#🖼️┃2d-tools
1 messages · Page 18 of 1
when i said merge id hoped for something like this:
have my players own animator with his locomotion and whatnot, then when the user equips a weapon, i simply merge my weapons attack animator into a another placeholder animator or smth
its confusing honestly i get lost frequently when trying to manage this
especially with the path im taking this project
every animation ive done is fully frame by frame
i didnt use rigging at all even though i completely acknowledge how easier it would be to use it since ive used it in previous projects
so most of the videos ive seen talk abt rigging and js attaching the weapon and rotating it or smth and adding vfx if needed
im looking into animator override controllers cause it seems to be perfect but id like some advice if possible
The custom mesh just makes it easier, you can do it all with flipbook or use whatever shader tricks.
That doesn't give the full picture
Are you using multiple sprites per character
What kind of animation frames are they functionally
What should I pixel next?
@vagrant grove This is a channel for questions about #🖼️┃2d-tools . Please use #1180170818983051344 for Unity projects.
Hi, it is a 2D tool/asset, I read the #📑┃channel-directory and it says this channel are for sprites.
It's not a unity project, they're 2D game assets.
Then create a project to showcase them. There's no self-promotion on the server. Also please read the channel description again.
Okay, thanks!
btw rendering 3D objects like 2D is a feature in unity 6.3?
Any easy way to add an outline to a rigged character?
do you guys think 2D pixel art games are the best?
if so what website allows me to make 2d pixel art?
Just wondering if anyone can help me. The problem is quite simple I'd have thought. If you right click and create a new 2d sprite of type hexagon flat top. The sprite that's created has the right and left corners cut off. I can't for the life of me understand why. I was going to create a new image in gimp...but because tilemap applies some scaling to hex tilemaps of something like 0.86 on the X axis. The math would get way beyond my simple brain :P.
How should I create an image to get accurate sprites for my floor tiles?! I feel like I'm missing something obvious...
Here's a default sprite, note the left and right exceed the image extents
You could be missing the sprite PPU value
It determines how large the sprite's pixels are relative to the unit grid
Hex grid's size is also relative to unit grid
So the math is not complicated
You'll typically want to set tile grid's width or height to one unit and change the other to determine proportions
Then whichever dimension you chose as the one unit standard, you'd also use to measure your sprite's size and set that as the PPU
Or work the other way around and match the tile grid to your sprite
Doesn't even need math really since you can adjust either PPU or grid size until it matches
Ultimately you just want to standardize width or height of the a grid cell to one unit to simplify gameplay related math later
That's really helpful thanks. Id been using defaults for most things. My grid + tilegrid has been left as default with the only caveat that I favoured using flat top hexagons as opposed to point top. I'll have a mess around with that default scale combined with the PPU for sprites and see if I can get something working. Ideally I'd use unity to create the base png for the hex then move over to gimp to add texture and colour etc.
One very simple thing to do is to set up the grid first, then screenshot a cell in scene window with whatever zoom you feel you need for the resolution and then draw over that
That's a really good idea. I can do that all my current sprites are throwaway. I'll give that a shot shortly!
Aside from this being the wrong place to shill this, and aside from it being ml slop, I tend to think that any service with a giant 'TRY FOR FREE' button at the top (which presumably still harvests information, though I wasn't willing to click it) and a tiny 'see how much it costs' button at the bottom is a dark pattern.
Hey, I have an issue with the tileSet in unity (sorry broken english, it's not my mothertongue):
I can't figure out how I can draw with a tileSet. I select a tile with the brush tool, but it seemed to "unselect" it instantly afterwards.
I've set the tileset PNG file to multiple, slice it to 16x16. I'm selecting the tileMap gameobject when I try to draw. I can't find anything else on the internet that might cause the issue i'm stuck with.
If anyone can help or have some kind of clue on how to fix this issue, please help 🙂
draw in scene view, not game view
When coloring a sprite, (at least to my knowledge) a multiply filter is applied with the specified color
How would I make it so that it uses Screen instead?
(i.e. instead of having it color by making bright pixels darker, it should color by making dark pixels brighter)
Make sprite shader graph and set "disable color tint" in graph settings
After that you can do any blending operation you want using Vertex Color and a sampled _MainTex texture property together
thanks, it worked!
I have a bad case of tilemap tearing, it's so bad now that in some cases I can see it even without moving the camera (after camera stops, it just stays torn) as in the screenshot. Sprite Atlas does not help at all, I can't use pixel perfect camera because my camera is dynamic and often zooms in and out. If that makes any difference, the ground is not a tilemap, just a material, and walls are tiles imported from Tiled. Please help, I'm losing my mind.
Update: I just randomly stumbled upon the solution, I set Grid Cell Gap to -0.00001 and it fixed the issue of the static tear. I'll leave this info here in case it helps anybody who has a similar issue in the future.
This didn't help with the tearing while camera is moving though, so I'm still looking for help!
Since you aren't using a pixel perfect style, I'd rather suggest decreasing the sprites' PPU a small amount so they overflow their grid cell
Changing the cell gap misaligns your tile grid from the unit grid in a way that accumulates over distance
would that be sprite import settings? because changing that value doesn't do anything
I think the Tiled import settings are overwriting the PPU values. All of the PPU values need to be the same, but if I change them all to a different value, it's going to be the same situation again, as far as I understand.
If you decrease all their PPU, how is it going to be the "same situation"?
hmm wait I'll try
I changed PPU from 100 to 99 for every Tiled export (maps and tilesets) + for every png asset used in those tilesets (mainly walls).
The walls are now completely misplaced, but the issue still persists (with and without modyfing the cell gap)
unfortunately, @modest cargo , this did not help
I expect it would normally, but I'm not familiar with Tiled importing
PPU should scale sprites relative to their pivot, complete misplacing sounds as a symptom suggests the Tiled importing expects a specific PPU / works out the pivots using some unique method
Anyway with a tile gap of -0.00001 it might take between a hundred and thousand tiles for you to start experiencing the drift so it might not be a problem
But something to look out for
well the tile gap solves the issue only for static camera, when camera moves the tearing still happens. Thanks for the warning though, I didn't know about it before.
yeah Tiled might be messing things up even further, although it still translates to Unity's tilemap system in the end
so maybe there's a way to fix it
Either the overlap isn't large enough, or there's another type of gap also occurring, specifically the color bleed gap that's fixed by padding such as from a sprite atlas
Some types of antialiasing also cause gaps to appear so test with it off
unfortunately this does not help, I've tried various settings of URP antialiasing and it doesnt seem to make a difference. Also the cell gap doesn't really fix anything as well, I noticed that it does make the tears disappear in some places but make them appear in other.
the strangest thing is that it seems that the issues are fairly recent. I've been using the same tilemap setup for years now and I've never seen it before. I think it started appearing two-three weeks ago or something. Only big change I've done was upgrading from Unity 6.2 to 6.3
I'll try taking a look at an older version and seeing if the artifacts are there too
Before you try various settings, just turn off both camera's and RP asset's AA
The point is to eliminate potential new causes for the issue
The tile gap issues are pretty fundamental to how Unity renders tiles
Gaps in geometry appear when vertex positions in camera space are rounded away from each other due to floating point inaccuracy
(Or if an AA method blends the edge of the tile with empty space next to it because the tiles aren't contiguous geometry)
Color bleed/seams appear when also due to floating point inaccuracy the pixel on the tile's texture outside of the tile is sampled at the threshold, usually grabbing a pixel from typically the adjacent tile on the sprite sheet, which is why padding helps
Has been a problem for years
Pixel perfect camera fixes these because it snaps the tiles relative to the camera into increments where these rounding errors cannot occur
is this config for the sprite atlas correct?
I think so yes
But before applying fixes I would try to examine which type of gap issue you are seeing
Gaps show the camera background / anything behind the tiles
Color bleed rather manifests as colors from the sprite sheet
Thanks for all the amazing tips, I'll investigate the issue further tomorrow
this is not a space for advertisement #📖┃code-of-conduct
Feel free to reshare this in #1179447338188673034
so uhh
I wanted to mess with some 2d particles
and I wanted to make them bounce
but I have no idea how to make it work
I did find the collision option
but it doesn't work no matter what I do
Well, what did you do
And what result are you seeing
Did you add colliders to the scene for them to bounce off of?
2d colliders?
That would do it
@modest cargo How long I'm looking for, but is there way to unlit part of texture? I see many fake tutorials to make emission, but in end they are HDR colours with extreme brightness. Super bright in light and little bit visible in dark spots
If there would be 2 materials for sprite
This topic came up earlier here, so the explanation and example are likely helpful
#1449361726939332750 message
To have two materials you'd need two separate sprites which would not be very practical
I make global light and mask. That light will only light up that mask for sprite
importing a .psd file causes this error
the program i am working with is Krita
how do i prevent these from appearing?
also what i assume are the layer names are as such
Internally, psd files have both an id(which should be unique) and a name(which doesn't need to be). Unity wants either a unique id or unique name. Your file presumably has a layer with the same name as one of the others.
others as in just within the same file, or across all files in the project?
Because if it's the former, all the layers have unique names (i think)
and also, how do I access layer IDs (within the current software I'm using)?
No idea, I don't use krita
Are you missing any layers on unity compared to in krita?
Same file
nope
I dunno. It can be weird with using files from other software.
which software do you use by any chance
dang, I don't have ps
thanks anyway!
Gimp typically has the most tools for reading and writing the largest variety of image file formats and data types
The browser-only Photopea on the other hand tries to match PS as closely as possible so it may also be useful for exporting PSBs
oh
good to know
do you happen to know how it is with clip studio paint?
-# if not, i guess i'll have to add another program to my endlessly growing art program list
There was also a psd to psb converter specifically for unity on github a while back
Why does my On Click tool look diferent.
My On Click is the left picture. The other On Click is the Right picture
Is here a way to fix the left picture to make it look like the right picture?
are you perhaps in the debug inspector?
I really can't tell I'ts been so long since I used unity? I'm sorry.
check the 3 dots in the top of the inspector and make sure, i think "Normal" is ticked (and "Debug" isn't)
Ok it worked thankyou so much. That has been bugging me for a long time.
