#🖼️┃2d-tools

1 messages · Page 16 of 1

candid condor
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Anyone ???

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I wish someone tell me I hate waiting

lean estuary
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 estuary
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To not have artifacts for "pixel perfect" display your Orthographic projection size has to match current resolution exactly.

sharp zealot
lean estuary
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There's PixelPerfect component for the camera, but it depends what kind of result you want.

indigo patrol
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Is there any way to retarget animations for multiple sprite sheets? i.e if all my character sprite sheets are laid out in same way like idle, walk, run, die etc the 2d spritesheet animation workflow out the box doesnt seem to let you swap the underlying sprite

sharp zealot
lean estuary
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I think it looks slightly different for URP (or maybe I'm just mixing up old package version vs new one)

sharp zealot
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Thank you for your help.

It looks like the increment snapping feature was removed in unity 6 as far as I can tell. Not a big deal though.

shrewd rover
solemn latch
solemn latch
shrewd rover
scenic raft
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How can I go about drawing to the screen in a very similar way to the way you draw on screen with Pygame?

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Or, would this more pertain to UI?

indigo patrol
shy anvil
modest cargo
solemn latch
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This is another of those cases where unity's bad naming scheme confuses things =p

proud tulip
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Hello, I have a small issue:
I'm trying to follow a tutorial of Isometric Rule Tile and when they said change the Transparency Soft Mode and Transparency Soft Axis.
But my default render pipeline is "UniversalRP (Universal Render Pipeline Asset)" instead of "None" so even I change both of them it is not working, but when I change the default, my tiles in Tile Pallettes are gone.
Is there anything I missed?
my Unity version is 6000 and their is 2019.1.

modest cargo
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The same setting is simply elsewhere, there would not be a need to swap render pipelines because of that

indigo patrol
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Unsure if its possible, but when trying to make generic re-targetable 2d cel based animations with SpriteResolver and SpriteLibrary you normally make an Animation where each keyframe is the next entry in the SpriteResolver and this works great for characters.

Now I am trying to do the same thing but for 2d effects like smoke, fire, magic etc but the problem there is they are of varying length, its always 1 category in the SpriteLibrary but it could be 4 frames it could be 14 frames, and I was hoping to re-use the same approach where I just have a singular animation/prefab to handle playing any 2d effect, and just swap in the SpriteLibrary for the given effect I want, but I cant find much documentation around it

solemn latch
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On mobile right now so can't link.

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Mine doesn't use the sprite resolver, but the basic principle would apply.

indigo patrol
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No rush but if you could pm me it or @ me here with it I would love to see your solution

solemn latch
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It isn't quite a solution so much as a stepping stone =p

indigo patrol
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Its fine, worst case I need a bespoke prefab variant and animation per thing, but it just felt like there should be a way to just have the animation play "all the frames in a category" etc

solemn latch
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Well, the way I'd handle it is to have a script read the number of items in the category and then take in a 0-1 range that could he animated, and map one to the other.

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Then have the animation only affect that variable.

late meteor
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I have a simple automatically scrolling background in a 2D game in the shape of a Quad sitting behind the game plane.

 {
     bgRenderer.material.mainTextureOffset += new Vector2(0, scrollSpeed * Time.deltaTime);
 }```
is literally the only thing it does, and it works fine. But if I change the material to show the next level, it's instantly replaced on the whole screen (which is exactly how I'd expect my code to work, but it's kinda jarring)
Is there an elegant way to fluidly replace the Material and have the new one start scrolling in from the top? Or would that need more moving pieces?
solemn latch
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But you could of course just have multiple objects.

late meteor
drowsy quail
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I am exporting a sprite sheet from Adobe Animate. When exported, two files are generated. One is the sprite sheet, and the other is JSON. What is the JSON for, and how can I use it?

cosmic matrix
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do somebody know how to get rid of widen pixels in sprites?
example (antialiasing isnt helping)

solemn latch
solemn latch
twilit vault
tawdry sphinx
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specifically the 4th item is supposed to apply
when it's right under the top layer
since it's shadowed, but I can't figure out how to get it
and then the rest will be the last one
which is my general fill

cinder thorn
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im trying to make a background for my game and it puts the background infront of the buttons i already have

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i made the background as a canvas with an image

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but i cant figure out how to like make it the background and not infront of everything

modest cargo
modest cargo
clear swan
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Hello everyone, do you know how I can blend autotiles?

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The goal is something like this:

modest cargo
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Rule tile is presented as an example of what kind of scriptable tiles you can make

tawdry sphinx
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why is my collider larger than the actual item?

twilit vault
proud tulip
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I have a question:
when I move the house around and why sometimes it is behind the grid and not
is it related to Sorting layer and Order in layer?
I changed the Camera settings in the graphic already, I thought it suppose to always render the prefab first.

lean estuary
proud tulip
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like if my the ground tile order of layer is 0
then the house must be 1?

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or both of them musthave different sorting layer

lean estuary
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Also if you want objects to sort objects/characters behind the building, you want sprite sorting point to be on the same levels as side corners of the building when sorted by Y

lean estuary
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Ground
Buildings_Characters or Objects rather

lean estuary
proud tulip
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hmm I should set like this?

lean estuary
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yep

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Characters and trees etc would be part of Layer 1 as well, might want to name to reflect that

proud tulip
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oh it works now, the house is no longer behind the grid anymore.
thank you so much!

tawdry sphinx
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For some reason

coral oxide
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cant select mulitple sliced sprites in sprite editor ?

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any way to quickly delete a section

crisp flint
crisp flint
compact kestrel
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Similar problem to what Zephia was facing... for some reason my prefab which is a sprite/collider is below my tilemap.
I don't have any additional layers than default - I would assume my sprite being order: 1 and my tilemap and children being order: 0 would be enough

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If I drag a sprite it has the visual I want, I'm confused what happened to the prefab. Clicking between the two seemingly have similar properties for the sprite renderer.

crisp flint
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Did you know we have native support for Aseprite's own file format (.ase/.aseprite) ?
Have a look at this video to see our improvements to the way you can import and iterate on pixel art in Unity
https://www.youtube.com/watch?v=tt7XvkmGTys

In Unity 6, Aseprite Importer imports pixel art assets made in Aseprite.

Sprites, animations, tilemaps made in Aseprite can be imported and updated in your Unity project automatically.

This importer will greatly improve DCC roundtripping and allow artists to see changes in their WIP games.

⭐Download the 2D game art, animation and lighting ...

▶ Play video
grave crown
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Shouldn't there be spots to choose your tile set to the right of "Tile set 1" and "Tile set 2" ?

woven helm
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hello, i do not know how to put in a 2d asset into a 3d project without this box appearing

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does anyone know how to change this?

golden mica
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Hello, if not by default included in unity, is there a tool that allow me to select and move multiple tilemaps at once ? whenever i expand an area, i need to move all tilemap, one by one and it's tedious

rocky nexus
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Apologies if this has been asked a lot but has anyone found a good way of editing (moving) multiple tiles from different layers at the same time - such as moving walls and ground tiles together in the same selection

Edit: just saw the person above me asked the same thing!

rocky nexus
golden mica
rocky nexus
somber plover
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I had to scale up the squares in my tilemap because they were too small, but now the collider is the size of the original tiles and I'm not sure how to adjust them. I'm trying to make a walkable path for the player, but since the collider's so small said player sprite keeps getting stuck

coral oxide
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any way i can randomly spawn 1 of these rule tile animation

lost linden
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Hey all, is this the right place to ask? I have a normal map that I need to convert for a 3D asset, but I need it to be red? Any ideas?

white crane
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Surely I'm making a tileset wrong and I don't need this many tiles 🙃

white crane
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Anyone able to tell me why this might not be working?
The preview for the rule tile seems to be correct but painting the tileset just seems to do nothing.
Have I missed a setting where I need to set the tilerule for the tileset? As I sadly can't seem to find anything on that

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I have figured it out and I just didn't realize I needed the tile rule selected in the spector facepalm Ignore me

tardy burrow
tardy burrow
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also is there some sort of tile sort tool i can set to pivot?

white crane
rapid raven
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Hi! I need some help with my sprites having these weird gaps. Is there any way to fix this?

open current
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Howdy, first time working with unity, Made a few little basic things the past few days, Just bought this pack of assets for like $1, The issue is, If i have a static camera and set the floor as the bottom of the view it looks great, but I want the camera to follow the player, (I have the script working) but because it follows the player it exposes under the ground and it looks horrible, any idea what I should put there to fill it out so it's not just void?

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This is what I mean lol

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Now I think about it, Maybe I just have it follow on the X axis?

crisp flint
tardy burrow
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basically the tile version of this

crisp flint
crisp flint
tardy burrow
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im using y pivot to sort my sprites in a top down view

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basically if the player goes infront of the tile the player is visable and vise versa

crisp flint
modest cargo
modest cargo
tardy burrow
modest cargo
tardy burrow
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im trying to add the effect the npc has to the bush tiles

modest cargo
tardy burrow
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now my bushes are sorted as characters XD

tardy burrow
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how do i change the offset here?

rapid raven
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my old solution was to just reduce the pixels per unit by 1 but the sprite of course turns out weird

tulip wharf
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https://www.youtube.com/watch?v=twjMW7CxIKk

is it possible to make something like this but instead of it being ui its rather a mesh gameobject

✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=twjMW7CxIKk
Let's make a Radar Chart as used in RPGs to display Character Stats.

We're going to create a very nice clean Stats class and a script to display it. It will be shown using a custom Dynamic Mesh drawn in the UI.
The code is very easy to modify to add m...

▶ Play video
modest cargo
solemn latch
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You could even just use a vertex shader

modest cargo
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Or a skinned mesh renderer
Many ways to the same result

solemn latch
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Yeah. Blendshapes would work, even.

tulip wharf
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Alright, thanks

tulip wharf
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as i am doing 2d

modest cargo
# tulip wharf how do i do it with a sprite renderer?

