Isn’t there a tool for being able to rotate objects without it distorting the pixels?

modest cargo
delicate siren
#

Yes, pixel art. And yeah. I’m not sure. I was just in a conversation with someone saying Unity is bad at rotating pixel art, and I recall there being a tool to make it look nice

modest cargo
delicate siren
#

Very cool

modest cargo
#

But in the crisp world of true pixel perfectness, rotating has always been an issue since the old days to now
Algorithms like RotSprite have been invented for that, but they're not perfect

#

It's not possible to fit a rotated grid of sprite pixels into an equal resolution grid of display pixels without having to round pixel positions in a way that distorts the art

naive whale
#

I’m using URP with normal maps to achieve dynamic lighting in a 2D game, but I’m encountering some issues with edge sharpness. The edges are displaying strange artifacts, especially where the boxes meet. The sprites have their Filter Mode set to ‘Point (no filter)’ and no compression. Does anyone know what might be causing this? Thanks!

modest cargo
#

Advanced category has non-power of two resizing options

naive whale
#

How does this look?

#

@modest cargo

modest cargo
#

Then the resizing options appear
Sprite type textures don't get auto-resized like other textures so it's probably not that, but check the setting after switching

naive whale
#

Sorry, I couldn’t figure out the exact cause. However, I found that keeping the texture type as sprite instead of normal Map and increasing the screen resolution to 4K or higher can eliminate the edge artifacts.

modest cargo
#

Jugding from the appearance it looks like the light/shadow texture is downsampled (as it tends to be for performance reasons), and this downsampling might be causing gaps in the intersection of the tiles

naive whale
naive whale
modest cargo
modest cargo
# naive whale Do you have any suggestions for improvement?

I'm not sure why it would be happening, but it seems like a clue
You could modify the 2d light texture's resolution to increase it directly to reduce leaking but it's a bit of a band-aid solution
I'd rather poke at the placed sprites a bit to see why and how the light seems to be leaking through the seams

#

Why are the tiles shadowed to begin with

#

Frame debugger may let you observe the raw light texture when the game renders it

solemn latch
#

The light texture being the wrong size would definitely cause such artifacts.

modest steeple
#

Hiya! Could I get a hand with my tilemap physics? I really want to have one layer that holds every 'moveable' object (like crates that can be pushed around).

I've got the collision working, but when the player pushes ONE crate, they push EVERY crate.

Is there a way I can make the crates all move separately?

solemn latch
#

You could use the tilemap to spawn them.

wooden ruin
#

is there any way to layer a camera without pixel perfect and a camera with pixel perfect at the same time?

candid condor
#

Ok so I created a tile palette with 5 differant sprites.

But I can't assign the tile to my terrain generation script:

// Direct references to tiles for better performance
[Header("Foreground Tiles")]
public TileBase dirt;
public TileBase grass;
public TileBase crustrock;
public TileBase mantlerock;
public TileBase mantlerock1;
#

this is my first time trying to create tiles

candid condor
#

So I created this tile in yellow:

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then I added 5 tiles in it, each with differant sprites:

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idk if this is what im suppose to do

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and I can't even add these tiles to this section:

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@compact knoll do you know how to solve this?

civic knot
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Pretty sure you're gonna have to create custom tile classes.

keen urchin
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Not sure where this belongs... Anyone having experience with 2D sprites? I want to create a modular 2D character where you can equip different armors, items and whatever. Its animations should look like this. How would i do this? Is this possible?

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Any help welcome!
I assume i dont need to do one new animation for each combination of wearables and items equiped?

bright scaffold
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Anyone know how to make a composite collider act like it is "filled in" like a box collider instead of "hollow" like an edge collider? This would mean I could detect OnTriggerEnter2D when inside of the collider which I can't do now

violet sand
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Hi i really need help with pixel art in unity2d im trying to make a background and tile map but i cannot get the pixel sizes to be consistant even though they have the same ppu can anyone help me i am using aseprite and dont really know how to properlly import pixel art into unity/ use it in unity

solemn latch
compact knoll
candid condor
compact knoll
# candid condor I tried both, nothing work

and just to confirm, you are not confusing your tilemaps with the concept of a tile? you expanded the subassets for the tile palette asset and dragged the tiles from there?