I'm new at Unity, so I have no clue how to modify my own asset, I want to cut out the white corners in this image to so that when I drag the image into the scene it has rounded corner sprite, how can I do this ?
pls help, im torturing myself over my own stupidity ;_;
photoshop it out
what tool should I use to do it ? preferabbly free, can I do it with Paint ?
GIMP, its free and open soruce, i use it mainly for my art assets
Already downloaded gimp , can you give me a direction on what tool should I use to do it ?
I found the answer , thanks for your advice !
I pull some asset from the internet, using paint to modify them and there are jagged lines around the asset that look like this, is there any tool I can use to fix this instead of redrawing outlines on all of them
Hi, im trying to start a new unity project. Im trying to use tilemaps as part of the decoration like trees or bushes, but i have this weird phasing problem. For example, if i want to walk behind a giant tree, the character overlaps a with a tile, then with another... I was wandering if there is a way to fix this or if i should replace this tilemaps with any other object, thank you
❤️
(Mario and all the sprites are placeholders)
Use Paint.net
Tiles are sorted on Y axis, so to sort your tree properly you can make it a single sprite or have the top part its anchor at the same position as its base, then it will be rendered first.
If your characters or objects are composed of multiple sprites, you can use the sorting group component to have a unified pivot
Tiles sprites can be larger than one tile, so if trees are from a tilemap renderer it's not necessary to keep them as separate tiles, if they were
I keep forgetting about sorting groups
hello
I'd like to ask how to fix tilemap tearing
I've tried pixel perfect camera, sprite atlas
and yet
it didnt help...
are you using pixel art? if so, make sure you've set the appropriate settings for pixel art
is that the entire map lol
make sure your pixel perfect camera is set up correctly, and check your game view, i think 1920x1080 should work for something like 480x270
I know that it's damping that causes tearing
Because of the sharp triangle corners on the composite tilemap collider (presumably), the player character gets stuck when trying to go up that narrow path if they are hugging the left wall
Use Delaunay Mesh is already on, and Outlines type geometry isn't possible
(the inner parts of walls are checked for a specific game mechanic; outlines type geometry completely breaks that)
is there a way to fix this?
Hello,
I was trying to play with shader graph and test new things to make a cool shader for my cards game. but for some reason when I add offset to my texture. it adds a white line above where alpha = 1
How can I remove this?
I made another shader and went to test it. but there is this red thing on the edges. how can I remove them?
The card on the right has the shader material. the card on the left has not
There is no red edges on the scene view. only in Game view
Hi all. I'm kinda reposting my question here but not really
My game's 2.5D (3d environmet, 2d sprite pixel art characters)
I'm about to choose a newer unity version, but old enough to be stable enough. Any features in 6000.0, .1, .2, .3 that are worth getting related to this 2.5D stuff?
you can always upgrade if you find one later
don't worry about it too much
2.5D is a really broad thing anyways, we can't really answer specifics when the question is so broad
Ya but my other team members will also have to follow the version each time i change
And it's mainly bcoz microsplat asset is per unity version. Just checked, MS 6 and 6.3 are considered different enough
So i guess my main option is either 6.3 or before 6.3
How do i find a list of these unity features anyways? Unity blog or something?
probably their release notes, yeah
how can i slice multiple images at once in unity ?
i don't think possible, unfortunately. but the slicing options are saved, so you should be able to skip setting up the grid if you want to slice in the same way
does anyone know why the sprite editor is messing up my sprite? left is wrong and right is how i want it, it seems to get rid of some of the grid
Anyone tried "antialiased arc encoding" as tessellation mode here and could explain further what it does? Don't have my computer with me so can't try myself
https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-image-import-settings.html
I don't truly believe it only adds more density to the vertices. That doesn't make sense with what the technique is called
It saves as curves so UITK can render it with antialiasing at any resolution. The other setting creates a mesh to target a specific resolution.
Thanks for the answer vertx. I guess I need to try it out myself to see the exact details. I have lots of follow up questions but this indeed tells me there's more to it than just adding some more verts statically 🙂
perhaps set filter to point and compression to none
does anyone knows why there are those red edges?
try #1390346776804069396 for shader questions
Alright. Thanks
im not quite shure where to ask this question but, im developing a not pixelart 2d platformer with unity and i have a huge problem with the exports. somehow my art and fonts and everything is very pixalated, i mean way more then the things i export. does someone knows how to get sharp resoults?
Hi, i'm using unity 6.3, and wanna try this:
Render 3D as 2D
The 2D Renderer now supports rendering the Mesh Renderer
and Skinned Mesh Renderer together with 2D sprites in the same scene when using the 2D Universal Render Pipeline. When using a compatible shader, these renderers can receive lighting from 2D Lights, interact with Sprite Masks
by enabling the 2D > Mask Interaction property, and be sorted with sprites when Sort 3D As 2D is enabled in a Sorting Group.
What do they mean with "when using a compatible shader" ?
Bcoz currently my mesh renderer cube is not rendering
Found it. Mesh2DLit
What kind of importer settings are you using?
where do i see them🤔
but i guess default ones
tilemap collider 2d is displaying very odd behavior
in this video, i changed extrusion factor, but it does absolutely nothing (even when trying to update other values)
but as soon as i touched the X Offset slider, the extrusion factor got applied
why is this happening, and how do i stop it from doing this?
of course, this behavior is not consistent at all, as seen in this image
where i set the extrusion factor back to 0, and then update the x offset again, but the tiles are still extruded
Select the imported image in the project and look in the inspector
You're using an un-updated version of an un-supported editor that's notoriously buggy so I'm assuming there might be no good reason that happens
would it be a good idea to update it?
Would be a good idea to patch it to newest 6.2. at least and check if it persists
Next step to me would be to try to reproduce the issue in a new 6.2. project and/or a new 6.3. project (or a 6.0. project, depending on your feature needs)
Then you should have a clear idea what versions are affected by the issue, which is likely not all of them
But then upgrading (and especially downgrading) tends to break stuff so I'd avoid that, rather always work on LTS versions to begin with
And use version control software if doing any big upgrades or downgrades
It'll always work to make a new project and export/import your game assets over, but is the most work upfront
But this is all just in case it's a bug in your version and not others, which is what I'm betting on
just tested on the latest recommended lts version (according to the hub)
the issue still happens there
hi all, I am having issues with the tilemap 2d colliders behaving strange, with full grid tiles it works fine but with half grids the tile collider is offset weirdly, please see below, thank you
it fixed itself randomly lol
is there a way to make distance joints always snap to the exact distance instead of having some give? I'm using them to make a rope, and if you apply enough force, the sprites (which should be the exact right size) have gaps. do I just have to stretch them or is there some joint setting im missing?
Hi guys can ya'll help me why 16x16 is not working for a 1536x1536 sprite sheet, I've asked copilot, i've set the pixel unit to 16 and still doesn't align correctly
fixed it,
hello there, does anybody know why weight only works for body?
solved it👍
That is clearly not correct, since I can see geometry on that arm in the second image.
I think I confused geometry and weight. The weight is the only one that doesnt work
im on hollydays rn but il check it next year :)
Guys when I zoom out the camera in unity, my pixel art looks off, like some pixels are bigger than others and they kinda overlap weirdly, but if the camera is zoomed far enough in it looks normal, please help me🙏
It would help to see a screenshot
its the little mouse guy
his pixels are completely distorted for some reason
Check the Pixel Perfect link in the pinned messages.
either im doing smth wrong, or it doesnt work?
It's linking this https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@5.1/manual/index.html and there's other link to the forum package discussion.
But in in general you might want to research Pixel Perfect concept how to handle zoom for it.
Fundamentally because pixel art has a precise number of pixels, and so does the displaying monitor
If those pixels grids don't line up, they have to be stretched (or blurred) and don't look correct anymore
So, math is required to work out the correct sprite size relative to camera size relative to display size
So if my sprites are 32 pixels, my camera size just needs to be 32 times something?
Or surely it’s not that simple right?
It's not, because camera size isn't pixels, it's "units" which are arbitrary
And because the player's display isn't likely to be a division of 32
But how do you even do that then?
If it depends on an arbitrary value
Value has to be (arbitrarily) defined
That's what PPU (pixels per unit) value comes from
But the link should explain that
So by defining how many pixels there are per unit, you define the size of a unit, and then you have to make sure that it lines up with your display?
Basically yes, and then define a strategy of what to do if the game window does not line up regardless
Pixel Perfect Camera works out all that automatically, as long as you follow all the steps to set it up
Hello I'm in a 3d scene putting a 2d material (.png) onto a plane and I'm losing details. Please help! Thanks!
photoshop
unity
Answer: Change shader setting to unlit -> transparent
okay i managed to fix the pixel art (kinda)
but now when the sprite gets moved around its like its pixels leave a short trail or afterimage behind it, please help
(it only really happens for the black pixels on the sprite tho, but that might just be because they have a higher contrast with the background)
Moved in what way?
By changing the velocity of the rigidbody attached to the same gameobject as the sprite
The code looks smth like this: rb.velocity = moveSpeed * moveInput (rb is the rigidbody)
And it used the steam input system thingy
uhh, what steam input system thingy?
Is the camera also attached to the rigidbody?
Nope
Wait not steam, unity lol mb
Can you show the afterimage with a video for example
A picture too if it shows up in a still screenshot, though I assume it wouldn't
It doesn’t work with pictures no, but I can show it when I get home
Can Unity not just import my sprite as 1 singular texture???
do you actually need a texture, or a sprite? you can easily do it with a sprite, im not sure about a texture, haven't looked into that
i need a texture for a material
well that Square says it's a Texture2D
Also why would it export it bigger than its original size, original size is already multiplied by 4 its just wasting space
is the texture you'd use for a material different? i don't know how materials work 😅
do you not notice something?