Well, you probably don't need to and it seems it'd be harder since sprite renderers don't let you override the mesh as they generate it from the sprite
3D meshes work fine in 2D, and iirc you can even get them to use 2D sorting by assigning a transparent material (or sprite shader) and assigning the Sorting Group component
Might lose out on 2D masking if that's needed

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If you use a mesh renderer, you need to also use the mesh filter component for the mesh data, so that's one notable difference from a canvas renderer

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If you for some reason can't do it adequately with a mesh renderer, yet another alternative would be sprite shape, which is fully 2D
It uses splines rather than vertices so the workflow is a bit different

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Also, world space canvases can coexist in the world with both sprites and meshes, so the original plan might not be off the table

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It's not clear what your specific requirements are

tulip wharf
modest cargo
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Don't see why the territories couldn't be on one or more worldspace canvases

tulip wharf
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ok so ill prob use a mesh renderer but i am literally clueless as to how to go about actually doing something

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im not really finding tutorials that would help and neither is chatgpt useful

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all i want is for there to generate vertices at a halfway point between 2 cities (big dots) and then fill in the rest with some color

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but literally how do i make vertices spawn that way

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i also have Hull-Delaunay-Voronoi downloaded from github if that helps

modest cargo
# tulip wharf but literally how do i make vertices spawn that way

If you number the corners in a clockwise manner starting with zero, that means your first polygon's vertices are in positions 0, 1 and 2
The second polygon is formed by 2, 3 and 0
The final one is is formed by 3, 4 and 0
Because there's no internal vertices, Delaunay triangulation is not even necessary
But I guess you could still use it if you want an arbitrary number of corners to triangulate automatically

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I don't have firsthand experience with generating meshes though, so ask for better advice in one of the coding channels
Beginner or general, I suppose

tulip wharf
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thats what all tutorials say

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but none of them say is how to make that square into what ive shown

modest cargo
tulip wharf
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what?

modest cargo
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Confused

tulip wharf
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they just show how to make a triangle or a square mesh with code

modest cargo
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You'll need more than one triangle

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Meshes are composed of many triangles

tulip wharf
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i know that much

modest cargo
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So you'll need a tutorial that demonstrates how to generate a mesh with more than one triangle

tulip wharf
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yes

modern tide
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Hi, everybody!
I'm trying to figure out and make a spine/bone/rigging character from a picture in photoshop, I cut it into parts and put it in unity, I've almost figured out how weights, geometry and binding by bons work, but one problem remains unsolved for me, I get gaps between body parts, while in photoshop they don't exist (first picture photoshop, second unity), I thought about adding additional edges when cropping to compensate for this problem, but then it will create another problem in which these extra pixels can interfere with the binding of body parts on geometry and weights, I would like to know how to do it correctly as I have not done it before.

I'm not sure if this is the right section, but I think this is the right place to ask this question.

modest cargo
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I can't think of any ways to ensure that a pixel perfect border remains totally airtight if the two parts have independent skinned geometries

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Afaik the usual solution is to have some safety overlap

modern tide
# modest cargo Does the seam appear in game outside of the sprite editor?

Yes, I think I realized that this is affected by such parameters as: filter mode, compression and generate mip maps, by removing them I managed to significantly reduce this cut, in the game it is now not visible, in the editor it still sometimes appears, I'm afraid of certain situations in the game it can also appear.

solemn latch
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Yeah, you typically want to have overlap.

modern tide
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If make a direct overlap it may interfere with geometry binding + weights, I was thinking of doing a simple overlay and rounded textures, but I want to try to do a stretch through the geometry

modest cargo
modern tide
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I mean something like this, if make the cut not perfect and use geometry binding rather than simple overlaying of bones on each other, there may be a problem when just these extra indents come out when moving.

In this example this indentation is of course too big, but I suppose it can be a problem with small indents in some elements.

Do you mean that I should not try to make geometry binding using weights at all, but make all bones just overlapped with rounding, or that I should just add some pixels to compensate for this indentation?

modest cargo
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Corner connections are always tricky since you don't have that much space for padding / indentation
It'd be more like a rounded stump in most cases

modern tide
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Yes there is truth in it, I understand that, but my initial problem was exactly how unity perceives it, besides that I was almost normal to make corner snapping.

modest cargo
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I don't know what you mean by "perceives"
Assuming it refers to automatic geometry generation and weighting in the 2D skinning step?

modern tide
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Yes, in how unity making cut corners on elements by putting it in non-obvious settings to disable it.

I apologize if some of my expressions may not seem natural, I am using a translator.

modest cargo
modern tide
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Well I didn't really mean geometry generation specifically, geometry generation can be customized manually.
This problem appears even before the geometry generation stage when simply putting a file from photoshop into unity.

Thanks anyway, now I'll try to do it with the new settings of filter mod, compression and “generate mip maps”, if it's not enough I'll have to add more pixels.

Maybe you know what other settings can affect this by increasing these indents?

modest cargo
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MSAA can make gaps appear where two sprites (or other geometry) are perfectly aligned edge to edge
But if it can be helped you should not have that kind of pixel perfect seams, to ensure the gaps don't appear in other circumstances

burnt bane
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the grid is buggged out, how do you fix this

modest cargo
burnt bane
modest cargo
burnt bane
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it fixed itself when i set the pixels per unit to the right value

eternal fog
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Anyone develop 2d games with something like dirt path tiles? Any way to avoid making like 100 tiles and stuffing them in a rule tile

eternal fog
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But like idk how many I need

modest cargo
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If you have a rule tile system based on quarter-tiles, then it can be even fewer with full inner corners

eternal fog
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So 16 would be
4 external corners
4 sides
1 center
1 non bordered
2 thru paths
4 thru path ends
That sound right?

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I'll take a look at the link

opal ledge
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are rule tiles and sorting layers mutually exclusive? is there a way to get a rule tile to paint tiles on a floor map with no collision and a wall map WITH collision?

modest cargo
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Well, also by associating game objects with colliders onto specific tiles but that defeats the performance benefit of using tiles

opal ledge
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like there is an opttion for a null collider but it doesnt seem to work

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so dont use rule tiles?

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if i want walls?

modest cargo
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I guess the collider: none option should work, at any rate

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But you're not totally out of options
Rule tiles are not a feature included in unity, they're a semi-official example of what kind of scriptable tiles you can make

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So you can troubleshoot it yourself, or even modify and expand the system

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Without it normally you'd be expected to have one tilemap for tiles with colliders, and another tilemap for tiles without

opal ledge
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then what do people use it for it for if it doesn't save any work?

modest cargo
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But also I think most tilemaps are either walls or floors, not walls and floors mixed together
Some are, but the example rule tile implementation is kind of awkward to use with them anyway

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Also, did you try adding a physics shape for some tiles and removing it for others in the sprite editor as I suggested
Meaning a different thing from the collider option specific to rule tiles

opal ledge
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its what i did before i started spamming this discord for help and getting all the 'no your doing this wrong, no this is wrong, no this is not grid movement'

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turing composite off helped a bit but my box collider still isnt coliding proplerly with the tilemap

modest cargo
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Your movement system will interact with colliders the same way no matter their source

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Tiles and rule tiles specifically may have issues in producing functional colliders, but those are a problem to solve separately

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If you have issues with both movement and tilemap colliders at the same time, you'll have no idea which you're testing for

opal ledge
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i mean you say that

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but if i turn composite ON my player walks righ tthough the walls

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composite off i just have issues with the box collider being off position

tough galleon
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does anyone know a fix for this problem
the gaps in the dark tiles in my tilemap is getting a little bit obnoxious, all of these tiles is 16x16 and all the same size, there should be no reason for these gaps

proud tulip
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is it possible to make tiles interactable like you click on it and you can do stuff with it like remove/move/change it or I have to use gameobject instead?

little pelican
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Hi, does anyone know if the new Auto tiles in 6.1 are able to be animated like in the Rule Tiles?

snow willow
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Is there a good general way to render sprites without SpriteRenderers, similar to, for example, Graphics.RenderMesh?

snow willow
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and pretty sure it gets drawn as an overlay on top of all cameras or something like that

twilit vault
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if you want to draw as not an overlay, i think that'd have to involve sorting layers, which aren't exposed particularly well to code so im not sure if there'd be a method for that

snow willow
# twilit vault if you want to draw as not an overlay, i think that'd have to involve sorting la...

Yeah... to be honest I think my whole idea for what I'm trying to do is not great anyway. I'm trying to show the player what will happen a few seconds in the future. You could imagine the game simulation is paused and the player can see where each object in the scene will be 1, 2, 3, 4, 5 seconds from now.

SO what I was trying to do was render ~5 or so "ghost" copies of each SpriteRenderer in the scene. I wanted to avoid allocating 5x the number of SpriteRenderers in the scene to accomplish this.

But I think I might just be leaning towards having 1 ghost SpriteRenderer per real object and just animating them in a loop to show the future instead

twilit vault
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if it's for that, could you maybe get away with the DrawTexture just being really transparent?

snow willow
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You mean with DrawTexture?

twilit vault
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yeah

snow willow
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Perhaps/

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But it wouldn't composite properly with the UI etc

twilit vault
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though maybe it'd interfere with HUD stuff if they exist in the same space yeah

snow willow
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I would want it totally blocked by UI

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yueah

still tendon
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Hello everyone! Hope you all doing great. I want to ask if anyone could help me with this. I'm doing a tutorial on how to do pacman, and I have this sprite of the eyes of the ghost, the thing is there are more eyes sprites that I don't want to edit by hand in the sprite editor, and also Unity itself automatcally is separing both eyes, making it 2 sprites, but I dont want this. Is there a way to fix this? Thanks in advance, and apologies for my english.

twilit vault
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so they don't get split

solemn latch
pale mauve
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Hi, I'm a beginner in Unity and I try to undestand a problem. As you cane see, the texture does not fill and I don't undestand why it is only here and how to resolve it

elder pike
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not certain what even the issue is here. I have an "animation" that is only 3 frames. But when I run this in the game is goes REALLY fast. I thought this was a frame limiting issue so I tried inputting a frame limit and tried slowing the frame via script and still I see the state being repeated constantly... My only guess is how I'm setting the boolean to swap the states is what causing it to be rerended but anyone ran into this before?

elder pike
opal ledge
opal ledge
modest cargo
# elder pike fixed this by changing my speed of within the animator to a lower one! (just in ...