candid condor
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First, I create a new tile palette inside tileclass folder:

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then I drag and drop the tile palette inside my SampleScene:

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it create something like this:

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then I select the Layer1 and drag and drop a sprite in it:

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then I copy paste the Layer1 and rename them all and use differant sprites for each:

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then I try to drag and drop them into my terrain generation for using as tiles:

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but it doesn't work

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it's like they aren't considered as tiles.

compact knoll
candid condor
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how to make a tile for tilebase then?

compact knoll
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following these instructions will create tile assets which you can then drag into the serialized fields of type TileBase

modest cargo
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Probably not by stacking, but perhaps by rendering one of the two onto a Render Texture and displaying that on the other

wooden ruin
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alright, that was what I was gonna research next

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thanks

true iris
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Does anyone know of a good (free) alternative to figma for 2D level design mockups?

rapid cypress
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Is anyone able to recommend any resources on building a beautiful 2d scene in unity? I am aware of tutorials that explain things like parallax, lighting, post-processing, etc but wondering if there are any resources which go through putting it all together to create something that looks good? I guess it does also not need to be unity specific, but more about the concept of building a scene visually would be helpful too

heavy token
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I have a background sprite and a clue sprite which are equal in size. How can I detect if the mouse is hovering over the clue sprite?
I Have the Image component "Use Mesh Sprite" set to true and the sprite itself has Mesh Type "Tight" and I use a GraphicRaycaster to detect what's under the mouse, but it returns true all the time.
How can I change the shape of the Image based on the sprites alpha?

solemn latch
heavy token
solemn latch
tacit spear
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guys i cant get this to work can someone help??

sacred walrus
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anybody got the aseprite files by chance

loud cloak
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hey, im trying to learn how to make a simple game and i kinda ran into an issue. i need to splice my sprites, but there is no splice option in the sprite editor

neat moth
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Hey guys, anyone know how to stop this line showing up when painting with tile maps in 2D? Thanks!

sonic sail
sonic sail
neat moth
ember blaze
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Has anyone made rule tiles but with more than 8 adjacent rules?

sonic sail
solemn latch
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At some point it might be easier to just place the tiles.

ember blaze
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The point is to have it placed during runtime by the player.

ember blaze
untold rune
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hi can anyone help me add a simulator for Glaxy tab A7 lite pls pls thank you

neon marlin
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I have a brass telegraph key in pixel art, and I'd like the light source in the room it's in to be a single light bulb hanging on a string from the ceiling

This is my first attempt at trying pixel art (also open to feedback in general I have no idea how to judge my own stuff) and I'm not sure if I did it correctly to allow for 2d lighting

I'm vaguely aware I'll need to set up a normal map for it, but should I have done the shading differently on the base sprite to make it look more flat for the lighting engine to do more work, or is this a fine amound of detail?

sonic sail
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But if you meant 8 tiles then I worked with 20+ or sth

sonic sail
neat moth
mild lagoon
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Is there a way to stick one sprite to another?
So I have 2 game objects and I'd like one sprite be next to each other

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So let's say I have 2 sprites like that:

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◾⬛

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And I'd like the right edge of the left square to stick to the left edge of the right square

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I understand I can calculate it manually using the pixel per unit, sprite sizes and the scale. But is there some functionality in the editor to do it?

silent crane
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the default in Unity is time consuming

neon marlin
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How can I make this maintain pixel art aspects instead of squashing? I made a 9-slice gameobject, and I've seen 9-slice keep pixel integrity, I can't tell what I'm doing differently

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Wait, nevermind, something erased the corners I designated in the editor, fixed

ember blaze
late meteor
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Is there a way to create a 2D expanding ring visual effect? As in, expanding radius, but constant thickness of the line.

solemn latch
desert dock
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On a tilemap there is one collider, which manages all the other colliders of each individual tile. how to i get the specific coordinates of the tile, when i hit its exact collider?

snow willow
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If necessary you can offset it by subtracting the normal vector* half the cell width too

desert dock
snow willow
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Basicallyt we're doing this. Green arrow points to the hit pos (the original raycast). Red arrow is the negation of the normal vector * half the cell width

desert dock
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ah thanks a lot! I will try it as soon as i can. chatgpt also told me about using a raycast but it never really detected anything.

desert dock
snow willow
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it's for a raycast