That is a clue
Usually the kind of only-in-motion afterimage manifests when the sprite rapidly snaps to pixels during motion
Particularly when the camera is doing the same motion but at a slightly different timing
It could occur just by moving in an awkward way relative to the screen and the pixel grid, but there are usually more compounding causes
Something natively pixel-perfect games in the 90s also did have to deal with, but which is harder for us because objects can be positioned between pixels and snap back and forth to "nearest" wildly
that's just an artifact of the aseprite importer
yeah why is it even an issue bro 😭
ah. yes. i see the issue. i haven't had to use textures myself so it hasn't come up
It is imported
Is your actual issue how it appears in the scene, or something else?
ofcourse its "animated sprite" and there is no just normal sprite option
i just want to have to not export texture every time i edit it and preserve layers in the file so i asume .ase/.aseprite would be nice option
but unity's solution for importing them is compleate disaster
issue being is that the actual texture is 2 times bigger and filled with nothing
do you not notice
you gotta be specific man
i did notice to begin with but it's not usually an issue for me (using sprites) so i didn't pay it any mind
being vague helps no-one here
"Can Unity not just import my sprite as 1 singular texture???" how more specific can i be
i want my .ase file imported as 1 single texture, without those all prefab model and etc features
the type is correct though, right? you need a texture2d?
it's already a single texture. the issue you have is that the texture has extra padding
my issue being that it creates a redundant sprite too
so there are 2 issues i have
- redundant sprite
- padding
256 + 4 pixels of mosaic padding is 260
Rounded to nearest larged Power of Two that comes out to 512
There are technical reasons for that
But if you remove the padding it likely doesn't expand the texture
Iirc that rounding and PoT behavior are customizable too
even for normal images, you get sprites if you've set the import mode to singular, you can just ignore the extra sprite
Save and import as PNG
for normal images you get "Default" on 3D projects
If you import an .ase file the presumption of aseprite importer is that you want to generate a sprite
issue being, i want to speed up my workflow by not having to export image from asprite and having 2 separate files, one of which is outside the project files
which is annoying as hell
how hard can it be to just import the .ase file same as the image i exported separately
ah, wasn't even aware that was a thing tbh. i only work in 2d
That is rarely an option
Almost every type of asset has separate source file type and exported file type
You can work directly in the exported format on the file that's in the project, but in the long run that's a worse workflow
It becomes a problem whenever you have temporary iterations together with VCS, or if your source file includes any information that shouldn't be imported
you can just ignore it
it's not like it's an extra file
why would it be a bad workflow
ive seen people using .psd file to preserve layers and easily edit their texture without need of opening a completely separate location, and exporting it in separate location
thats the workflow that would be good
Yeah i managed to fix both of the issues by toggling compleatly unrelated parameters and getting no actual help from this conversation
it sounds to me like doing that (when the format is supported directly) would effectively mean you "commit" discretely for each change (exporting)
couldn't you just use the existing vcs to manage said "commit" workflow?
stash it if needed, keep it uncommited if it's not ready, that kind of thing
For some reason i have to set the import mode to sprite sheet, when it could have been something simple as "Texture2D"
and set padding to 0 which should be default in my opinion, since it generates unnecessary space which gives absolutely 0 advantages, because the original size is already fits 4x4/2x2 format for compression, which is obviously disabled by default so there is no point of it being 4 by default
Instead of giving padding by default, it could have been a warning if it was that necessary because most of people already have their textures in a 4x4/2x2 format
you do realize that aseprite is intended for pixelart, right
you do realize that im making a game with minecraft graphics?
the authors of the package are going to be writing behaviors and features with that in mind
no way doing pixel art is point of aseprite! I didnt know!
-# im being sarcastic
i don't, literally no point in this convo hints anything about that
the fact that im using aseprite should have been the hint
not really
If you want to save a WIP that you don't want in the project yet, you can't exclude that iteration from your local project unless you stash it, then unstash it when you work on it again during which your project will have the wrong version
Rather than project having the right version and your source file folder having all the unfinished ones to begin with
Doesn't help that version control softwares are categorically bad when it comes to storing anything except text or code
i feel like that makes managing assets harder, but i guess the aspect i'm worried about is subjective. fair
That's a bit rude
Padding setting was exactly what you needed, which we pointed out
As well as clarifying that for your purpose it's not an issue that the asset is a "sprite"
Whats the point if i would commit the .ase files anyway
if i had an unfinished sprite and i tested it in engine
the same thing would apply to the imported into engine texture
i still have to either stash it, or revert and reimport when testing
and then by the same logic, you'd have to store .ase file outside the project folder, while i want them to be trackable by git at all times
Why do i need padding on my 4x4 texture that can be perfectly compressed?
I never said you do, I said that it's the cause of the increased texture size that was your issue
Oh, i must have misunderstood, sorry
It’s especially obvious at the nose when it moves up and down
And yes the quality is kinda bad sorry
Perhaps there is a misunderstanding
In the case you keep source files outside of the project, you only import and subsequently commit the iterations of them that you are ready to have in the project
So there isn't a need to deal with stashing at all
It's more of a production workflow
Working on assets very directly is also a valid workflow, but just saying keeping a systemic separation has a lot of advantages
I see disadvantage is that you might have a change to your local file, or just loose it, and then you dont have original file with all the layers
Then, you could also just copy the finished .ase file, having finished version tracked is also good as long as it doesnt cause any problems
And a lot of these importers were made with the production workflow in mind, which doesn't exactly help you but it may help understand why they work the way they do
Keeping the source files around including the iterations + the file in the project is directly safer than only having the file in the project, because then you have multiple versions in multiple places
And you typically want to keep your source files backed up also, whether physically or with cloud file storage
VCS for them is usually not necessary, and not practical as VCS programs can't handle binary file deltas
Working on the project files directly saves some clicks, but then you can't keep named iterations around, can't easily save wip versions which aren't yet properly functional, and may have to keep importing redundant and inconvenient extra data like helper layers
More relevant with non-pixel assets though, as typically you have very high resolution/fidelity source assets and want to downscale or bake them in some way before exporting anyway
In fact pixel art textures are probably the only use case where this doesn't risk becoming an obstacle
Being able to edit level geometry and instantly or quickly seeing the changes reflected in the scene is another case where it can be convenient to work "live"
But the added organization of being able to have named and labeled iterations with more detail that's needed is something you do learn to take advantage of if you get used to
It is really too fuzzy to see anything at all
If you're on W11 you can record the screen using winkey + shift + R
douse anyone know how to make the 2d animated cloth like hollow night when the player or enemy walks through it like its trigger or if it gets hit maybe an example of what that would look like maybe triggers
Would anyone have any ideas on how to improve this character? I'm just getting into pixel art to make games as I love the pixel style games. 1st try is on the left and 2nd has evolved alot but it seems to be missing something to just make it work.
started pixel art and topdown yesterday... any feedback?,
Less of a black outline?
Unless that’s your style
Vary how the field looks?
Smth like this?
I thought so but it feels or looks very wierd without it. IDK if its just me 🙁
The only other thing I’d suggest is to avoid mixels (pixels of different sizes)
I tried to add some wheat and this is what came out, I also added some NPCS? Anything else?
That looks rly cool
I can’t think of anything else?
I think I might of done it. I made it without black outlines and it looks actually good. More work on shading might do the job but kinda happy with this can continue to work on animations. Imported it into my scene and its a massive difference OMG
Yo, I can't think of a name for my wizard guy can yall give me some ideas,
Hes the Main character btw
i got told in #💻┃unity-talk to post here but
im trying to use a ruletile for my tilling tool but i cant find the what pattern to use for inverted corners.
There is no blur here on my monitor, but there definitely could be if viewed through a monitor that's prone to ghosting
Meaning pixels don't respond to color changes very quickly
Pixel snapped movement and art using solid colors makes it more obvious, though it's always there to some extent
Wisp or Shade
You can look at the tilemap you've built in your scene window to figure out the adjacent tiles it should have
Clearly it's connected to north and east cells by the edges, and by solid tiles to south, SW and west cells
That leaves NE cell has required to be empty (grass), and SE and NW cells as undefined
I'm so lost and unable to find actual correct answer for this. I'm making my 1st ever 2D pixel art game and I've chosen to go with 32x32 with PPU of 32 on my game. I've learnt all about the not to pixelmix aka different PPUs also I'm able to have any size sprite as long as PPU stays the same. One thing I cannot understand is - Do I have to stick to canvas size of 32x32 if I want my game to have different sizes for smaller to larger enemies. 16x16 = small enemy where 64x64 could be a boss idk, I've watched plenty of tutorials and I Asesprite and a lot of the tutorial people just have massive canvas and dont care about the size. Why this just doesnt want to work with me is because ets say I want to add a weapon to my character classes aka a sword for a warrior but the canvas I'm stuck with is 32x32 if I want to stick to the actual size and if I want to make larger weapons I have to increase canvas size making things look disproportional. I feel like I'm stuck on trying to make my assets even most basics.
you can make bigger sprites if needed
if an enemy should take up 2x2 tiles/units, twice as much as normal enemies/the player, you would have a 64x64 sprite
does it matter if my character isn't perfectly 32x32 and I have canvas size of idk 128x128 and kinda go crazy making design but sticking to small 32x32 for the main character maybe few pixels off if need B and have animations outside that aka sword swing or large cleaver type swing where the weapon is very large.
With the same PPU across your sprites, the canvas size will not affect the sizes of the pixels
So for the final size of the sprite only how many pixels the sprite is wide and tall will matter
The canvas could be of any size, even 1000x1000, and you can still draw sprites in 16x16, 32x32, 40x40 or whatever and slice them as they are
(Though sticking to specific canvas or grid dimensions can help keep the sprite sizes consistent)
okay thanks for clarifying. I had that thought just kept doubting myself
Whether making the items or objects bigger causes issues with them fitting your characters or tile grid (if you have one) is up to your visual design
i did get it to work there is still some bugs i need to try to fix
using UnityEngine;
using System.Collections;
public class Flacara : MonoBehaviour
{
public float durata = 0.05f;
private SpriteRenderer sr;
private bool modulActiv = false;
private Coroutine rutina;
void Awake()
{
sr = GetComponent<SpriteRenderer>();
}
void OnEnable()
{
// 🔥 FOARTE IMPORTANT
// De fiecare dată când arma apare, flacăra e INVIZIBILĂ
sr.enabled = false;
}
void Update()
{
// Tasta 1 → doar activează modul
if (Input.GetKeyDown(KeyCode.Alpha1))
{
modulActiv = !modulActiv;
// siguranță
sr.enabled = false;
}
// Click stânga → flacăra apare temporar
if (modulActiv && Input.GetMouseButtonDown(0))
{
if (rutina != null)
StopCoroutine(rutina);
rutina = StartCoroutine(Flash());
}
}
IEnumerator Flash()
{
sr.enabled = true;
yield return new WaitForSeconds(durata);
sr.enabled = false;
}
}
daca e un roman sa ma ajute ar fi ft bine\
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
This is an english only server
Use google translate if you have to
I have these materials with Skybox/Cubemap shaders, how do I use them to make a background ?