Good that you got it!
Next time you should also include the exact method you're using to make the animation happen
Cannot guess whether you're using animator, swapping the sprite from script, or if the problem is in the class that directs the animation rather than the animation itself
You can change the speed property per state in the animator, but that's meant for varying speeds of the same animation in different states
The most "correct" way to change the speed would be directly in the clip by spacing out the keyframes in time

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@tough galleon @pale mauve There are two types of seams that appear in tilemaps
Type one are physical gaps due to inaccuracy of rendering tiles positionally which @pale mauve definitely has
The what you might call official fix is to use the pixel perfect camera component and it will solve it but it imposes some requirements for your sprites and camera because they now have to conform to a precalculated pixel grid
If you don't want to go through that, a simpler but hackier alternative is to decrease each tile sprite's PPU value by some value between zero and one which enlarges the tile ever so slightly to pad the potential gap
The second type of seam is an issue of texture sampling inaccuracy which causes the color of the adjacent tile to bleed through, manifesting as a line of color rather than a gap
@tough galleon might have it, since the line is of the same teal color as your tiles, though because your scene grid is also the same teal it's impossible to say if it's the grid showing through and it's the type on gap issue instead
If it's a color bleed issue, sprite atlas as @opal ledge suggests is the easiest fix because of the padding feature
Any method that pads/extends the tiles on the sprite sheet one pixel in each direction will ensure that when the sampling error occurs it samples the right color anyway and the error will be imperceptible
Padding can be drawn by hand, generated in a program like Aseprite or automatically generated by sprite atlas, the result is the same in each case
There's also a third type of seam if it's blurry that indicates MSAA being enabled which doesn't work well with tiles, most types of AA don't

viscid briar
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Hello, we are designing a 2D game. We need to make the interface of the game. We have the necessary assets for the interface, but we need to add buttons etc. Can anyone do this?

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It has to be ready by 11 pm today, please help.

burnt scroll
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Hi, it may be a bit offtopic question, but how do I scale my game properly? My resolution is 1920x1080, but it looks wrong on another monitor. Is there a way to render it in some resolution and then scale to monitor?

modest cargo
wise nymph
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how do i fix tiles being too small?

solemn latch
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Make them bigger.

opal ledge
ornate trench
cobalt pawn
#

Hey everyone! I'd love to hear your thoughts on a prologue that's almost finished.
I combined the best of both worlds – Unity and Krita – to merge gameplay with visual style.

Thanks in advance! 🙌

outer pasture
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I'm trying to render a game in native resolution such that it appears to be at a much lower resolution (in this case, 640 x 480) - I'm using the technique where I have a camera rendering to a RenderTexture of dimensions 640 x 480, and then I have a camera set to the native resolution viewing that RenderTexture with a Pixel Perfect component attached so that it can fit to the screen properly. I'm getting issues where the pixels on the Render Texture have variable widths from the perspective of the native-res camera, which looks quite ugly when viewed from a distance. Is there any reliable way to fix this?

modest cargo
# outer pasture I'm trying to render a game in native resolution such that it appears to be at a...

If you don't multiply your RT's dimensions by an integer value when upscaling, you will not end up with whole pixels and stretching like that will occur
640x480 doesn't sound like it can scale neatly to any modern screen
Also, if your'e using Pixel Perfect Camera, it should handle RT upscaling rather than rendering to an RT of your own
Pixel Perfect component has options for what to do if the nearest integer scale is does not fit

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If you must use a non-integer upscale, you'll have to antialiase / resample the texture while at it

outer pasture
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The pixels still looked odd when I forced the game resolution to run at a multiple of 640 by 480, though?

orchid flint
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If I want to have a tilemap, storing gameobjects whose autogenerated collider does not match their sprite, how do I go about this? (think like a tree, whos collider will be the base of the trunk)

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I looked at some tools, do people just use the custom physics shape for this?

narrow oak
#

Why in the world is my SVG file turning to garbage going from scene to game?

modest cargo
ornate trench
#

hey hey,

I have the 2d asperite importer installed. when i try to slice it in the sprite editor the slice button is grayed out and says "sprite creation and deletion is disabled"

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any idea how to fix this?

solemn latch
twilit vault
ornate trench
#

found out how, there is a lil dropdown menu on the right corner. some lock symbols ive switched

ornate trench
#

but its fine now

glacial arrow
#

Hey folks, I need to add a 2D collider to my line renderer but I dont know how to do it. I read online to use a polygon collider and to update it on each frame but I didnt manage to make it work. Does anybody have any idea on how I could proceed?

glacial arrow
# solemn latch What part isn't working?

Well I tried many things:
I started with a mesh collider which I calculated how to position with the points of my line renderer. This was working fairly well but had two issues: The mesh collider is not 2D and I need the collider to be 2D because of other systems in my game. The other problem was that the collider was not spawning on top of my line renderer, but ranther on the left of it.,
I then tried a polygon collider with some similar maths to mesure the points of the line renderer and assign the collider to them. Now the 2D issue was resolved, but the collider was still not on top of the line renderer.,
In both cases, the colliders had the same exact shapes of the line renderer. Also, there were problems where only some parts of the colliders were colliding with other objects (for exemple bullets) and the other parts werent, which I didn't find the reason of yet.

solemn latch
#

Were you using object or world space coordinates?

glacial arrow
#

Besides, with the maths of the polygonCollider, when I put a new instance of the line renderer prefhab the collider generated is not even the size of the line renderer.

solemn latch
#

How about using LineRenderer.BakeMesh and assigning it to the poly collider

#

You might need to project the points to the 2d plane

glacial arrow
#

so i dont think this would work

solemn latch
#

You can just add a mesh to use

glacial arrow
#

The problem is the mesh is not a 2D collider. I need a 2D collider for the systems in my game

#

Nvm I just realized this is stupid, it works on all colliders

#

but now I still have the issues of world position and the fact that the collider is acctually smaller then the line renderer

glacial arrow
#

So now everything is working but the collider is not on top of the line renderer

bitter flame
#

I recently updated Unity and now I encounter some issues when using Aseprite. Ive tried to export my files both as Tileset and as normal .PNG files.
But when I try to use the files in Unity they all appear as a empty sqaure with a crossing line.

No Sprites or Texture are generated. Possibly because all layers in file are hidden or failed to generate texture.
UnityEditor.AssetImporters.ScriptedImporter:GenerateAssetData (UnityEditor.AssetImporters.AssetImportContext)

I never had this issue before. Im using Aseprite from Steam, my goal was to use the aseprite file directly. I wish for my files to directly change and update in Unity when I save and update a file in Aseprite.
Can someone find the time to help me out on this 1. 🙂

rotund smelt
#

Hello everyone, I’d like to ask: which tools do you usually use to configure UI animations? So far, I’ve only used NGUI’s tween components, but now I’m looking for a more flexible solution that’s easy to set up in the inspector and highly reusable.

If you’ve tried any libraries or frameworks, please share:

  • Key advantages,
  • Drawbacks or awkward parts that could be improved,
  • Any small tips for implementation 😊,

Thanks a lot!

orchid veldt
#

Hey, so, I have like a prefab that is basically using a layer mask to be animated as sorta of a particle, but obviously while having multiple instances of this they overlap and make the whole thing a mess

#

Is there a way I can make a mask specifically affect only certain sprites?

#

Cause with rendering and sorting layers feels like a total nightmare to handle tbh

#

I would have to like assign every single thing that is using a mask some specific range to be sorted that is not currently occupied and handle that with an external script that keeps track of this

#

And even so... I think all masks would affect everything on the same layer that is below them so..... I don't think doing that is even an option....

#

This is mask 1 not affecting object 2, but mask 2 affecting object 1, cause, well is below on the same layer

solemn latch
orchid veldt
#

Seems way out of my league...

orchid veldt
#

Okay, maybe I am not understanding this right. All these are in the default Rendering Layer (the Line Renderers are in the apropiate range to enter the range of the mask). But if I modify the RenderingLayer of any of the two, NOTHING happens, should the mask only interact with stuff on its same rendering layer??

#

Now the mask is BG and the lines are on default

#

It's the same

wise needle
#

Does anyone know how to fix this?
My option: make a trigger in which the order on layer will be greater than the player's order on layer
and return it when the player's gone.
But maybe there is a simpler way?

lean estuary
#

You can sort platforms/plateaus on y normally treating them like buildings. With pivot point on the bottom. And when character gets on top of one, treat it like elevation and increase sorting order for the player and everything that in on that elevation should have that sorting level.

formal rapids
#

Hello Unity People. I have a problem. I'm making a 2d platformer foddian rage game, but the problem is that when playing my game on different screen sizes important parts of the level on the sides of the screen get cut off, since the camera can only move up and down. Is there a way to force the same aspect ratio by having black bars or something like that that adjust to the screen size?

#

A temporary solution is to have a render texture that displays the game view that squishes to fit the screen, but that looks like utter dookie balls, and I would like to publish this on Itch.io with some diginity

cold stone
#

Can anyone please help me? its kinda important. My animations will randomly stop working when i start game sometimes. it happened first time week ago and fixed itsself on next day

#

idk what to do how to fix it or if should i wait

#

i use input system but idk if its that

cold stone
#

now this error occured

#

no idea what that is 🥲

#

i tried to copy the assets to new projectts but that doesnt work

#

found on web that u should upgrade to unity 6 to fix this issue and its unity bug

#

sadly after upgrading the project to unity 6 its still the same with same error

rocky flint
open nebula
#

Hello

#

Hello @rocky flint

lean estuary
#

@open nebula Please don't ping people not in conversation with you.

vast reef
#

we're having trouble with visual glitches in Tilemaps. Lines appear between tiles

here i'm using a tileset image with a lot of padding between tiles. it's transparent pixels. Maybe that's the problem? but if i don't use padding, other kinds of artifacts show up.

what kind of padding am i supposed to use?

snow willow
vast reef
#

should i use that, even though it's not a pixel art style?

vast reef
#

the Sprite Atlas with padding doesn't solve any of these issues. Super weird

#

This is so frustrating

solemn latch
rocky flint
#

Attached is a screenshot of a window and a wall. Behind the window sprite is a sprite mask, allowing it to act as a window through the wall. But it seems like some of my shadows from the wall are uneffected by the sprite mask. You can see the gaps in the wood still show through the sprite mask. I'm not quite sure why this is happening. Maybe it has something to do with my normal map textures? If anyone has any ideas I would greatly appreciate it! In the meantime, I am going to do some trouble shooting with normal maps.