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you could model your pickaxe swing with raycasts or boxcasts etc if you wish

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otherwise you could use OnCollisionEnter2D if the pickaxe is a dynamic Rigidbody (unlikely)

desert dock
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ok. sorry i am not that big of an expert yet 😅 with unity or those components. Thanks for the help!

static latch
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hey can anybody help me?

lean estuary
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@static latch If you have a question, then !ask an actual question.

barren orbitBOT
smoky folio
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How do i lower trancperency? 2D game

lean estuary
opaque girder
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(I realised that this may be the more appropriate channel to ask this)

modest cargo
# opaque girder

Can you provide an example? There are many varieties of pixel jitter

opaque girder
# modest cargo Can you provide an example? There are many varieties of pixel jitter

Oh right sorry, I was talking in the channel I had forwarded from: the jittery blur only happens while the player is in motion, as I've come to find it was because of the smooth time that I added to the camera, otherwise it looks fine. However, it would be massively unfortunately to have to drop this feature because it adds a lot to the feel of the game and the movement, so I was wondering if its theres known issues with having the camera not match up 100% with the gameobject its following while maintaining visual clarity.

-# I'll try to provide a clip of the blur, if you would still like one(?)

modest cargo
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But I'd rather see some demonstration than explain them all

opaque girder
modest cargo
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The other type would be from if you're using pixel perfect component and camera smoothing, just in general pretty much
It often appears as "blurry" kind of jitter since it's so fast

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The fixedupdate variety is more "choppy"

opaque girder
modest cargo
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Would start by ruling out one so you can rule out the other one

opaque girder
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I was told I should really always use LateUpdate() too so I'm really unsure as to how people typically handle this with sprites

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And regarding the second message (I think), I am using Point (No Filter) on the sprite with no compression.

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I'm not particularly surprised that there are visual issues with this when using no filter on the sprite but I don't see how else I can maintain the "pixel perfect" clarity of the sprite while also having the sprites be as small as they are (12x32)

modest cargo
# opaque girder My camera follow script is currently using `LateUpdate()` and my player is using...

FixedUpdate runs only at 50 times a second, or whichever your physics timestep is set to
In any case much less frequent than Update, so limiting the camera movement to that is a simple fix but not necessarily ideal
Usually with rigidbodies you'd enable interpolation so the visual position of the object is not limited to just 50 fps
But that also means you must only move the object using methods that don't override interpolation (and assumes you are using fixedupdate because your character is a rigidbody)

opaque girder
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yeah the character is kinematic rigidbody2d

modest cargo
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Pixel Perfect component is the way to render something pixel perfectly, as the name implies
It would solve the visual distortion
But unfortunately it's also a cause of camera jitter similar to what you've been seeing but a different type

opaque girder
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Do you know of any appropriate approach to fix this issue then? Like I said, using FixedUpdate() did technically fix this issue but led to its own issues of distorting the width of the player when they were moving horizontally

opaque girder
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It would be a huge shame to have to shelve the camera smoothing

modest cargo
# opaque girder That's a shame. Is there no example of someone making this work properly and hav...

More or less yes
The issue is that it's a fundamental problem with no one clear solution, and it manifests in many different ways so it's hard to pin down
The jitter is an illusion that occurs when the camera and another object shift between screen pixels close in time to each other, but not at the exact same time
That happens either if their velocities relative to each other change smoothly, or if they have different sub-pixel positions even if they are moving at the exact same velocity

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It's hard to create rules that ensure neither of those can occur

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One way to minimize it is to simply minimize situations where the camera has to smoothly follow a moving object for an extended time
There's a reason why true pixel art games avoid that

opaque girder
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do they? damn

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well thats fine then, if its not something anyone has been able to do, then I can't feel too bad about it

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i'll try to maybe give it a shot and see if i can find any parity but I probably won't put too much stock into it

modest cargo
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Games that don't simply live with imperfect pixels, but they tend to not be very blocky / zoomed in

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Since it's a type of blur, it won't work great with very low resolutions

opaque girder
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I see, I'll have a look at implementing anti aliasing if I can't get my own attempt to work. Thank you for your help 🙂

modest cargo
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Another more involved solution is to render all sprites to an RT texture together snapped to pixels, and then point the camera at that texture, so it's possible to move the camera smoothly separately from any pixel snapping logic
I think that particular asset was removed from the store, though