Quinn
Good name trust
I want to make pixel art for my game because I suck at drawing and I like pixel art. Does unity have a built in pixel art maker? If not, what are some good programs to use?
ortalab
I think it's fair to say that Aseprite is the best
LibreSprite as a free alternative with not quite so many features
another day another app not supported on linux :(
wait its not a subscription its a one time payment, thats amazing
Aesprite is goated, use it
The camera is kinda stiff
its not super stiff it might be the framerate of the snipping tool or smth
I'll keep that in mind though
Yeah, it certainly can be hard to tell bad camera/controls from bad recording
What is the best software to use for higher res sprites and animation but have built in tools like curves and lines? It can be paid, thats fine. Using piskel right now, and need an upgrade
any 2d animators looking for work?
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
thanks
what software do you guys use to draw 2d animations for your game?
If you scroll up a little you notice there was just discussion about that
Hello, I'm struggling a bit with the Aseprite Importer and I was hoping someone could give me some tips. I looked at the documentation and some YouTube videos, but none of them addressed this issue.
In my 2D game I use sprites with their pivot at the bottom center. Because of that, I sometimes have some empty pixels on the sides of the sprites. For some reason, the Aseprite Importer doesn't like that, and removes them, causing all my frames to shift in an unusable way. See the images for an example:
- 64x64 spritesheet in Aseprite, consisting of 4 layers with 3 empty pixel rows on the left
- That same sprite in Unity. Unity removes the empty rows, causing the next sprite to overlap with the current one
Does anyone know if this is a setting that I can disable somewhere? I looked around but haven't found a way to do it yet
no I mean like, not pixelart
For non-pixelart that kinda encompasses all programs that are popular for art in general
Photoshop, Clip Studio Paint, Krita, Procreate
Krita's animation tools are very clunky though
Clip Studio Paint only allows short animations in the basic version
I think Procreate publishes a separate app for animation, but I haven't seen it used in game dev
Photoshop works for everything, but then you have to deal with Photoshop and Adobe
There's also Blender's grease pencil which is the most powerful by far, but so different and intimidating it's hard to convince anyone to try it
could you show your import settings
Here you go
mesh type from tight to full rect should do it, iirc?
though i haven't gone through it for a while so i'm not 100% sure
I tried that already, sadly enough it didn't work
Technically Mosaic padding adds some space on the left, but it also adds space on the bottom
I also tried adding a negative offset/ padding, but it can't go below 0
why are you slicing here
oh you have a spritesheet
if you could use separate frames in aseprite then the aseprite importer should be able to handle that
not sure about spritesheets, haven't worked with them, sorry
When I use an Animated Sprite it doesn't take into account that the frames have different widths, causing the pivot to be off (unless I manually adjust it for every sprite, but that's a looot of seemingly unnecessary work)
Did you confirm that? In my experience the importer first places the pivot, then optimizes the spacing and slicing
It is what Pivot space: Canvas is meant to do
My bad, you're right! It automatically fixes everything. It didn't work using Sprite Sheet and I wrongly assumed it would be the same for Animated Sprite. Thanks for the help you two, this will speed up my workflow quite a bit
did they change something in unity 6. my image is set to sprite(2D and ui) but i am unable to assign it in the image component
you currently don't have any sprites
the asset is a texture2d
the sprite mode there is currently multiple, which would require you to slice the texture to generate sprites
you can set the sprite mode to single to get a single sprite from the entire texture
thanks it worked
what exactly is the multpie mode used for. like when one image has mutiple designs right
thanks
Any feedback aside from there being no boss arena?
Best make a #1180170818983051344 thread as this channel is for problem solving rather than feedback
whats a good software to use to make 2d maps for a 2d idle game that is free?
that's quite a broad question
what does "map" encompass for your game?
depending on that, could be just any art software in general, or some app specialized for a specific style, or some app specialized for a specific format/task
take flappy birds for an example it has endless expanse of a map similar to that i will have multiple zones
which will be endless unless the user progresses to the next zone
i dont got one im trying to learn 2d design
this isn't really a matter of 2d design
it's just a few pngs
the content of said pngs isn't really dependant on the app, just your skill and experience
the technical aspect is just layering the pngs and moving them at different speeds
i dont really know what app i should use
if the thing supports drawing, it's good enough to start - if it supports transparency too (most do) you can use it for parallax
have you done digital art before?
i dont got a ipad and a stylus to try it
i cant really do much on a pc
those aren't requirements
are you experienced with art in general?
nope
i mean i can draw with a pen and paper but i dont have experience in digital
"pen and paper" is included in "art in general"
how would i take a high quality pen and paper art
like i click a photo?
basically if i use a pen and paper irl how would i upload it digitally
scanners are the obvious answer, but afaik there are apps that can take documents and correct for perspective and lighting nowadays. you could probably use the same app for art as well
will the scanner require a high end camera?
a scanner is a device in and of itself
im broke
some printers have them built-in, but there are also more compact scanners on their own
i don't expect you to buy a new device, the same message said you can just download an app to get a flat image
Even a phone camera with nothing extra works with some care
You rarely need it to be totally perfect, especially as you'd likely do digital processing on the image anyway
but also, it doesn't have to be perfect - especially when starting out, make it exist first before making it good
you could also embrace the hand-drawn style as the aesthetic of your game
so is there any good apps i should use or i can jst use my phone camera
you should not worry about it too much, you can always get a better photo later
alright thank you
also, you can indeed draw with a mouse, but that would kinda be wasting your prior familiarity - hence why i asked.
Hi! I'm going to do a 2D game. Is LibreSprite good for graphics and animation?
Hi all. So i now have a shader that takes in normal maps
I'm using sprite based animations
I have figured that if i make a new material and assign this on the sprite renderer, it is able to look up the correct normal map, following the albedo/diffuse of what's assigned in the sprite renderer (kinda?)
Anyways, 1st question is: does this mean i'll need 1 material per character?
2nd question, what if i animate this? If i animate the value of sprite in the sprite renderer, it'll also always have the correct sprite's normal chosen?
3rd, i'm already using SpriteLibraryAsset and SpriteResolver for my weapon switching solution, and i was thinking of using SLA for the characters too. Will SLA/sprite resolver also work for the auto-choose sprite's normal map?
Cheers
you could have a script that sets the material properties
u can also make sure that all the sprites are in one sheet
and then just have one normal map texture that has the same layout
and just use the same UVs
As long as you set up the additional textures correctly, the sprite renderer will handle all of that
But all in all it still means 1 character = 1 material right? Compared to all characters = 1 sprite material?
U mean material property block?
I've tried this in the past but keep forgetting what's the implications for URP. And now also with sprite it gets extra confusing
Well if u make a copy of the material then that defeats the purpose right? I thought material property block can avoid having to make another material instance, and the unique property is set per renderer
oh ok material property block is different i guess
ive only ever used birp with just making a copy of the material at runtime and changing the settings
material property block might be a better way to do it
https://docs.unity3d.com/Manual/sprite/sprite-editor/secondary-texture/secondary-texture-landing.html
"Secondary textures" are automatically associated to their primary sprite, using a reference defined by you
Haha i was just 1 page behind that one
If different material properties are needed, MPBs are the better way to do it in BiRP as they allow for drawcall optimization
In URP it's the other way around due to SRP batching, material instances are meant to be used instead of MPBs
huh
I still dont get the rationale or technical reason for this difference in URP but ok
Is it safe to say just never use MPB in URP?
youd have to understand how the renderers work on a lower level
Yes
Afaik you cannot with SRP batching enabled (which you should have), possibly because it uses them internally
So.. i asked this before (and possibly a long time ago too)
Is this just the way it is now for sprite renderer, URP?
I'll start trying to set everything up tomorrow ish and I'll probably get my answer
not really, at runtime yeah you instance them but theres only one material asset
But it'd be nice if there's a definitive guide for all this. Multiple map for sprite renderer, animated, using sprite library asset/sprite resolver, reliable behavior with flip sprite or not, hmm what else
but also if im reading this right u can just sample the additional textures ezpz in the shader no instancing needed
not sure uh how but
No, that's where the secondary texture comes in
The same way _MainTex always refers to the sprite texture assigned to the Sprite Renderer, the references of the secondary textures refer to them, if the main texture has secondary textures defined
I think one of us is misunderstanding the question, to me there seems to be no reason to instance anything at runtime
Ya with secondary texture it seems all of that can be avoided
i didnt realize that secondary textures existed
I'm only unsure if 2D Renderer is required for the secondary texture references to be created
Doesn't seem to be a reason for it but it's a possibility
New features intended for 2D are often exclusive to the 2D Renderer without any clear cause
It looks so good haha
That means i can also have like smoothness map, and if the shader is set to look that up (as an expected name of that 2ndary tex) it'll also work
Makes sense, I think I misunderstood what you meant actually
I also hope this works with SLA/Resolver. Bcoz they just uhh control the sprite renderer under them
And then hoping the 2ndary tex handling is also from the sprite renderer component
No.
One material and the sprite renderer swaps all relevant textures
2d renderer is not required
Since I've never used 2d renderer
And there is a very clear cause - they have separate peeps working on 2d so just like with urp/hdrp they just reinvent the wheel separately.
At this trajectory they'll have nobody working on either
Eh why do u say that?
Layoffs
But that's offtopic
Ok guys
Some more update
So for this sprite renderer (the sprite resolver n sprite library is irrelevant for now), the material is using the shadergraph's material. U know, the one that's inside the dropdown of the shadergraph asset itself. I guess i'll call this the "non instance material" ?
Anyways, in the shader, shown in the green(/blue?) box is showing my _Normal shader property like that. And it has the default value of BumpMapFlat (which is a flat normal map)
But in the material inspector, it says that it's assigned a normal map. That normal map is the 2ndary texture of a different sprite from a different spritesheet (the Idle anim spritesheet). In the screenshot, this sprite renderer is already on a different sprite from a different spritesheet, (which doesn't have a 2ndary tex set for the normal map)
And i already found my answer from testing further...