#

Confirmed that when I turn off the normal map, the problem goes away. Any suggestions on how to mask a normal map?

foggy horizon
#

Hi all. I'm asking a different question related to the same problem. I'm trying to assign some sprites to SpriteRenderer in code, in editor. Is there a way to get the individual sprite of what's in the sprite atlas? Rather than a clone? Bcoz this is done in edit time, not runtime

#

Should i be doing sprite atlas at all in this case?

foggy horizon
#

I found atlas.GetPackables()
From there i get texture2d
But is it possible to get the sprite of the asset, since those textures' import setting type is already set to Sprite?
I don't wanna use Sprite.Create, then for every other object taht's supposed to use the same sprite, will create unique sprites for each? And won't point to the asset itself anyways

#

And what's the rule for texture atlas? If i use this independent texture asset's sprite asset, does that mean it'll automatically load the sprite from the atlas? Or doing this effectively skips using the atlas?

#

Ok did this in the end string path = AssetDatabase.GetAssetPath(packable); sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path); but yea, not sure if using the asset's sprite will automatically load it thru the sprite atlas instead of individual sprite asset?

keen iris
#

Hey, I am testing Aseprite importer and I am facing a discrepency when using layers

As you can see I have a layer for a "hat" element that is placed at specific position. However, after being imported to Unity it's being misplaced
What am I doing wrong?

modest cargo
keen iris
stoic latch
#

Is it possible to add specific code to different tiles in a tile palette/tilemap? Been stuck on this for a while and I can’t find a good source. I’m trying to make a block disappear and reappear a few moments later. I just wanted to use a tilemap for simplicity

clever glacier
#

Hello guys, I want to make a object with a collider that looks like this. Can anybody help me please?

twilit vault
#

you add a collider - probably a polygon or edge collider

clever glacier
#

How can I add a proper collider to this object.

turbid raft
#

I need help so because I am trying to make game, and I am using LibreSprite and like I dont know what do I do to make like 8 way animations for my top down 2d game

#

What program should I use?

twilit vault
#

the one you know how to

turbid raft
#

Guys can you spot like Yellow lines

#

Does anyone know how to fix that? It is not like made by me, I checked in Libre and its workign

crude mango
#

thats unity tearing

#

it happens during misaligned pixels during camera movement. you cannot fix this as its a unity issue that is unity’s fault i have it too

turbid raft
#

Sprite atlas worked for me

crude mango
turbid raft
crude mango
turbid raft
#

No

crude mango
#

oh

turbid raft
#

I am now on making player move phase

tropic tartan
#

so im using a tilemap to create my levels, and my ground assets arent perfectly flat, is their a way to make it so the tiles collisons are just flat?

crude mango
sick lintel
#

I'm noticing that my sprites seem to get blurry as they move. is there a setting to mitigate this?

spiral ivy
#

any post processings enabled?

sick lintel
#

where would I find that setting?

#

on the sprite import settings?

spiral ivy
#

usually it is the gobal volume in the hierarchy, by default comes with urp and hdrp

#

but i dont think that it is the issue. i am assuming it has something to do with the sprite import settings, what size do you use for your sprites?

#

could you mabye post a small video of the behaviour

#

really curious what it could be

sick lintel
sick lintel
spiral ivy
#

oh okay than it is normal actually.

#

you did not mention that it happens in the built version

sick lintel
#

still happens in the PC editor though

#

just less

spiral ivy
#

does that happen with all your sprites or only with a few

sick lintel
#

only the player moves very fast, but I think it happens with all of them

spiral ivy
#

sorry but i cant say much without seeing it. never heard of this issue tho

sick lintel
#

discord keeps not allowing me to post the video

#

because apparently 3 seconds is too long

spiral ivy
#

do you remember changing anyhting in the unity preferences?

sick lintel
#

like i said, kinda hard to see on editor, but it does get a little blurry

sick lintel
spiral ivy
#

well i cant see anything unnormal on the video you sent, in fact it looks nice

torpid seal
sick lintel
#

but definitely on android build

torpid seal
spiral ivy
#

but keep in mind that android and desktop devices are not the same, it is normal that it gets a little blurry because refresh ratio is different, same for the fps, iirc you only have a max of 50 fps on android

sick lintel
#

pretty hard to see with the video putting it vertical, but this is the best i got

spiral ivy
#

nah man , it is looking ok.

torpid seal
# sick lintel

hmm well idk i cant really tell but my only idea is that maybe its jittering slightly and that makes it look blurry, maybe try enabling interpolation on the rigidbody and then see if it has improved

turbid raft
#

What do you think about this type of character, lightning, tiles?

( tiles arent mine, I just changed colors.)

high finch
#

Should I use line renderer, meshes or anything else to make fluid procedural animation in unity?

spiral ivy
high finch
# spiral ivy whatever you like and works for you

Thanks you, but I actually never tried any of the two, I will definitely learn to use meshes for procedural terrain generation, but I am trying to know if I should use this also for character or if line renderer is better in anyway

spiral ivy
#

if you plan to make a 2d game in a 2d envoirement you use sprites

#

or please explain on what you are trying to achieve

high finch
# spiral ivy or please explain on what you are trying to achieve

Ok, sorry for the delay, I want to make some kind of soft body similar to this video https://youtu.be/qlfh_rv6khY?si=5kw1V4HDtF75qf8o . I am making some kind of controllable starfish where the center and the tips are sprite but his arms are stretchable. Weird idea but knowing if I should use line renderer or mech for that would help me a ton, I would also create rope later on and I would like to know which to use for that too

Let's design some procedurally animated animals!

This video is a tutorial/explanation for a simple procedural animation technique I recently learned about. Essentially, it's animation rigging using a 2D chain simulation. I provide an animated explanation of the technique, then showcase a few animals I animated with it.

⚙️ Source code

  • S...
▶ Play video
tropic tartan
#

Has anyone used navmeshplus for a 2d side scroller? It lets me bake meshes that are on the x and x axis but not ones on the x and y axis

solemn latch
high finch
mild swift
#

i designed my own IK system

#

it was fun

mild swift
#

if you want to use points in a chain, id suggest line renderer.
if your using circles with points on the circles like shown in that video, i think mesh is better

solemn latch
high finch
# mild swift i followed this tutorial! made a pretty cool 2D procedural animated creature

Cool! Congrats! I personally am making some kind of ragdoll with the same principle.
Mesh and line renderer seem to do similar things with similar performance, but meshes are more general and line renderer is simpler to use for line, that is what I learned from a forum on that subject. I used mesh since I wanted to learn it for 2D procedural terrain for my game. Thank you for your suggestions!

high finch
solemn latch
#

The bone scales are dynamically adjusted by the length.

mighty violet
#

does anyone know how to fix this i changed my grids scale on the x and y to 0.5 and now some tiles place like this

modest cargo
solemn latch
modest cargo
#

It may be intuitive to think that the tile would conform to a grid cell, but Unity simply draws the sprite at that point disregarding the grid dimensions
Pixels Per Unit is what determines the size of a sprite

ebon pumice
#

hello how do i make my camera stop doing this

#

i was trying to make a mini map and the 2nd camera started doing this so i undid it and then the main camera started doing it. I want the view to return back to its default

modest cargo
ebon pumice
# modest cargo What's "this"

Its got those additional lines instead of just being a rectangle

they move when I move around with the mouse now
if that makes sense

modest cargo
#

If an undo action caused it, I'd guess there's no proper reason for it so an editor restart could fix it

ebon pumice
#

Oooh yes that fixed it thank you! 😭

mild swift
#

the scaling is off

#

i have the border set to two pixels wide in the middle in the sprite slicing

twilit vault
#

also i'd recommend setting stuff to be multiples of your pixel size to make lining things up easier

gilded wadi
#

does unity's pixel perfect camera effect z depth?

#

this enemy consists of sprites that are stacked 0.1 units apart on the z axis, 1 pixel per unit

#

it layers properly in the editor view but ingame through the pixel perfect camera the layer sorting gets fucked up

#

messed up layering ingame

#

vs scene view

fierce lichen
#

Hi. Can you tell me how much you increase the sprite size so that there are no problems with "Auto Geometry" in the Skinning Editor? After all, if the pixel image is small, then the tool will "cut" pixels even at the maximum values of subdivide. And... what is the normal number of triangles?

fierce lichen
#

even when generating the geometry of the following characters, an error occurs

modest cargo
turbid raft
#

Which one is better for Left, Right sprite?
Like In my opinion second one looks better but in game it just looks ahh.....