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@opaque girder If you want to stick with unity's tools, there's quite a few resources on the forums from people analyzing and solving this particular problem by extending, such as:
https://discussions.unity.com/t/unity-cinemachine-2d-camera-having-a-weird-re-rendering-effect-after-player-stops-moving/939908
https://discussions.unity.com/t/pixel-perfect-camera-and-jitter/947095
https://discussions.unity.com/t/pixel-perfect-camera-jitters/948166/3
The second and third are for when you are using pixel perfect camera and cinemachine, but the logic is the same even withou cinemachine
First one is if you aren't using either cinemachine or pixel perfect rendering, just point filtered sprites

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But getting it good is quite a rabbithole
If it were me I'd try to keep damping to absolute minimum to avoid messing with this stuff too much

opaque girder
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What are the odds that this will also be an isuse if I have other pixel sprites moving while my camera is moving? For instance, enemies that are walking about while the player is walking the opposite direction

modest cargo
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Jittering issues appear when any object is moving in the same direction as the camera, either at nearly the same speed or at a non-integer distance from it

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Old game engines that weren't simply emulating pixels and didn't support sub-pixel positions still suffered from the first type of jitter

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Actually the jitter was possible even if the speeds and distances were exact, but they were moving with a different timing

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If it takes for an object 10 frames to move one pixel to the right, and for a camera also 10 frames to move all objects in its view one pixel to the left relative to it; yet one of them starts moving 5 frames later than the other so the result is that from the camera's point of view the object moves a pixel back or forth every 5 frames

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The smaller the time difference is, the blurrier it seems

late meteor
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Idk if this is the right channel (if not, which one is?). Is there a way to create a vertically scrolling background out of different textures with different height (one texture at a time/per level, but all the images have different sizes) without any of them being squished?
I was using the method of just putting the texture/material on a 3D Quad the size of the screen/camera that's slightly behind the main 2D playing field, but I just now realised that taller textures get squished down to the height of the screen.
Is there some property on the texture/material to make it scroll at its proper size, or do I need to do something else entirely?

late meteor
elder pike
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hello, very new to all of this but wondering if I can get help... Why do my "half-grass" tiles appear "on top" of my "grass" tiles. I thought it was due to the asset I was using but I've tried different ones so now I'm lead to believe its because I'm not setting up something correctly... Can someone help me understand how to get all my tiles appear on the same "layer"?

elder pike
solemn latch
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The tiles.

elder pike
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I guess Bottom Left? 🤔

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the sorting is left default...

vagrant wind
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I feel like there was a way to select a tile asset from the tile palette, like open it in the inspector but I can't find it. Is that real? or am I making it up

elder pike
vagrant wind
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oh I was asking for myself

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🤷‍♀️

elder pike
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oh well still anything would be helpful lol

vagrant wind
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did you make this asset? what parts did you make?

elder pike
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I made these specific ones

vagrant wind
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what do your pivots look like

elder pike
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I have to read up on pivots... I've never messed with them

vagrant wind
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they are on your sprite

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or sprite sheet

elder pike
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here right?

sharp zealot
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Hello friends, I am trying to create a simple 2D unity game and I am having quite a bit of trouble getting my tilemap to render correctly, any help would be greatly appreciated!

Firstly, if I load in the tilemap and start moving my camera around, I am getting quite a bit of tearing between tiles. The game mostly looks good, but every few seconds some tiles will tear, briefly flashing gaps/other artifacts.

To fix this, I changed the material on my Tilemap renderer to be a custom one that has Pixel snap on, this seems to fix the artifact issues, but has created an odd, new problem. In game, my tiles have pixels from their neighboring tiles rendering on screen. it is as if the tiles are off by one pixel on the bottom, but this is not visible in the scene mode nor is it visible on the tiles. Any idea how to solve this?

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My best bet for the above is that some of my tiles actually have some floating point value for their pixel location? shrug The "tearing" seems to happen with certain tiles, but not others. These tiles seem to be the same ones that show the odd artifact of the neighboring tile when Pixel snap is on.

candid condor
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How do I create a simple 'Tile' to use for my terrain generation?

I have a Tile Palette and I added my sprite in it, now what do I do?