Apparently.. ok... different sprite renderer, with the same "non instance material", can have its properties (texture in this case, set from the sprite's 2ndary texture) be assigned some different texture
And this is... per sprite renderer instance
And for that single sprite renderer instance, if the sprite in the sprite renderer changes from one which has a 2ndary tex to another that doesn't have 2ndary texture, the assignation persists
So the solution is just to make sure all of the sprite that'll be used for that sprite renderer, to have all the 2ndary tex ready
But now i have a followup question. SpriteRenderer is still kinda fascinating that it can do this, per sprite renderer instance sharing the same material, to have different properties
I guess this is material property block kinda behavior but it's not
Why can't mesh renderer do this?
Until now i still don't fully grasp what is this sprite renderer exactly
I would expect this to be a bug with Sprite Resolver
But could be tested by swapping from a sprite with the secondary texture to one without it when not using the Resolver
I removed sprite resolver/library, and this behavior persists. So it's not a resolver/library behavior
But i mean, it's expected?
Oh i guess the expected behavior is to return the _Normal tex to be blank
Indeed, it seems unintended
But hard to say
But how would the next assigned sprite know what property it is to reset, if it doesn't even have any entry on the 2ndary texture for example
I guess they don't have a good resolution for this case maybe
But whatever. It's fine. I'm supposed to have 2ndary textures for all the anim spritesheet anyways
Since the sprite renderer used the sprite meta data to assign the references with the first sprite, it could compare them when setting the second sprite
But may be some technical concerns with doing that
No real reason why not, but it's generally unnecessary just due to how the workflows have developed
Mesh renderers let the material fully dictate how the shader and textures are used, and usually materials change more than one property at a time
Sprite renderers in vast majority of usecases are probably fine with using the same material, so having the user manage sprite assets only would make sense for reducing friction
Yes but what if i make a 3d game, and have several units that use the same material and parameters and the only thing different among them is the texture (diffuse, normal). This is a very likely setup. Why can't there be a type of mesh renderer that can do what sprite renderer can with how it can share material and still having different textures?
I don't see a reason why there couldn't be
Just that it was considered more justified for sprite renderers, as sprites have so much more meta data exclusive to sprites with their slicing, pivots and whatnot
Which do have a reason to be separate from material properties
Your scene view is in wireframe mode, most likely
how can ı change it
It should have buttons for changing the shading mode, with a sphere icon
oh ı found it tysm
why is it happening with my sprite?
use a pixel perfect camera
It worked, ty!
Why is the tile not working? I'm new and Im still figuring things out
i just downloaded unity and im currently doing the roguelike course, im placing the tile assets for the procedurally generated scene, this is only a small thing but whenever i drag and drop a tile sprite that ive already dropped into there my computer starts nagging me saying that it already exists, is there any way to simply duplicate it visually?
ive literally just been renaming the files to random stuff haha
try dragging the little image files to that pop up you have with the little green boxes
I made a texture in Krita, then applied it to a material. In the inspector it shows as transparent like it's supposed to, but in the scene the transparent parts turn black. What can I do to fix it?
You aren't using a transparent shader.
why isn't my circle shown?
its supposed to be shown on different areas every sec
or it isn't shown on normal for some reason
Is the circle inside the area the camera is pointing at?
nah i found out my render pipeline has changed and needs to be reverted
that happened bcs i imported another project in mine and copied their renderer i think
Hello everyone,
I’m a beginner and I’m currently trying to create a simple game in Unity.
Can anyone tell me why my sprites always look blurry?
I would also really appreciate some help with a few UI elements (like a pause menu) and creating some objects.
if you're using pixel art or similar, make sure to set filter point, compression none, and an appropriate PPU
I would also really appreciate some help with a few UI elements (like a pause menu) and creating some objects.
see below
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
can't help if you don't say what you need help with 
Hello, I've problem, I want create a character for my game, but, I want this character can has multiple skin... i don't know how to do for that has same draw and another color... I use Krita, and I'm not pro ^^
Thanks to help me ❤️
sounds like you'd want palette swaps, or perhaps just replace some colors
in my sprite I've differently texture (shadow, oclusion) so I've try to recolor with unity settings (in a sprite compenent) but it's not good, so, maybe palette, but I'm not sur..
a spriterenderer's color is multiplicative, i don't think that's what you'd want
no, and this is an english only server, sorry
so... it's not that I know, but, how to do that... in the picture 3, it's my another head recolor by chatgpt for try an exemple, but he don't know do an similary head... and heads is not same scale (1 - 5 px more)...
yeah I know, no problem, I speak good English (I belive)
that 3rd one does not look good ngl. it's definitely obvious that it's AI lmao
anyways you'd probably just want to make the variants yourself tbh if you want to make the shadows and highlights or whatever look nice - they'd all have to be customized for each palette
I know, and I want to do nothing AI
yeah and not redraw ?
ive heard of palette swaps for pixelart, but i don't think that'd work here. maybe a shader could work in a similar vein? but that's definitely outside my expertise
I don't know, I don't know how to creat shader, maybe it's that, or, maybe create my sprie base in gray sprite (none color just light and shadow) and recolor ? I've seen in differently tutorial used that, but his draws are not complex
maybe use a material too ? that can function ?
I've doing with different textur (mask, diffuse, and normal mal) it's not me who draw, it's my girlfriend, but we have find how to do that (I think we have not finish again). Thanks for ur help ^^
i aspire to be this guy
Shaders can do many types of blending, but you will have to understand them to some extent to make them
When you apply a tint in the second image, that's the shader blending a color with the texture by multiplying their color values
A custom shader that uses overlay blending instead may be a good option, but palette swapping or multiple blend operations together could also be considered
If you don't want to learn shaders, painting multiple variants of the texture and swapping them is your bext best choice
Mapping the texture to a gradient would definitely work here
Palette swapping/mapping is basically just a specific application of gradient mapping
thanks, i'm not too familiar with this stuff, i was thinking a palette swap wouldn't handle specific details/shadows/highlights well in this case
I've don't learn shaders, so I've drawing differently texture, I've base layer (color) and I've textur layer (in grayscall in krita) that function 🥹
Hey im working on a 2d pixel art game
I have a solid gameplay loop down now and want to start preping for the future kinda
I want to have a standard of the pixel art ,what I have decided on is the following
640x360 for Reference Resolution
Assets PPU is 20
So i can fit 32X18 tiles
My game is grid based so im working off this tile size directly
The main Playable area is centered with a size of 10x10 plus a 1 tile border all around making this 12x12(3 tiles space from the top and bottom)
and going to have ui and other gameplay elements on the sides
The game window resolution is at HD 1080p
I Believe I have set it up correctly
So im going to make my sprites in a 20x20 format
and if larger is needed , use 40x20 or 40x40 etc
Is there something I might be overlooking or not understanding
post a picture, also if you want a cool aesthetic for a pixel art game you can add the pixel perfect camera component
hey guys i am trying to develop a game rn and im stuck between two art styles can someone please critique and tell me what the prefer for a game.
Hey, I'm having an issue with importing aseprite tilesets into unity, I've been dragging and dropping the .ase file into the assets folder, but for some reason the importing deleted tiles that have been removed from the original file, I've tried selecting unused tiles and deleting them in aseprite but this issue seems to persist, does anyone know how to fix this?
Edit: nvm, I fixed it, there were tileset layers that were not deleted even though they were, so I had to create a new layer from those tilesets, then delete them again
hey guys I want to use dual grid so I intalled skner's dual grid package. It works except for the "empty" tile(the dirt tile for my case). I can't find the reason for this issue.
can anyone help?
the grid is on a higher level bu it is showing behind the bg
any idea why my character may be appearing behind all the tiles? it is on Characters sorting layer (and group), the tiles are on Environment and done via tilemaps
you've set the sorting layers, correct?
could you show the config you have there
show your sorting layers, and the sorting you have configured on the tilemap renderer and the background's spriterenderer
oh nvm fixed it
By "group" do you mean to say your characters are all under the same sorting group component?
yes
wait no
I mean that character specifically
because it is made up of multiple renderers
In either case the sorting occurs relative to the sorting group component for all sprites under it, and follows the 2D sorting rules
https://docs.unity3d.com/Manual/2d-renderer-sorting.html
Same as with tilemap renderers, 2D sorting requires a 2D renderer using a compatible sprite shader
Based on your description it seems most likely that your sorting layers are simply inverted in order
As you didn't specify which sorting layer is in front
But also if they happen to be using non-sprite shaders the 2D sorting might not work
I did send a screenshot of the sorting layers order - maybe lower = more visible? The shaders are these: the URP one is the tilemap one (default) and the Sprites/Default one is the one on the character - maybe that's the issue? it is from an asset pack afterall
Changing to use the URP shader didn't fix it
also weird behaviour: adding a sorting group to the Grid object (parent of all tilemaps) and setting the layer to either FX or UI (so the ones that should be in front of the character) makes the tilemaps appear behind the character
oh wait ok turns out I just got the sorting layer order wrong
tried using unified-universal-blur by lukakldiashvili. can't find reason, why it doesnt work. Placed material, Camera type is Base, Add universal blur feature in rendering data.
It seems to be a UI shader so consider asking in #📲┃ui-ux or #1390346776804069396 instead
Note that it's specifically for URP, Render Graph (with a compatibility mode for projects without Render Graph), and Overlay Canvases
Hey y'all i'm new to all this, I had a question about the sprite editor. lets say I want an animation to run in reverse is there an easy way to do that?
why am i not allowed to drag another sprite onto this?
Dragging a sprite onto animation timeline is a shortcut for creating multiple keyframes which override the gameobject's Sprite Renderer component's Sprite reference
Not sure what exactly makes it fail, but you can do the same operation manually toggling the record button, moving the playhead and changing the component's sprite reference
The drag&drop shortcut may be picky about whether the selected gameobject is the one with the Sprite Renderer, or if the Sprite Renderer has the be on the same gameobject as the Animator, or if you're trying to drag the imported texture containing the sprites instead of the sprites themselves
Haven't used that workflow much so I've only got guesses
Hi all. Wanna ask about external tool to make normal map for sprite characters
I'm trying sprite illuminator, but it gives shaded/gradient conversion
This is sprite illuminator result
This is the workflow that i want maybe
So, how to make the heightmap and get this kinda normal map
Okay interesting, but is there a way to layer animations on the same 2D character? Like onion skinning? And actually match the up together? Because I am attempting to do a swing scythe animation, and both the arms and the scythe are completely seperate sprites and animations. I wanted to animation the scythe through unity keyframes.