#

I dont know what to do about arms...

gilded wadi
lean estuary
gilded wadi
#

Also fwiw looking at the code for pixel perfect camera, at least what’s not internal, it does look like it’s rounding the z coordinate as well. Changing that wasn’t enough to fix it

modest cargo
#

Should be able to negate the effects of Z axis snapping by scaling all objects' Z position further out relative to each other

gilded wadi
#

The reason I don’t do that is the other layers of tiles in the rooms are also positioned on the z axis, and enemies with too many segments will end up behind layers erroneously if I only use integer z positions for sorting

#

And I can’t just arbitrarily push distances out because that would effect how lighting reaches the background layers of a room

modest cargo
#

3D lighting?

gilded wadi
#

Yeah

gilded wadi
#

I’ll try the sorting groups when I get home from work, but if they work the way I expect they might I might end up just trying to roll my own pixel perfect camera setup because this is far from the first issue I’ve had with the built in one

modest cargo
#

@gilded wadi Also, do you have to use depth distance sorting? Sorting layer and order in layer would sidestep this issue

gilded wadi
#

I was using sorting layers and order previously but actually ended up abandoning it because it was complicating how things sort over eachother, since I was already using z depth anyway

#

Optimally if I did I’d just want the sorting order to follow the depth anyway

#

So it ends up being an additional parameter I have to set for renderers that just matches their depth, but scaled up to an integer value or something

#

Could always be done programmatically I suppose

modest cargo
#

As long as you're not using order in layer for other purposes already they should be a better option here
Whenever you create assets you have to set the depth or sorting layer anyway, makes probably no difference in workflow

#

Still, sorting groups will simplify the process a lot and help in other ways

#

Only one sorting depth per sorting group to worry about relative to other objects

#

Also sprite groups at equal depth won't mix up their parts visually when overlapping

gilded wadi
#

but i dont think there would be any way for me to modify this

#

also after some experimentation sorting layers don't even work for my enemies because theyre using a surface shader

tropic tartan
#

is their a way to make it so the collider on a tilemap2d is flat? I just added spikes, and i want the collision to just be a flat platform, so the player doesnt get stuck

vocal ore
#

I am instantiating tilemaps with tilemap colliders and parenting them under a single grid. However, in game, only the one that was created manually in the scene has working collisions. Dragging in a tilemap prefab manually (same as referenced by my script) has working collisions, what could be the issue? Is there a method I need to call?

modest cargo
#

Since the pixel perfect component is now a package, shouldn't the source code be available for modification?

twilit vault
gilded wadi
#

This is where the pixel snap is set, it’s just passing a float into a static field here

#

So presumably the code that’s handling this pixel snap is a part of this class, at least it seems that way after doing some digging into the pixel perfect camera code. Pixel perfect camera basically only handles applying properties to the camera it’s attached to, setting the rect etc. There is a method in pixel perfect camera that rounds a coordinate, but changing it to not round the z coordinate does not fix the problem

twilit vault
modest cargo
twilit vault
#

the changes you make would be discarded any time you reset the library or clone the repo

twilit vault
#

ah, i assumed you meant just modifying the packagecache files directly

modest cargo
#

It does require effectively maintaining a fork of the package but that's probably not avoidable
May still be a better alternative to work off of the official one than to make a new one from scratch

twilit vault
modest cargo
#

It could be that with URP it's the URP package that's handling the pixel perfect rendering anyway when using that package

twilit vault
#

oh whoops misread that

#

wait no yeah it does seem to be samples?

#

it's not actually the source, and it includes pixel perfect in its package.json

modest cargo
#

As far as I can tell URP has all the relevant code

#

Or at least a lot of it, across multiple classes

weak hound
#

How can I manage tiles-set/tile palettes with different sizes?

#

And how would I make it fit my tilemap?

weak hound
#

I found a solution which seems like a bad one, I made two tilemaps and played with the PPU/Tile anchor of the smaller sized sprites until it fit...

solemn latch
solemn latch
#

You'd pretty much have to set the pivot correctly so it lines up.

weak hound
ebon pumice
#

Hello im trying to use a particle system so that leaves can blow on the screen but they won't show up on top. I've tried to change the layer and moved it every place in the hierarchy but its not having any effect. What am I doing wrong?

solemn latch
solemn latch
weak hound
solemn latch
#

If it wasn't made to fit on the grid

weak hound
solemn latch
#

Well, did it have an example scene set up with it or any documentation?

ebon pumice
solemn latch
weak hound
# solemn latch Well, did it have an example scene set up with it or any documentation?

It had an example scene setup, but It was just a plane with a png....

Havent found any documentation yet...
https://shop.bitgem3d.com/products/2d-pixel-side-scroller-level-set?_pos=5&_sid=455f61356&_ss=r

thats the asset if you are interested

steady chasm
#

I have a 2D PNG character portrait that I imported into Unity. It's high resolution but when I show it in game it shows in really poor quality. I am guessing it has to do with downscaling the sprite? Could someone share a tip how to fix this issue?

crude mango
#

max size must be bigger aswell

steady chasm
#

Still looks bad.

modest cargo
#

Not point filter
Compression quality is not relevant

steady chasm
#

@modest cargo Thank you so much! That did it!

solemn latch
crude mango
solemn latch
full turret
#

I'm building a 2d platformer in Unity 6

I've imported my tileset, sliced it into tiles, created a rule tile, added the possible combinations with the proper rules. Each tile in my tileset has 4 variants (so I have 4 floors for example).

When I'm placing tiles, the output is not randomly selecting from my list (of 4 floors for example).

Why is it not random and I how do I make it random?

full turret
#

example, I have 4 floor tiles, placed a ton, all 1 of the 4

lean estuary
#

Likely you have other ruleTile that overrides it

full turret
#

maybe I messed up though, I think I'm supposed to assign the sliced tiles to it not the tilemap

lean estuary
#

test it without conflicting rules that can precede it

full turret
#

cause its working now, im dumb

#

do tilemaps cache old positions because it's being random in some placed and not in others (being where I previously placed tiles)

lean estuary
full turret
#

why can't it just be random 😭

lean estuary
#

Because true random is often not a desired result. It can cause too many repeats.

full turret
#

like this is not random, I'd like it just to randomly pick 1 out of the 4 floor tiles every time I place one

#

lots of repeats

lean estuary
#

Play around with noise setting, it's likely a scale factor which will impact randomness.

#

If scale is too big it will cause a lot of valleys with same value

#

RuleTile can also be easily extended and overridden with your own implementation.

full turret
#

ok playing with noise is making it better

swift knot
# solemn latch You'd pretty much have to set the pivot correctly so it lines up.

There also the offset option for tiles.You can set an offset for tiles in both the preview tilemap editor window that won't affect the final positions and you can also set one that affects the position after painted. On the right you can see in the inspector I added a offset for the rock only by 0. on the y axis.
Edit: Added image

solemn latch
main belfry
#

I installed kenny assets and im trying to use the spritemap to avoid stretching the panels for the UI etc, is there a way to slice it with the atlas map? the spritemap is not even so i cant just do 8 by 8

verbal blade
#

I make a 2D sprite in code, after that I import it in Unity and it looks way worse, specially the 1px wide lines and 1x1 dots.

Is there a way to connect it with Unity in a different way?

Texture2D voronoiTx = CreateVoronoiTexture((int)bounds.width, (int)bounds.height);
voronoiTx.filterMode = FilterMode.Point;
voronoiTx.wrapMode = TextureWrapMode.Clamp;

// 2) Create the sprite with a sensible PPU (e.g. 100 so it isn’t gigantic)
Sprite sprite = Sprite.Create(
    voronoiTx,
    new Rect(0, 0, voronoiTx.width, voronoiTx.height),
    new Vector2(0.5f, 0.5f),
    100f        // pixelsPerUnit = 100 (Unity default), adjust if you want it larger/smaller
);

// 3) Use the built-in “Sprites/Default” shader (unlit, no lighting or vertex color mixing)
GameObject go = new GameObject("VoronoiSprite");
var sr = go.AddComponent<SpriteRenderer>();
sr.sprite = sprite;
sr.material = new Material(Shader.Find("Sprites/Default"));
modest cargo
#

Hope the code isn't AI gen
Sprite shader is known for using vertex color

verbal blade
#

I understand what the code is, I never used Unity so I asked how to do Godot style stuff in Unity

#

left is how it shows in unity

#

right is the texture I exported from code and made a sprite out of

solemn latch
verbal blade
solemn latch
#

Thicker lines help, of course... or, if you want vwant them super thin, use a shader.

#

And probably no reason not to use trilinear

#

The performance hit is infinitesimal.

indigo star
#

Can I mask smaller object sprites based on the output of render textures? Assuming only a small portion of the render texture was drawn to and the rest is transparent

modest cargo
# ebon pumice Oooh yes that fixed it thank you! 😭

By the way I encountered this also now
Seems to occur when going into 2D viewport mode, then using the toggle for swapping between orthographic and perspective
It'll be locked into 2D view but in perspective
Toggling 2D view instead of ortho toggle will make it work correctly
Could be a 6.0.32 bug

silent ivy
#

Guys I am making a mergefellas game in Unity and I have a problem with Sprites. I want to build a custom version for shorts and I will do editing on the gameplay from my version but there is a big problem with The Quality when i am zoomed in in a game view. I tried different types of Filters no filters Max sizes no compression Generating mipmap but I cant get good quality its always pixalated or blurred. In Edor it looks normal but when zoomed in in gameview its pixalated. Is there anything I can do? I need very good quality because there will be a lot of zooms and you can clearly see the pixalated edges and overall low quality

silent ivy
#

Best i could achive is this: With mipmap enablem and bilinear filter + no compression

#

But you can clearly see the low quality espacially if you make open the image and see it in the bigger scale

#

This is side by side comparison Screenshot from unity and on the right side I added the same image but in my editing software

#

Is there any way to achive this? in Unity

modest cargo
silent ivy
#

I took a screenshot from unity and added the resied png in davincii to show what effect I am looking for

#

It looks normal when its the full size

#

but I need a good quality even when zoomed in

modest cargo
#

How are you zooming in

#

In play mode

silent ivy
#

Zooming is done later in editing software its meant to be recorded and later the zoomming in happens in editing software

#

Simplest Explanation and showcase of the problem is this: I took a screenshot from the game pasted it into canva and pasted the exact same png i used for the sprite and resized it the same as in the game

#

Now when i zoom inside you can see the clear difference

#

I want to have a way to have a raw quality in unity

modest cargo
#

For that to be possible you'd have to record it at a much higher resolution at first
Twice your native resolution lets you magnify by two times without losing detail

#

Or do the zoom by changing Unity camera's Size during recording

#

With Timeline, for example

silent ivy
#

But if i just add the same png as the sprite and same size as in the game save the image and zoom into that new one it works

#

and its also just the same scaled down png

silent ivy
silent ivy
#

and if you just zoom on the screen you can see the clear difference. The Quality is just going away overall in Unity

modest cargo
modest cargo
silent ivy
#

So its not possible to render Raw quality?

modest cargo
#

What does that mean exactly?

silent ivy
#

Exactly the same as the png when scaled up down etc

#

Raw quality in this example is just the png added in canva

#

And in Unity its the exact same png

#

but unity rendering scaling filtering etc just

#

cuts down the quality

modest cargo
#

If you zoom into a screenshot past 100%, the pixels of the screenshot will get stretched
There's no format or method that can change that

solemn latch
modest cargo
#

Unless you render at 200% to begin with, then you can zoom 200% relative to what you would have first rendered at

#

If you export an image from canva, it's the same deal the other way

solemn latch
#

You want more pixels, record at a larger resolution.

modest cargo
# silent ivy Its not

You may be mistaking exporting an image vs exporting a scene
Once it's flattened into an image made of pixels, those pixels are all you have

#

And zooming over 100% stretches them

#

That's why you are usually prompted to specify an export resolution, which Unity recorder does as well

silent ivy
#

I know its streaches them but Unity is still lossing a lot of overall Quality I can send you the exact image i made in canva and oyu can zoom on it

#

Exact same resolution

#

Exact same scale

#

Nvm okay

#

You are right

#

So the only thing i can do is just record in higher resolution

modest cargo
#

Or do the zoom with Unity's camera

#

Avoids having to work with very high resolution video, but you will have to know the camera movements and timing before hand

#

And potentially track your objects to the camera movement
Or do those within Unity as well

silent ivy
#

Cant really do those zooms in Unity it wont work because i record the gameplay and edit after cant really predict my editing

#

Will need to just do high res

#

Btw those setting are only for the Scene view right? They dont apply to the build and run

modest cargo
#

Unity Recorder lets you specify output resolution

silent ivy
#

Thanks a lot!

indigo star
solemn latch
#

Depends on your renderer, but look into stencil masks.

blazing fossil
#

Is there any other way to change the pivot point of a SpriteRenderer locally without affecting the import settings of the sprite? I don't mean changing the position of the sprite game object, but just the rendered sprite. I'm also talking about the world space SpriteRenderer not the Image UI component. Also without making an empty parent and adjusting the sprite game object local position.

twilit vault
blazing fossil
#

I just want the same functionality as the pivot points in the image component but in the sprite renderer.

#

Or the pivot option in the sprite import settings, but local to the instance in the scene.

twilit vault
#

pivot points in the image component..?

#

are you referring to the pivot in the recttransform?

#

that's part of the gameobject pivot

blazing fossil
#

literally just this but for SpriteRenderer

twilit vault
#

yes that's part of the recttransform, not of the image

blazing fossil
#

tomato tomato

twilit vault
#

no lol

blazing fossil
#

I'm not looking for a work around. I know how to fix it. I just want to know if there is a built-in solution

twilit vault
#

creating a new sprite in-memory, if you could call that a solution, i guess

modest cargo
prisma sandal
#

posted this last night, but still haven't really gotten much further. and was told this is the right channel to put it

I'm trying to use a z as y isometric tilemap, and using the transparency sort axis that the docs says (0,1,-0.26) works fine for just the tilemap. but it doesn't sort correctly when adding other objects into the scene. I've tried using a higher Z position for the object, but then it doesn't sort behind the higher tiles correctly.

is there a better way to make sure that objects in the scene sort with the tiles correctly?

ebon pumice
modest cargo
prisma sandal
#

literally just a sprite renderer. I've managed to get a somewhat functional solution, by adding a small cell gap in the tilemap grid. which lets me better control what the sprites should render on top of and underneath

#

feels kinda bad tbh? but it works, and I can't really see a better way of doing it. it also messes with some of the maths of other stuff, but I've fixed all that already

olive arrow
#

Anyone has any clue how to not get this weird overlay when pasting isometric tiles onto an isometric tilemap?

twilit vault
#

sounds like you've misconfigured the sort axis in project settings > graphics

olive arrow
tired portal
#

Does anyone know why are the tiles here not aligning, I have highlighted a few? There are clear misalignments in the picture. Is it because of the asset or can it be fixed in Unity?

modest cargo
tired portal
modest cargo
modest cargo
# tired portal Thank you

An exact measurement may be difficult, especially if the tile sprites have some rough edges, so ultimately I'd verify the appearance by eye
Also, your tiles are bigger than the tiles so there's a PPU issue, not only an aspect ratio issue

#

Tile size can be changed instead of PPU, but usually it's better to standardize either height or width of a grid cell as just one unit, and then change sprite PPUs to match that

#

Measuring helps there too

tired portal
#

I also wanted to change the transparency mode axis to custom with values 0, 1, 0, but I don't think the change is applued because the prject is URP. Do you know of an equivelant setting for it in the URP settings?

modest cargo
modest cargo
tired portal
#

Is this how they shoukd bahev and I just have to fill them out next to each other, so they look on the same level?

modest cargo
#

The PPU is still wrong here

tired portal
#

The transparency sort mode

#

I changed the PPU as well

modest cargo
modest cargo
tired portal
#

This should be good enough, right?

modest cargo
#

A tile should fit within a grid cell
Unless you do want adjacent tiles to overlap

#

The width of a sprite should match the width of a grid cell exactly

#

Unless the sprite is designed to reach beyond its grid cell

tired portal
#

So I either need to keep playing with the PPU or change the sprites myself so they match the grid cells

modest cargo
#

Because with width size 1 one unit is exactly one grid cell, so however many pixels a sprite has in width is the PPU

#

There's instructions for how to calculate both PPU and grid aspect ratio

tired portal
#

Alright got it, thank you

scarlet scroll
#

how to prevent flickering images when overlapped? like in the background

abstract olive
#

That is the result of not using a pixel perfect camera. Unity has a package for that, which you can look up how to use/implement.

abstract olive
#

Refer to the second sentence of my original response.

scarlet scroll
#

yea, but it's my third day with Unity ^^

twilit vault
#

it's surely not your third day on the internet, though, right?
this is something you can look up to start

#

osteel gave you keywords, you can google "unity pixel perfect camera"

scarlet scroll
#

👌

zinc zephyr
#

Hey! I'm new to unity, and I'm having problems with 2D Tile Collisions. I hgave two tilemaps, one for collisions, and that has the Tilemap Collider 2D, Rigidbody 2D, and Composite Collider 2D components. Player Object has Rigidbody 2D and Box Collider 2D. I'm pretty sure everuything is set up right, at least it is as the tutorials but my player still just walks over the tiles normally. Any help would be appreciated!

dry patrol
# zinc zephyr Hey! I'm new to unity, and I'm having problems with 2D Tile Collisions. I hgave ...

what's your movement code? There are several ways to move the player, and some of them don't work with collision.
I move my player using

this.rigidbody2d.MovePosition(this.rigidbody2d.position + (movementSpeed * Time.fixedDeltaTime * normalizedMovementDirection));

inside FixedUpdate();

but if you use fe something like

this.transform.position = ... new position ...

it won't notice the collision

hushed seal
#

Hello, im new in unity and with a friend we are making a game and I have the question if someone can explain me how to generate an random non-infinite world having a tilemap

rapid lynx
crude mango
sullen spire
#

<@&502880774467354641> <@&502884371011731486>

#

is advertising allowed?

abstract olive
tired shuttle
#

Im having a hard time with tilemap collider. Player moves slover to right but faster to left. It doesnt happen when I put a normal square with a box collider and play it there. What am I doing wrong? Can anyone help?

spring glen
#

ok so im kinda super lost on how to start with a pixel art game. what do i do for sprites? do i just size them up to fit the screen? how should i do that?

crude mango
mental mist
# spring glen ok so im kinda super lost on how to start with a pixel art game. what do i do fo...

look man... pixe-art for indie game isnt a bad idea at all try to make few simple sprites dont rush it... keep it simple, demo-game and have fun creating it then go ahead and code

and pixel art have some tech, tactics you might need go to YT and take some tips thats what i did when i used pixel art

for the sprites just create it... make the animation and move on for its size just keep it like 16x16-32x32 thats what we all use at any pixel art or usually at anys sprite as for my knowledge

good luck

tame crown
#

is there a way to skew sprites in unity??

modest cargo
# tame crown is there a way to skew sprites in unity??

They could be scaled by a rotated parent to squash and stretch them in any arbitrary direction, which is not a true shear but a type of skew still
A skinned sprite could have bones for the edges, and with perfectly linear bone weight across the sprite will let your freely shear the sprite by moving the bones
Shaders can do any kind of distortion, but issues can occur if the sprite is distorted beyond the extents of its bounds

tame crown
#

is there like an addon that allows u to skew sprites easily?

modest cargo
#

Probably

#

Not an official one though

tame crown
#

im ok with that

solemn latch
#

Just remember that a quad(the default mesh for sprites) is made if two triangles so shearing will introduce some distortion.

solemn ridge
#

Hi I just wanted a second opinion on if this "potted bush" even looked good.

#

And If so which is better.

weak plover
# solemn ridge

i'd say that the brown pot looks better, since thats usually the color used for such, but the grey would be good to differenciate a tree from a bush in a pot, since the brown pot could look like a mini tree kind of. it depends on your background too tho

clever elbow
#

Guys can u help me fix this gaps

#

I got it no need thanks

weak plover
#

np 🙂

rich linden
#

can anyone help me out? i am trying to rig but when i click on auto weights...it only affects one object

#

this is the rig i did

kindred fog
#

What's a good editor for pixel graphics, with functionality like sprite sheets etc?

solemn latch
rich linden
#

Because I selected a different piece and clicked on the generate weights but nothing happened

solemn latch
rich linden
solemn latch
#

Well, following a brackey's video instead of reading the manual won't get you anywhere

blissful jacinth
#

https://github.com/jmeyer1980/TWG-GridLayerEditor This is used to automate creating tilemap game objects in a Grid object that have z-depth, layer names, and such so you don't have to manually set up each layer of your environment. It has some default values and some recommended layers to set up in the layer/tag manager before creating your grids; you can use that or select from any layer masks you already set up. It uses the layer masks to sort the z-order. Top-most layer renders last, bottom layer first. It uses a scriptable object to store the layers you selected (no need to keep this in the build - editor only). Then you can right-click to create one of the grid objects in the scene.

For the parallax background, I swap the tilemap renderers for sprite renderers, but you can also drop the sprites as children of their parallax background, but you will probably need to fix the z-order if you do that. And the pic showing the layer selection may be out of date as I had to fix the order of the layers.

Edit: tutorial video: https://youtu.be/z6JuMheYuuc?si=yRFe3AO61SIR7Yvg aand the NuGet: dotnet add package TWG.GridLayerEditor --version 1.0.1

GitHub

Helps automate Grid and Tilemap layer setup. Contribute to jmeyer1980/TWG-GridLayerEditor development by creating an account on GitHub.