Clips can control multiple sprite renderers, yes, but a sprite renderer can only render one sprite at a time
By drawing it for every sprite, including all frames
It's not much fun
Can somebody explain why my character keeps stuttering? :c
are you sure it's the character stuttering? it kinda seems like it might be the camera
you are using rigidbody, do you have interpolate enabled on the rigidbody?
also click stats to see fps,
maybe tho i don't think so it could be stuttering because of that, but i think rigidbody interpolate should fix
You're right it's the cinemachine follow camera option
seems like it actually was the 'follow target' with cinemachine
wow i feel stupid
i accidentally changed the follow type 🤦♂️
Hello,
I downloaded a free 2d top-down asset pack from Itch. I am not sure on how to set it up in Tilemap Palette and Sprite Editor.
The sprites are not the same sizes and have like blank areas around them. I am not sure on what to do and how do I setup the environment using this.
This is how it looks in Tilemap Palette
They are the same size, you just need to set them up properly. In the inspector when you select the image you'll see open in sprite editor
Then splice them by grid, and set it to whatever the texture size is.
And I'd suggest replicating these settings, but having the pixel per unit set to the texture size.
So, like this mine entrance can be 2-3 tiles and not full 1 tile?
Yep, thats correct
Thanks bro
No worries
I looked into youtube so much and was confused
It should be made clear in every tutorial
You can look into rule tiles to make painting cliffs etc automatic as well, but it can be a bit of a mess to set up
But a thing, like what if I want to separate like two tiles?
Not sure what you mean
Like if they are overlaping some things from other tile?
As in you'd want to place two tiles on top of eachother?
what size have you spliced them to
trying both cell size and cell count values, cant seem to get it prefect.
the image is 400x400 size. Pixels per unit is 16.
does it fit at 32x32?
at 32x32
try 24
ah, i thought the resolution was higher
what does the whole tileset look like in the editor now
Yeah that looks like what its set up for. You can adjust the size of individual tiles once you apply it
But you can just throw it into a palette like that and paint it as is
Ah okay, I see. The other sprite are also aligning with 16x16
First time working with a sprite sheet like this, the others just work with automatic most of the time.
well, thanks 🙂
No worries, be sure to use those settings I sent, your sprites will look a lot clearer
Filter mode: Point (no filter), Format: RGBA32 (forgot to change that in the screenshot), and Compression: none
Yes, thanks you. point no filter cleared it alot
Hey, How to zoom in the Tile Palette window?
Alt + right click not working. my mouse wheel broken.
any other way?
Custom editor extension could bind zoom to hotkeys.
How can I run a 2D animation in a mobile application instead of a game? And because I am not using flat vector based 2D animation, so I am not gonna use lottie animations
Is it generally recommended to make sprite mesh in sprite editor manually so unity won't make complex mesh for complex sprite?
Rarely if ever
More overdraw tends to be worse for performance than more geometry in most situations
If geometry is a bigger issue, like when rendering hundreds or thousands sprites that don't overlap much, it's likely a better option to change sprite mode to "full rect" from "tight" rather than spend effort doing custom outlines
Ooo ok thanks
hey, does any one know why my 1920x1080 sprite doesnt fit into my window? it should be 1920x1080 as well, but it doesnt work
The camera detemines what fits in the window, not the sprite dimensions. Also check that the game window scale is at 1x
Game resolution doesn't directly translate into units in world space
Sprite size is based on units in world space
An orthographic camera's Size property determines the relationship of view volume vs resolution
As a rule regardless of the user's display resolution the view volume is the camera Size number of units from the center of the screen to the top
With sprites it's their PPU value in import settings that determines how the texture resolution translates to world units
This means you can fit a sprite to the camera heightwise by dividing half of the texture vertical resolution with your camera Size and setting that as the PPU
But that is not the best option you have
If you want to fit a texture to the screen in a way that properly adjusts for various resolutions, you would prefer to use Images instead of Sprites with a Canvas Scaler
😄
You can select radius, density, and set weight for each tile
Works for prefabs too
Something went wrong with the palette (the spritesheet has no problems)
This happens when tiles lose their references to sprites
Or tilemap loses references to tiles, possibly
I think it's that because i manipulate files directly (i know i shouldn't do that)
Thx for advice and answer
How do you set up the sprite in a platformer when the size of the sprite arent the same during the animation( the exact boundaries)
you would set the pivot for each sprite appropriately
though, if the sprites are from a spritesheet, they should have padding to make them all the same size, making setting pivots easier
but i find it hard to make them the exact same size manually? is there a better way?
what do you mean by "make them the same size"?
are these in spritesheets or what, exactly?
the size of the sliced sprites
they are on the spritesheet but i want all the boundaries of the sliced sprite to be the same
and is the spritesheet properly spaced in a grid?
if you're unsure, just show the spritesheet so we don't have to play this back-and-forth
if it's spaced properly, slice by grid instead of auto-slicing
would you say i should modify the sprite sheet to be like not randomly placed in it but placed like 1 by 1 or some other thing like that?
i have no idea what you're working with right now, man
i'm not over your shoulder or psychic
i cannot show you the sprite sorry , maybe in dms?
You can slice the sprite sheet by grid count or size
That makes them all the same size
The size doesn't really matter though, only that the pivot is where it should be for each sprite
That only works if the sprite sheet was authored on the same grid you're slicing with
the sprites are kind randomly placed on the spritesheet. should i make them lined up vertically i guess?
because when the character does an animation doesnt the size change?
Might or might not
The meaningful thing is that the animation stays relative to the pivot, which is why slicing in a particular way is important
If the sprites are placed "kind of randomly" then you don't have much of a good way to determine pivot
It's usually hard to place the pivot manually for many frames of animation, as is positioning them in a grid so that the animation stays stable
Placing the pivots and arraigning the sprites are basically the same thing
okay thank you
if you can't show it here then it's not appropriate to send to someone in DMs either
Hi all, does anyone know whether there is a current method to modify a Light2D's values via script?
In a previous version of Unity I remember having to use an experimental namespace to access it
I'm currently on Unity 6.2 and have managed to reference a Light2DBase component, but it doesn't appear to have any modifiable values, e.g. the intensity or colour
is it from URP?
i googled "light2d unity docs" and got this, which is marked as having been moved from an experimental namespace, so seems like that's what you're thinking of
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/api/UnityEngine.Rendering.Universal.Light2D.html
have tried to implement that namespace just now, which I think must have been the one that I previously used
despite the project being URP I can't seem to access the universal namespace though which is odd
have just confirmed that my assigned renderer is URP in the settings, very strange
perhaps you're on an older version that hadn't moved it yet?
what version are you on?
6.2.9f1 at the moment
luckily I have discovered the error
assumed the namespace would be accessible like any of the other default ones, but as it turns out I needed to include the Unity.RenderPipelines.Universal.2D.Runtime namespace in my Assembly definition
thanks for your suggestions, prompted me to notice the rookie error haha
glad to see they've moved it out of experimental as well
that's the unity version, the URP version is the important one here
There's no off topic here, thanks.
I've used tilemaps to place GameObjects a few times. There's one annoying hassle, though: the objects are oriently wrongly
The tilemap wants to instantiate the game objects with a rotation that matches the tile's
this is...correct!
but it means that I can't both:
- have the tiles lie in the plane of the grid
- have the objects appear with their Y axis pointing perpendicular to the tilemap
Obviously, I can just make sideways objects, but I'd really like to use the same prefab for tilemap and non-tilemap objects
I do have a step where I copy the game objects (so that they have nothing to do with the tilemap anymore – I discovered you get some weird behaviors when you try to bake lighting with tilemap game objects present)
So I can fix the rotation there
But I'd also like to have correct realtime previews
The Tilemap class is sealed, so I'm definitely not making my own version of it
I can just make prefab variants that are oriented differently
that wouldn't be the worst thing in the world
although it's not that simple
I need to parent the existing prefab to a new empty object and rotate the prefab
(which is a hassle, because I need to be able to reference a component on the root of the prefab)
it's a hierarchical system, so I can just add another component to the outside and add the original root as a child
annoying!
im trying to add lighting to the game, but its hard to use cast shadow 2D
going for complete pitch black for players to use torch. it looks terrible
why cant unity just make an easy, simple and actual effective lighting system for us to use
Idk, but I'm using collision for shadows, couldn't make it work on platform collision.
It would ton times better, if transition to self shadowing would be gradual
The better you can define what makes it look "terrible", the better you can fix it and the better we know how to help you fix it
You can do this with normal maps which slope away from the solid side
Shadow effectiveness itself can be attenuated too if you don't want the fade to be relative to light direction, like normal mapping would be
That can be done together with secondary textures and light blend modes + masking
(Secondary textures are also used for sprite normal mapping)
@modest cargo how to make normal maps?
you can start with this, but its generally better to hand author them.
https://azagaya.itch.io/laigter?source=post_page---------------------------
i like to use this as a reference for what colour to use for what direction a surface is facing. make a copy of your spritesheet, and carfully paint the planes you want light to respond to
I should put parralex effect, decorations and normals. Maybe dynamic torch light radius
Folvaen's suggestions are good
There's many ways to do it and many different tools depending on what kind of normal maps are needed
Usually I use Blender, but it's not the first option I recommend because in that workflow Blender is basically used to build the tool, which asks a lot of understanding
I hope that's correct normal map. 3D and 2D had different colour positions
Technically they use the same
Artistically they may be different, a normal map representing realistic curvature might not be desired in 2D which isn't using realistic perspective projection nor realistic light positioning to begin with
Also, image editors are made for handling gamma-corrected color data, not linear data, so brightness alterations, blending and changes in color space can skew the normal map
Usually not too much for anyone to notice though
Good ideas
You'll notice that sprites at the drawing stage will look much different when viewed with the tint of the light and darkness of the shadowing
So they might look worse than expected if not tested often
Right now it looks like the background may be darker than it needs to be, as the shadows make it much darker still
Using less saturation and brighter colors in sprites will play nice with lighting, especially with tinted lights as different colors absorb each other
Each type of level has it's own color theme. Caves are less saturated and blue/gray. Forest is satured and green
If you have say a purely red sprite viewed by a purely green light, the sprite won't be illuminated at all
If you have a blue tinted sprite lit by blue tinted light, all pixels on the sprite tinted away from blue will be darker
A practical example is that a green lush environment lit by orange light from torches will result in a brown tint
Might not be a practical problem but something to keep in mind
This can create strong color contrast between different sprites under specific lighting conditions, either intentionally or unintentionally
If I have brown character? Haven't seen big issues for now.