This one is a Git repo. https://github.com/jmeyer1980/TWG-GridLayerEditor and it is used to automate creating tilemap game objects in a Grid object that have z-depth, layer names, and such so you don't have to manually set up each layer of your environment. It has some default values and some recommended layers to set up in the layer/tag manager...

▶ Play video
rich linden
lavish abyss
#

Hello. I was following a toturial on how to make an outline for a texture. but there is a black thing coming out of the sprite. Does anyone knows what is it?

lavish abyss
#

I tried another sprite. The black thing is also there. but less noticable

blissful jacinth
blazing fossil
#

All I'm trying to do is give the black tile a specific physics layer

blissful jacinth
gleaming oxide
#

hey is there a way to generate a 2d background shader? like I want to have my 2d bg filled with stars with a shader how do I do that?

blissful jacinth
#

Might be able to do it with Shader Graph in URP.

gleaming oxide
#

can someone help me im trying to spawn + for stars on random position with random colors I got the color part done I also got the random position done but not getting the shape right also I kinda want to scale it with a variable The variable StarSize

blissful jacinth
# gleaming oxide can someone help me im trying to spawn + for stars on random position with rando...

This may help. It is not space, but the concept is similar and you may be able to do randomized stars. https://www.youtube.com/watch?v=F7UxUgow4yg&t=2s&ab_channel=BenCloward

In this shader tutorial for Unreal and Unity, I show how to tile a texture infinitely without any repetition or seams. We use the UV Random Transform node and the Hex Grid node that we've created in previous episodes.

Here's last week's video on creating a hex grid mask:
https://youtu.be/hc6msdFcnA4

Here's the playlist of all the videos neede...

▶ Play video
solemn latch
lavish abyss
#

Should I make a line from the piece's alpha value to the shader alpha?

modest cargo
weak plover
weak plover
#

QUESTION:
i made a 2d tileset with 16x16, and it works fine in the unity 2d editor. The thing is, that the grid is extremely small because of the pixel size, so i was wondering if there was a way to upscale them, or zoom the camera closer in

blissful jacinth
# weak plover Isn't it funnier making your own tilesets tho? That way its in your own unique s...

I think you're misunderstanding the use. It does nothing for art. Contains no art. It's just a few scripts that automate creating the individual game objects with the Grid and Tilemap components. The grid for the parent and the tilemap components for the children. Each is set at a different z-distance for layering. So you can still draw up your own art for the tilemaps if you want to. I try to automate as much as I can when it comes to tedious stuff. I'll parse a CSV before I manually type in several hundred items into a scriptable object. So yeah, I automated a simple thing like creating a bunch of tilemaps in the scene So I can get straight to painting with whatever ruletiles I am using at the time.

blissful jacinth
wispy nacelle
#

@sly egret

#

I locked the game perspective to the pixelart but its slightly off visually

#

I made sure the pixel perfect camera & the sprites are all set to the same render

sly egret
wispy nacelle
#

I have this as well for the virtual camera

wispy nacelle
#

maybe pixel perfect just sint working

#

idk if its doing anything here

#

when using free aspect

sly egret
#

if you change the Pixel Per Unit from the Pixel Perfect that will change how zoomed it is

wispy nacelle
#

pixels per unit is jusjt set to 8 for these things atm

#

I dont think that would change bluriness

sly egret
#

I said if you want it more zoomed, you put the Pixel Per Unit higher

sly egret
#

you probably want to put the aspect ratio

#

who has a monitor only 256x144 ?

wispy nacelle
#

if I try free aspect its just like this

#

it doesnt seem like pixel perfect is doing its thing

snow willow
#

don't use free aspect

sly egret
sly egret
wispy nacelle
snow willow
sly egret
#

for me even with 16:9 it works

grim forum
#

also you should not be using 256 x 144 but instead 320 x 180

sly egret
#

not OP

grim forum
#

sure but still

sly egret
#

I have no idea how all this works lol this is why i stick to 3D lol

grim forum
#

256 x 144 only fits for 16:9 which not everyone has but 320 x 180 (still technically 16:9 but better than 256 x 144) works for most types

grim forum
grim forum
#

also what are you doing then?

wispy nacelle
#

dawg I dont even know

#

can yous show me your cinemachine setup?

#

I just recently upgrade to unity 6000 and my chinemachine got swoitched up ig

grim forum
#

i dont use cinemachine

#

i handle my camera movement with code

wispy nacelle
#

oh

grim forum
wispy nacelle
#

Im just using cinemachine for the camera shake

blissful jacinth
# wispy nacelle Im just using cinemachine for the camera shake

I didn't read all of the comments, so if I missed it... sorry. But that blurryness may be your import settings on the sprites. You want to use Point, no filter. That should remove the blur. Edit: I see you either did that or did something else to remove the blur. Cool.

wispy nacelle
#

im gonna try removing cinemahcine and see if I can just redo it

#

idk what else it could be

wispy nacelle
#

fixed it

#

no clue why it was being so annoying

blissful jacinth
# wispy nacelle fixed it

I see you fixed it and then I see no clue. So dunno how you fixed it? Could be useful info for others.

wispy nacelle
olive peak
#

Hi guys, can i seek some clarifications on the usage of mapboundaries? For example, in a tutorial i've seen, they draw the map boundaries within the same game scene. (Something i've saw from her video).

Would i be correct to say that they draw everything on a game scene itself?

#

Let's say i want the users to enter the house on T1 (Does it mean that creating a mapboundaries on the same scene is ideal) vs creating a scene for each different map

weak plover
royal shard
#

so here's my image alpha channels, but this is what i get when importing it to unity (right), tried image ext using PSD,TIFF,TIG

nimble sluice
#

guys how do I delete these tiles 😭

#

I just wanna delete one object but idk where they're even stored or how I can select them

modest cargo
nimble sluice
#

ahh wait nvm I figured it out, in the top bar there are controls I just had to select the tools

nimble sluice
#

ah I need help again..

#

in the video she can go right to the wall with the player, but I can't. why is that? it stops right before the tile. Is it because of the collider? how can I fix that?

nimble sluice
twilit vault
#

notice how the green outline isn't conforming to the sprite here

nimble sluice
#

right! hm how would I fix it?

#

is there something like a custom shape tool for that or something?

twilit vault
nimble sluice
#

okay I'm there but what now? I don't see stuff changing rly

modest cargo
nimble sluice
#

nope it won't let me do what I want it to do

#

aaand now I deleted the tile by accident and its gone

#

oof

modest cargo
nimble sluice
#

yeah I tried that, didn't work. I probably deleted it but then I jumbled around with the sprite editor and now my project is fucked

#

probably gonna do that tutorial from scratch..

quasi fern
#

one quest, i'm starting at 2D games and my caracter looks pixelated like this:

#

what should I do?

modest cargo
spiral ivy
quasi fern
#

oh okok, but where are the import settings?

spiral ivy
#

import setting are when you select your sprite in the assets, not in the hierarchy

quasi fern
#

ohh okok thx

coral oxide
#

is there a way to paint a cell with gameobject brush via code ?

twilit vault
#

in edit mode or play mode?

coral oxide
#

play mode, via script

#

like setTile with normal tilebase

spiral ivy
#

quick question, is this channel onyl for 2d tools or 2d in general. the channel title is a little bit vague

twilit vault
#

mostly for 2d asset work, something like 2d physics wouldn't fit here

spiral ivy
#

allright thanks

twilit vault
#

sprites, tilemaps, that kind of thing

quasi fern
#

Hello, I’m not sure if this is the right place to ask, but I have a problem.
I’m trying to change the Active Input Handling from "Input System Package (New)" to "Both" because I want to use older input code (like Input.GetAxis), I’m using code from older tutorials. However, every time I change the setting and Unity restarts, it goes back to the previous value and doesn’t save the change.
Is there a way to make the change stick?

#

is in project settings

twilit vault
#

-# i don't see how that links to 2d tools at all

marsh hound
#

I used pixel perfect with cinema machine and getting ghosting effect. Colored player character didn't had visible issue, but gray shows afterimage/ghosting.

modest cargo
#

Even if the speed is the same but they don't move the exact same pixel distance on precisely the same frame, the tracked object will be jumping between pixels on adjacent frames

#

There are many different causes for it though, not all related to camera positional tracking

#

If what you're seeing is that kind of blurry jitter, in a lot of cases it can be very difficult to fix
Using a stationary camera that only moves between predetermined positions in a linear path without heavy smoothing is the only guaranteed way to eliminate it

#

A (non-CM) camera parented onto an object sticks to it with no frame delay at all,

marsh hound
#

I see extra pixels with 50% alpha, when player falling with color version there wasn't issue

modest cargo
marsh hound
modest cargo
marsh hound
#

Something wrong with rigidbody and pixel perfect snapping?

modest cargo
marsh hound
#

But i have interpolation on, because player was falling through ground at high speed falls

shy anvil
marsh hound
shy anvil
# marsh hound Thanks ill check later more about it

This is very common misconseption at least partially due to the naming (very technical, "smoothing" would be better). The only thing interpolation does is make the movement look smoother, it does not change the outcome of the simulation in the slightest

marsh hound
shy anvil
long carbon
#

interpolation is the literal absence of physics

modest cargo
long carbon
#

Oh, you just mean framerate-independent interpolation

cerulean hornet
#

Hey, im watching guides for how to make tileMaps and now im kindda stuck with the colliders of it, all the guides says i should enable "Used By Composite" but i cant find it in the tilemap collider component does anyone know?
\

twilit vault
gray gorge
#

I'm confused at how Rotation / Mirroring works for Isometric Rule Tile.

I've done Isometric Rule Tile with sprite for each shape in each rotation. But I figured out it would be easier to use the in-Unity rotation tools, and have to make fewer shape.

First I have my test canvas, with a cross shaped set of tiles. I have all my sprites and a single IsometricRuleTile. I've tried tampering with it and testing configuration, but I haven't found anything that would work. According to me, the third image would be the expected configuration, yet not the expected result. What am I missing ?

solemn latch
#

I didn't even know rotation/mirroring was supposed to work with isometric.

modest cargo
#

I guess no reason why it wouldn't
But what we're seeing in the tilemap and in the rules don't make much sense together at all, rotation/mirroring or not

gray gorge
gray gorge
#

Yep it seems to confirm my hypothesis, rules are changed like non isometric rules would do, but the image is actually flipped how it should. So the sprite are assigned to incorrect rules

ebon pumice
#

Hello why is my map doing this? It was fine before but the program crashed i rebooted and now its doing this

jolly narwhal
#

Select an object and press F

ebon pumice
whole hamlet
#

hey guys was messing with tilemaps and tile palettes and was wondering if it was a bad practice to put 2 different tilemaps on the same "tile" location or not?
the two tilemaps are basically identical, just having tilemap colliders and composite colliders and the only main difference is that theyre on different layers so the player object can detect if its a climbable wall or not

pictures below show my tilemap grids for the base level in the left pic and climbable walls in 2nd pic

#

was also trying to figure out what this does i searched it up online and didnt really understand it

twilit vault
#

composites colliders are basically combining multiple shapes into a single shape
composite operation defines how the shapes are combined
for a typical "this collider or that collider", that would be merge
for "the area where these colliders overlap", that would be intersect
for "this collider, except where that collider is", that would be difference
no clue what flip does though. docs probably say, but those first three are typical set operations

modest cargo
whole hamlet
modest cargo
wide hound
#

anyone know if its possible to make an asset bundle for an png? its not working for me no matter what i do. im just getting a bunch of null rectangles in my assetbundle file.

twilit vault
#

@kindred fog let's continue here
so you said you're using a pixel perfect camera at 320x200?
what resolution is your sprite in, what PPU is it set to, and how large is your camera?

kindred fog
#

I made an image 320x200 that I want to use as a pixel perfect background (using pixel perfect camera 320x200)

#

What is best practise here? Using a canvas?

twilit vault
#

you're getting ahead of yourself

#

there is no best practice for that since there just isn't much to work with

#

you didn't answer all my questions

kindred fog
twilit vault
#

ok, that sounds correct. what was the issue you said you had?

kindred fog
#

I wonder what's best practise to achive pixel perfect rendering of the background image

twilit vault
#

using a pixel perfect camera

kindred fog
#

I'm also curious if there is a setting to not resize items that gets further from the camera - ie I want everything in it's original size

twilit vault
#

is your camera set to perspective...?

kindred fog
twilit vault
#

it shouldn't be, what's telling you that?

kindred fog
twilit vault
#

oh unity 6... i haven't worked with unity 6 yet, not sure how it's supposed to look, one sec

kindred fog
twilit vault
#

wait huh?

kindred fog
#

Yes sir

twilit vault
#

ohhhh wait the different camera is because of rp, not unity 6

#

had a brainfart mb

kindred fog
#

rp?

twilit vault
#

apparently you can just disable the pixel perfect camera, change the projection, and reenable it?

twilit vault
kindred fog
#

LOL

#

Thanks dude, I think this solves a lot of my problems

#

Daaamn, this is a relief, everything is working much better now

kindred fog
twilit vault
#

hopefully you can see why i linked x/y problem now lol

kindred fog
modest cargo
# kindred fog What is best practise here? Using a canvas?

"Best practice" is relative
Canvas also works, as it has a pixel perfect option as well that snaps image pixels to screen pixels
That way just interacts with screen scaling in a way defined by the canvas component, rather than by your pixel perfect camera component so it's possible to cause a conflict

twilit vault
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perspective means the stuff at the edges of the screen kind of bend away because they're farther

kindred fog
rapid cypress
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Could anyone recommend any resources on creating a 2d fog?

modest cargo
crude mango
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again not the best way at all

spiral ivy
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i´d just use some very opac sprite for the fog and shape it cloudy

#

should be really easy to create fog atmosphere

kindred fog
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But then I removed it from my game, it looked so smooth and ruined the pixel-feeling

boreal gale
#

I'm really stuck here, and would like help with normal maps/2D pixel art please.

I am trying to set up normal maps with a 2d light. Just a lighting tech demo right now.

Both of the assets in this image have a diffusion map and a normal map. However, the light interacting with the assets is ignoring the normal map for some reason.

I made sure universal RP is set up in the project, and I belive these are all set up correctly. Please let me know if more context is needed, or maybe this is a common problem. I've tried digging through tutorials for this specific issue and most are from 2020.

severe hornet
#

I helping for detailed game design with 2d arts and text. If you don't have an idea what you should to add or improve your game im glad you to contact me with dm. 😊

barren orbitBOT
#

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modest cargo
boreal gale
rare ivy
#

Hey there! i've been trying to make a 2d tile set for a game but it's off centered and im not sure what to do, it looks fine in aseprite but the second i change the import mode from 'Animated Sprite' to 'Sprite Sheet' it messes it all up, anyone have an suggestions on what to do? i would greatly appreciate the help!

twilit vault
#

just use the import settings

wary iris
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Hi, I have made some Tilemaps with my own Tile palette and realized that the colours are horrible. Can I somehow change the colours of the tiles of my Tile Palette without destroying my Tilemaps?

Ideally I would want to change the .PNG from which I created the Tile Palette and then just "update / reload" the Tile Palette. Is that possible?

real thicket
#

Freeform light doesn't seem to work with a ShadowCaster2D, anyone know a way to fix this?

#

(Version: Unity 2022.3.21f1)

finite crow
#

Following a tutorial, why some tiles block view of the character while some tiles are under the character?

(will send video shortly, let me just get the link)

#

just wanna inquire how to make it so that certain tiles (like for example, trees) are higher than the player, thus closer to the camera, thus blocking view of the player

lean estuary
#

Tilemap for trees for example would have to be setup for tiles to have own sort order, so you can go in-front or back of individual trees based on their y coordinate

finite crow
lean estuary
#

Character should use the same sorting layer as trees to be able to get sorted dynamically based on Y

ruby ibex
#

Hi, what cons exist of using a huge drawing with polygoncollision instead of a tileset for a lecel

real thicket
ruby ibex
olive peak
#

Can anyone help me with this? I can't get why i can't move the initial starting camera position

#

It's position at the yellow box (But i can't move transform). I want the camera to start at the character location (I've used the tracking target to my character but it's not moving to my character)

#

Oh it's actually my cinemachine confiner 2D

ebon pumice
#

Hello i am trying to make my map look more uniform im wondering if theres like a trick people use to get a more structured look with hex tiles?

ebon pumice
modest cargo
ebon pumice
#

This is what i was using to make the basic shapes of the map but when tracing over them in the grid the straightness leaves more to be desired.

This is the way I figured would be easiest to design an arena. Its going to be a snake game and the tiles will have specific behaviors

I was wondering if there was an easier way to get a more accurate design using the hex tiles but I may be overthinking it

modest cargo
#

If you mean your hex grid has too low precision to represent the greater shape

#

If so, your options are to
-increase the shape size, or decrease cell size, so the relative resolution increases
-use more antialiasing, like you have to some extent with fading the tiles
-prefer drawing a shape that has lines that match the hex grid's angles, or otherwise avoid 'almost' matching the hex angle so you get notable jaggies

solemn latch
#

Or just use the hexes for gameplay and use something else for the visuals.

split edge
#

Hello! I am wondering if I am tackling this the wrong way

#

I am trying to set up a rule tile , bujt from what I have seen 99% of the content in the internet uses them in a way where the resulting object is always filled completely by a center tile

#

while I am trying to just make a rule tile that basically "borders" other tiles

#

I can correctly do stuff like this, but if I wanted to add something in the middle, the rule I defined would do this

#

which is not what i want, what i need is that basically whatever tile I put "inside" is considered a "center" tile

#

what would be the sanest way to implement this?

modest cargo
elder shoal
#

Hi,
I’m having an issue with my isometric Tilemap in Unity. The tiles seem to overlap or misalign, which creates a “messy” look with visible offsets (see screenshot).

Here’s what I’ve already tried:

Sprite import settings:

Texture Type: Sprite (2D and UI)

Mesh Type: Full Rect

Filter Mode: Point (no filter)

Compression: None

PPU tested at 256 and 128

Pivot set to bottom-center (0.5, 0.0)

Tilemap / Grid:

Grid Layout: Isometric

Tile Anchor: (0.5, 0.0)

Sort Order: Bottom Left / Top Right tested

Verified that my sprites are the correct size (diamond shape fitting perfectly in the grid) with no transparent margins.

Despite all of this, the tiles still seem to “bleed” into each other, especially the ones with some thickness (3D-like look).
If anyone has run into this problem before or knows how to force perfect pixel alignment for isometric tiles with height, I’d love some advice

white crane
#

I cannot find anything on this. Is there really no in built way to just set all the override sprites on a Rule Override Tile at once. Because right now I have manually drag 57 sprites into place even though they're in the same order 😭

rough crown
#

how can I reposition the sprite? the position settings are greyed out for some reason

twilit vault
#

or what exactly?

rough crown
#

yes, the position

#

I want to move it so that the end of the barrel is where the custom pivot is

twilit vault
#

just move the pivot

#

you can't change the image file in unity, just how it's imported

rough crown
#

that's a bit annoying

#

I need the pivot in the same place for all weapons the way I currently have it :/

twilit vault
#

that's not how pivots work

#

the pivot will be in the same place - the rest of the sprite will be positioned relative to the pivot

#

if you have a fixed position you want to align to the end of the barrel, then you put the pivot of each sprite on the end of the barrel for that sprite

rough crown
#

sure, but that determines how the sprite appears in the sprite renderer

twilit vault
#

yes, based on the pivot..?

rough crown
#

yes, that's what I meant

twilit vault
#

what are you trying to achieve here

rough crown
#

so the pivot has to be in the same place for all sprites (the barrel ideally), but some are shorter/longer than others

twilit vault
#

it feels like you're worrying about an issue that isn't there - or perhaps you aren't describing what you actually want to happen https://xyproblem.info

rough crown
#

so they aren't offset differently depending on the sprite

twilit vault
#

so why can't you just have the pivot in that same position then?

#

it sounds like you're going about this backwards

#

what are you actually using the pivot for

rough crown
#

I would want the pistol to be closer to the character here

twilit vault
#

why not just have the pivot on the grip and have that at a fixed position