Brown is technically a shade of dark orange, which is greenish red, so blue light can barely illuminate it
In 3D and in reality we can recognize objects by how the shape reflects light in various ways, but in 2D there are little to no shape nor reflections, so multiplicative blending of sprite color and light color are mostly all we have
Same advice as before, to consider the brightness and saturation of sprite color palettes against the kind of lighting and shadows you'll have
Rule of thumb the more saturated your light color is, the harder it's to present sprites favourably
Is there documented color theory?
additive color mixing?
Oh yea there's also additive blending mode
Iirc additive more easily overblows and washes out detail in general, so it may be better for effects that are meant to look intense more so than area lighting, but worth trying out anyway
i mean the concept of RGB
i believe that's specifically "mixing", distinct from "blending"?
Probably, but I don't know one off the top of my head
There's many different types of "color theory" but what you care about is computer RGB and blending
i'm specifically replying to their question about color theory. additive color is the theory in question, if i'm understanding correctly
Additive color or additive mixing is a property of a color model that predicts the appearance of colors made by coincident component lights, i.e. the perceived color can be predicted by summing the numeric representations of the component colors. Modern formulations of Grassmann's laws describe the additivity in the color perception of light mix...
I think that's right
"Blending" was for how lights blend with each other?
i thought "blending" was just describing how colors blend together?
I mean in URP 2D lighting specifically
I don't recall exactly if there were options there how the light is mixed with the sprites
uhh wait i think i didn't put enough thought into this.. i guess the color of a light and the color of an object combine multiplicatively?
oh i don't know about that, sorry. i'm just describing color theory stuff in general
In lit shaders generally the sum of lights is multiplied with the base texture
But not necessarily
If remember, you can make additive, multiple
there are blending styles
Here's what I was thinking about specifically
The way lights are blended against the sprites they illuminate:
https://docs.unity3d.com/Manual/urp/2d-light-blend-modes.html
The way lights are blended against each other:
https://docs.unity3d.com/Manual/urp/2d-light-properties-explained.html
"Overlap Operation"
Now i have to find way to add normal maps to tiles
Subtractive could be used for own made shadows?
In a way yes
Secondary textures should work, which I linked to earlier
if i add second texture, it should work?
Hey so this is where I ask questions right?
If you specify a secondary texture normal map in the correct way, I believe it should
I have a rather simple problem. I set a gameobject sprite to a another gameobject sprite but the size of the sprite chances between them.
How are you doing the setting exactly, and how does the size change
Im using this piece of code.
I know the code probably has problems but im self thaught.
are the scales of the 2 objects different?
also yeah you should not use Find, generally. use serialized references instead, just keep a list/array of the target spriterenderers
What kind of size change are you seeing, and how is it different than expected
Sprite renderer gets its size from the sprite meta data
Two sprite renderers with the same sprite will be the same size - after taking transform scales as well as inherited transform scales into account
So in other words the new sprite is not guaranteed or expected to take the same space as the old sprite did
This is the difference between sprites.
You see how the sprite in the green is much smaller?
Probably scale of the object as Chris said, or a scale inherited down the hierarchy
Are you guys different people?
normal mapping is destroying me. its very complex to do
Quick question: does the grid effect sprites?
No
Thoughts?
lets see them in context
no immediate feedback right now, really depends on how big it is in game / how it looks there
So I figured out the problems. The sprites are being resized to the size of the canvas. Any fix for this?
Only UI components should be under a Canvas component, not Sprite Renderers
UI components use different kind of transform scale inheritance, and are rendered differently in general
idk, if normals will help
There's many styles of normal maps in 2D
These don't really slope or curve away from the solid wall as far as I can tell, which I suggested originally
But that too is just one style that may or may not work
Using other games as references is very helpful
Not just for lighting but how they've drawn their wall tiles
gameplay requiers to see grid
hard to find games with similar style in mind. is there tool in unity to make it cast shadow, but also allow light brighten up edges
The shadow casting mesh of a sprite can be customized, and a secondary texture can be used to control how light is recieved
i know that there is for colliders shadow cast in unity URP, but couldnt find way for its shadow collider to be shrinked
i want to push inside shadow casting on self. https://docs.unity3d.com/6000.2/Documentation/Manual/urp/2DShadows.html it has what i need, but cant find, how to disable silhouette. there isnt settings for it.
Is there a way to make the sprites of this line renderer material look simply like a scaled up version of the original sprite, instead of this?
show sprite renderer settings
i meant gameObject sprite renderer, which renders your sprite in game
The sprites are actually a material fed to a line renderer
havent used it, but could it be that it's length is very small and because you have set tilling and 5 sprites, it squishes it in that rect
To not get confused with sorting, you should pick a pivot point that would be universal for the style. For example if you pick a middle point, it should point in the center of the suface area.
How do you set that benchmark?
I have no idea how I'm supposed to set the pivot.
Then regardless of the art, if it's a wall going higher or lower, pivot sorting would be pointing to the center of the floor always
You are sorting on Y in the renderer as well, right?
What's happening with Z there?
Make sure that you assign fresh tiles in the palette. It will remember tiles with old settings
Use clean palette and test with it
You need .mp4 to embed
yes
Make sure they are looking correctly in tile palette as well
Create a clean new tilemap as well. They are clearly working correctly on the palette
For the floor chunk settings are fine. for objects, you might want to have separate tilemap with indivudual sorting
show tilemap settings
Reset Z to 0 as well
on the renderer
Show these tilemap settings
Floor you want in chunked mode as well, you are not sorting the floor separately for objects
unless you intend to have something under the floor...
ok
sorting order is different
when sorting from the top, the top ones will be.. on top
check my screenshot
set to bottom left
What is happening with your grid settings
how do you have everything flipped... you have negative values somewhere
I sad
You need to find out where you flipped the values.
Create a new scene. Preferably recreate everything from scratch. And follow this tutorial how to setup tiles properly. https://www.youtube.com/watch?v=2DsKCJsEzSA
Learn more about making Isometric 2D Environments with Tilemap: https://on.unity.com/2F9PyAM
Download the free project here: https://ole.unity.com/2disodemo
Learn more about Unity: https://ole.unity.com/unitycourses
Explore isometric assets on the asset store: https://ole.unity.com/isoassetstore
Subscribe to Unity Pro: https://ole.unity.com/...
When it works correctly you can compare to what you have and find the mistake.
It's working now that I'm using a sprite sheet instead of individual sprites.
It means settings on the assets were incorrect. Can only guess what that would be. If you import with the same settings all should be fine with individual or otherwise
aha. thank you
Yo guys what's so bad about imperfect pixel art? Bc isn't it the only way to make smooth camera movement in pixel art games (like no pixel snapping)?
Humans have built-in interpolation in their vision system. Which means that unless the pixels are massive, even with pixel snapping the movement will look smooth
There's degrees of "pixel perfectness"
The main issue to fix is that with point filtering, sprite sizes must be exact relative to camera size and PPU, or there will be very ugly and distracting scaling and pixel sliding issues
Bilinear or trilinear filtering will avoid that that, but the art will be blurry instead of crisp
A compromise is to configure the pixel snap grid to match the screen dimensions, but specify PPU so sprite pixels will be larger (by an integer multiple)
An alternative method that can get you smooth camera movement is to render the pixel perfectly snapped sprites together to a texture, and pan that texture relative to the camera
That way the camera movement does not have to be snapped and will not be choppy, but the pixel grid is maintained between sprites
The end result will be a bit softer, but that is what you want with that method as the rendered image won't have to align with screen pixels either
The Pixel Perfect Camera component doesn't support this method, but there should be a few on the asset store at least
There's at least like five different types of jitter that are likely to appear with smooth camera movements together with pixel perfect snapping
Some rapid varieties look like motion blur due to the human eye smoothing effect as well as monitor latency
Struggling to fix player jitter. Everything else correctly without jitter, except player. Movement uses floats instead of integers. Using on rb interpolation.
if I want the part of this plant that sticks out above the shelf to be in front of the background, the only way to do that is to make it a separate object, right? I can't like, break a sprite into layers?
You should demonstrate what kind of jitter you are seeing, and how you are moving the sprites, camera, anything else relevant
A separate sprite renderer will be required for different sorting depth (exceptions being tilemaps and skinned sprites)
In this case if the shelf is in front of the background, the plant that's part of it also has to be, so it seems they could use the same sorting depth
Yeah ok, that's what I figured. To clarify, the shelf and plant are part of the background, I just want the moss to in front of stuff on the shelves.
Hi, can someone help me please? I'm having troubles with sorting order on Isometric tilemap, Simply whatever Sort Order I select some of the tiles will render on top of lower ones. What affect sorting order besides this setting, maybe tile placement on pallete or tile settings?
Oh, I see the previous question is on the same topic, sorry
Nothing wrong with it if you like it.
yeah but like, why do ppl say it's bad?
what are downsides?
There are not many games many use pixel perfect.
Different people have different tolerance for jerky or shuddering motions that they can perceive when a pixel perfect system is half-assed. But it is largely a matter of taste.
He meant, without pixel perfect camera. Not aligned pixels or different size, maybe roated
Hey could someone help me please ? I bought a isometric asset pack and I am struggling to make it work:
I have tried messing with the tilemap renderer, but I can't find a way to fix that, and if I 'redraw' all the tiles sometimes they look aligned and correct, after a while if I place a tile somewhere else it affects all the previously placed tiles
Does anyone know why this happened?
I have sliced correctly, 16x16 Pixels for each Tile, but the result in Tile Palette is different.
Did you put the pivots in the right place?
How can I fix this pixel perfect camera issue, where the font renders inconsistently?
For comparison: this is the string as seen in the editor (AWAVAWAVA\V/)
and this is how it shows in the Game view
note the spacing issue between the V and the A
as far as i can tell, the pixel size for the font is almost perfectly consistent with the in-game pixel art size
EDIT: upon closer inspection, apparently not
Additional question: is there a method to have certain canvases be fully exempt from the pixel perfect camera, if possible? solved
can you post the solution here in case someone going through search results finds it?
hi, it's probably just something really stupid, but i'm having some issues with the 2D physics engine
i have a 2d world, that i generate per level, from premade chunks (they are all different types of tiles, and are selected randomly), and i have a player that is a simple circle collider with a rigidbody2d, that accelerates on input
issue is, when the player goes really fast, sometimes it randomly jolts up (can't really check cus of the speed, but i assume it happens when it reaches a point where the ground collider swaps over to another one)
all the colliders overlap so there shouldn't be a gap for the player to get launched by
tried looking it up online but couldn't find a fix to it, any ideas?
with jolt up what exactly do you mean
did you try to constraint the axis on the rb, maybe it is what you want
It's most likely the threshold between the colliders
You want the collision detection mode to be Continuous in the moving rigidbodies, but even still at high speeds the physics can get inaccurate and assume the contact is happening head on to the side of the block
Edge colliders may work better, or box colliders together with a composite collider that combines them together seamlessly
If the floor is always level, you could consider having just one collider that follows under the player copying their X position
Or doing the collision totally programmatically if the ground really is effectively just an infinite edge
At #⚛️┃physics they might have more experience with this
my bad with the wording, i meant that it gets launched up slightly
also i thought about constraining the Y axis, but the player can also jump, and there are platforms that aren't on the same level, so i would have to micromanage when it's constrained, and when it isn't
thank you, gonna give edge colliders a try, then the composites, and if all fails imma just ask in the other channel
Composite collider only works for collider components on the same gameobject iirc, so you may need to manage them there procedurally
That's why I might rather consider using the more abstract method of collision detection
I don't have issue with physics, but using bean collision. Issue is that player sometimes makes jump, but slips on edge. If use box collision, then it feels junky to jump on platform
oops
i forgot to mention that by 'solved,' i mean that i solved the issue by not dealing with it, i.e. i just decided not to implement it, making it no longer a problem
i didn't manage to find a way to actually implement it
Have you seen this article? https://pavcreations.com/pixel-perfect-fonts-in-unity-the-practical-guide/
Is there a solution to solve my issue with this tiling rule? I think these tiles need to be placed based on context of the previous tile.
It could be if your tiles represented walled areas, rather than walls purely
Or if you offset the vertical walls including corners to cut through the middle of the tile so it's symmetrical
Or I guess use scriptable tiles or additional tile data to otherwise control the type of vertical wall
Or maybe rather modifying the rule tile itself
It was intended as an example of scriptable tiles, rather than a production ready feature
Just like how urp was an example of srps =p
Hey @modest cargo , appreciate the time to look into my issue. Im unclear what you mean. Can you try to describe it. (Sorry im quite new to game dev)
The rule tiles mainly work for tilemaps like these, where the painted areas represent an enclosed area:
So a lone row or column of tiles will not have an orientation
But as I said since your walls are symmetrical, you could offset them to be centered in the tile
Then the left and right side walls would be the same
Could also make taller wall tiles you can use for areas like that
Oh i understand it now. The image explaines it really good. It would require sone half size floor tiles but since they are enclosed its easier. Thanks
Why don't check top right and bottom right. By looks of it those tiles are separate blocks, making smallest you can make 2x3
Yeah but 2x3 is to small 😄
I said it's smallest you can make with your tiles
Add corner checks for those side walls
But corner check will not work since not every wall is placed on corners.
Hey guys, I am really struggling to get the tilemaps to work, would anyone be willing to help me ? I am not sure if problem is the asset pack that I bought or a bug in the editor. I am trying to fix this for days 🥲
i did somewhat follow the article, but it seems to conflict with what I'm trying to do sometimes
-
The tutorial says to leave "Get Kerning Pairs" unticked, but that would obviously disable kerning for my font, which is something that I do not want happening
-
Every time I try to generate a Font Atlas, a warning appears that I need to make sure "Include Font Data" is enabled in the Font Import Settings, which I don't think is possible because it seems to disappear when I change the "Character" to Unicode as per the tutorial
-
After circumventing issue 2 by changing the setting back to Dynamic, the issue persists still (and I don't know where the copy I made is used, comsidering the last step has literally zero mention of it)
the only notable change i could see was that the width of the space character changed and not the space between adjacent characters
note that the spacing issue doesnt occur consistently, it only happens when (as far as i know) the x position of the font is set to XX.5
At this point, I might have to look for alternatives to Pixel Perfect Camera, since it seems to have a lot of bugs that I can't find any fixes for online
For example, there seems to be a bleeding issue when using sprite sheets, specifically when rotating a sprite that's part of a sheet, even with all the settings people recommend online such as filter modes, mesh types, etc.
Note that each sprite is 7x7, which means that the center of rotation is exactly aligned to a specific pixel, which led me to believe these types of issues wouldn't occur
Adding a 1px padding simply just crops a part out of the original sprite instead of aligning it correctly as well.
Hey guys, I am really in need of some help 🥲
You could show your pixel perfect camera settings, uncropped game window and the problem in action like as a video
if the pixel perfect camera component is set up correctly, it should fix the pixel bleed issues, not introduce them
Note: the position values are a bit odd because I tried to align the sprite with the pixel grid using various methods, but i can say that none of the following worked:
- freely dragging the sprite left and right, trying to look for a working position
- setting the position to 0,0
- setting the position to (1 pixel) x (1 pixel)
- setting the position to (0.5 pixel) x (0.5 pixel) (shown in the video above)
toggling pixel perfect camera on and off
Found out that seems to occur basically always for odd-dimension slices, and never for even
yeah, I assumed so
I take it that there isn't really a known simple way to fix it for odd-dimension sprites?
Give them one pixel empty padding both in the sprite and the slice and it should be just fine
@lucid kayak actually it's not an issue of the dimensions, but the pivot being in the middle of the pixel
Makes more sense
that's odd
the issue seemed to persist for me when i set the pivot center to top left (which should be 0,0)
nevermind, i might have been mistaken, because suddenly it works now
so here
Make sure you've followed any tutorial first on how to setup tilemaps. #🖼️┃2d-tools message
Also if you have floors they would have to be separate tilemaps probably to sort correctly.
as i stepped right the shadows stopped working
you can see the components im using on my ground tilemap
Why target for shadows is player?
The ground is also in the player sorting layer
Should i make a separate one
I think that might be messing it up
Thanks for the suggestion, I went through that tutorial and that's why I am not sure if there is a bug in the editor, if I have imported the tiles with wrong settings or if I just missed something that is causing that behavior that I demonstrated on the video 🥲
Recheck settings, also check the conversation above the link, we've went over other reasons and correct settings
Trying to make some actual tile palettes, why are these tiles so small and how to I make them larger? (As in, increase the tile size of the tilemap, and not the size of the sprite)
You need to match pixels per unit setting on the asset to be 1:1 to tile resolution. i.e. if you have 32x32 sprite it is 32 ppu
They are 1:1 to tile resolution
Do you mean they are small on camera?
Yeah
hello i need help with hitbox for some reason this "black stair ( L shape thing )" tile have sledge hitbox:
im using ridigdbody2d , tilemap collider 2d , composite collider 2d ( set to polygons ) on that layer
i figured if someone have same problem:
Go to that tile sprite > click sprite editor > top - left click custom physics shape > set your shape > apply > most important click your hitbox layer > in the inspector go to TilemapCollider2D > click 3 dots and click reset.
Why are the colliders for my tiles overlapping, if I manually set them to align with each other?
Because of this, the collider wont merged perfectly
have you set ppu properly?
Yeah
(also why aren't you using that composite collider)
Im using it
Merging does this
could you show how one of the edge or center pieces looks in its own grid cell
I fixed it, somehow?
where can i find this symbol in unity 6.2
I got 2 rule tiles in my palette, one for flat ground and the other for slopes. Why don't they connect with each other, and how can I fix it?
hello! i had this bug a year ago and it is still not solved apparently, in my game I load tiles in chunks with SetTilesBlock, but their animations get out of sync across different chunks, is there a workaround?
only happens in 6.x, 2023 works fine
How do I fix this tilemap tearing? I've tried changing the PPU, the size of slices and the tilemap scale
Have you looked up in Google? Try Atlas
you can fix that with a sprite atlas
As I say, try Atlas
yes as you said
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Why isn't the entire ground visible in my scene? I have the grid and ground objects set up, but I can't see everything
please do not crosspost.
sry
Any opinions on which one looks best? I'm going for a very limited color palette for my game to mimic that arcade machine style
what are these?
i think all of these can work, but it really depends on the context. if everything looks cohesive together then itll be good
its supposed to be copper ore. I'm thinking that I might outline rarer ores in white but keep the no outline version for copper and other copper ores. I'm not sure how I can make it more obviously copper with only using white and orange for the texture but those are the rules I set for myself lol. If you have any other ideas on how to make it clearer im open ears
is this a texture in the game world, an inventory icon, etc..
It is a tile texture from the world. Here is a zoomed out view
how do i change the thing 2 my sprite iit lowk dont show up in the change button either
Looks like mindustry
Can anyone help me find some high quality skybox cubemaps? I need a sky with stars sky.. no ground.
Do i have to generate physics outline for every outer tile and pull the nodes till the edges for collider
This is very annoying to do and to repeat on different spritesheets.
You can copy and paste collision
disable physics collision generation in inspector. you can also delete old one and paste copied shape
broke 2D shadow cast.
Hi everyone 
Anyone here know how they did this on a 2D map? I am trying to do the same with isometric tilemap but the asset for palette I have is 2D so is there a way to convert an 2D palette for a isometric tilemap?
This is from a GBA game called Scourge: Hive
What do you mean by "palette" in this context and what are you trying to "convert"
"How they did this" is unclear to me also
@modest cargo unity palette tool for filling tilemaps.
I use a bit of a older version of unity so don't know what it got renamed as.
So changing the tile palette's type from non-isometric to isometric?
Ah, no idea
Probably not from the UI at least

