#🖼️┃2d-tools

1 messages · Page 18 of 1

devout bolt
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i searched and found sprite resolvers and sprite libraries but those wont fix the problem cuz each weapon will obv not be the same exact length and it must be an actual anim cuz itll have events

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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

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its confusing honestly i get lost frequently when trying to manage this

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especially with the path im taking this project

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every animation ive done is fully frame by frame

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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

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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

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im looking into animator override controllers cause it seems to be perfect but id like some advice if possible

solemn latch
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The custom mesh just makes it easier, you can do it all with flipbook or use whatever shader tricks.

modest cargo
vagrant grove
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What should I pixel next?

lean estuary
vagrant grove
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It's not a unity project, they're 2D game assets.

lean estuary
light elk
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btw rendering 3D objects like 2D is a feature in unity 6.3?

kindred fog
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Any easy way to add an outline to a rigged character?

wooden gazelle
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do you guys think 2D pixel art games are the best?

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if so what website allows me to make 2d pixel art?

sinful sentinel
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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...

sinful sentinel
modest cargo
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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

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Or work the other way around and match the tile grid to your sprite

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Doesn't even need math really since you can adjust either PPU or grid size until it matches

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Ultimately you just want to standardize width or height of the a grid cell to one unit to simplify gameplay related math later

sinful sentinel
# modest cargo You'll typically want to set tile grid's width or height to one unit and change ...

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.

modest cargo
sinful sentinel
solemn latch
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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.

ruby sorrel
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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 🙂

twilit vault
lucid kayak
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When coloring a sprite, (at least to my knowledge) a multiply filter is applied with the specified color

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How would I make it so that it uses Screen instead?

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(i.e. instead of having it color by making bright pixels darker, it should color by making dark pixels brighter)

modest cargo
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After that you can do any blending operation you want using Vertex Color and a sampled _MainTex texture property together

lucid kayak
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thanks, it worked!

dry patrol
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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.

dry patrol
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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!

modest cargo
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Changing the cell gap misaligns your tile grid from the unit grid in a way that accumulates over distance

dry patrol
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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.

modest cargo
dry patrol
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hmm wait I'll try

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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)

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unfortunately, @modest cargo , this did not help

modest cargo
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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

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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

dry patrol
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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.

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yeah Tiled might be messing things up even further, although it still translates to Unity's tilemap system in the end

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so maybe there's a way to fix it

modest cargo
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Some types of antialiasing also cause gaps to appear so test with it off

dry patrol
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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

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I'll try taking a look at an older version and seeing if the artifacts are there too

modest cargo
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The tile gap issues are pretty fundamental to how Unity renders tiles

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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

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Has been a problem for years

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Pixel perfect camera fixes these because it snaps the tiles relative to the camera into increments where these rounding errors cannot occur

dry patrol
modest cargo
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But before applying fixes I would try to examine which type of gap issue you are seeing

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Gaps show the camera background / anything behind the tiles
Color bleed rather manifests as colors from the sprite sheet

dry patrol
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Thanks for all the amazing tips, I'll investigate the issue further tomorrow

twilit vault
abstract olive
indigo bronze
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so uhh

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I wanted to mess with some 2d particles

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and I wanted to make them bounce

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but I have no idea how to make it work

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I did find the collision option

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but it doesn't work no matter what I do

modest cargo
solemn latch
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2d colliders?

indigo bronze
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yes

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I have a tilemap collider

indigo bronze
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turns out

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the collider's istrigger was on

solemn latch
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That would do it

marsh hound
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@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

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If there would be 2 materials for sprite

modest cargo
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To have two materials you'd need two separate sprites which would not be very practical

marsh hound
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I make global light and mask. That light will only light up that mask for sprite

lucid kayak
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importing a .psd file causes this error

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the program i am working with is Krita

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how do i prevent these from appearing?

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also what i assume are the layer names are as such

solemn latch
# lucid kayak importing a .psd file causes this error

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.

lucid kayak
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others as in just within the same file, or across all files in the project?

lucid kayak
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and also, how do I access layer IDs (within the current software I'm using)?

solemn latch
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No idea, I don't use krita

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Are you missing any layers on unity compared to in krita?

solemn latch
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I dunno. It can be weird with using files from other software.

lucid kayak
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which software do you use by any chance

solemn latch
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I use(an ancient version of) photoshop

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Fortunately the format is very old :D

lucid kayak
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dang, I don't have ps
thanks anyway!

modest cargo
# lucid kayak 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

lucid kayak
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oh
good to know

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do you happen to know how it is with clip studio paint?

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-# if not, i guess i'll have to add another program to my endlessly growing art program list

solemn latch
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There was also a psd to psb converter specifically for unity on github a while back

jovial cairn
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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?

twilit vault
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are you perhaps in the debug inspector?

jovial cairn
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I really can't tell I'ts been so long since I used unity? I'm sorry.

twilit vault
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check the 3 dots in the top of the inspector and make sure, i think "Normal" is ticked (and "Debug" isn't)

jovial cairn
mild steeple
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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 ?

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pls help, im torturing myself over my own stupidity ;_;

mild steeple
spring herald
mild steeple
mild steeple
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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

charred jewel
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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 Unity ❤️
(Mario and all the sprites are placeholders)

lean estuary
modest cargo
lean estuary
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I keep forgetting about sorting groups

worthy merlin
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hello

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I'd like to ask how to fix tilemap tearing

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I've tried pixel perfect camera, sprite atlas

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and yet

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it didnt help...

twilit vault
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are you using pixel art? if so, make sure you've set the appropriate settings for pixel art

worthy merlin
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well I got this

twilit vault
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is that the entire map lol

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make sure your pixel perfect camera is set up correctly, and check your game view, i think 1920x1080 should work for something like 480x270

worthy merlin
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I know that it's damping that causes tearing

lucid kayak
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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

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Use Delaunay Mesh is already on, and Outlines type geometry isn't possible

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(the inner parts of walls are checked for a specific game mechanic; outlines type geometry completely breaks that)

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is there a way to fix this?

lavish abyss
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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

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How can I remove this?

lavish abyss
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I made another shader and went to test it. but there is this red thing on the edges. how can I remove them?

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The card on the right has the shader material. the card on the left has not

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There is no red edges on the scene view. only in Game view

foggy horizon
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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?

twilit vault
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you can always upgrade if you find one later

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don't worry about it too much

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2.5D is a really broad thing anyways, we can't really answer specifics when the question is so broad

foggy horizon
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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

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So i guess my main option is either 6.3 or before 6.3

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How do i find a list of these unity features anyways? Unity blog or something?

twilit vault
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probably their release notes, yeah

bitter rock
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how can i slice multiple images at once in unity ?

twilit vault
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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

placid plank
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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

forest pier
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I don't truly believe it only adds more density to the vertices. That doesn't make sense with what the technique is called

hollow crown
forest pier
twilit vault
lavish abyss
twilit vault
lavish abyss
compact viper
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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?

foggy horizon
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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" ?

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Bcoz currently my mesh renderer cube is not rendering

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Found it. Mesh2DLit

solemn latch
compact viper
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but i guess default ones

lucid kayak
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in this video, i changed extrusion factor, but it does absolutely nothing (even when trying to update other values)

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but as soon as i touched the X Offset slider, the extrusion factor got applied

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why is this happening, and how do i stop it from doing this?

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of course, this behavior is not consistent at all, as seen in this image

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where i set the extrusion factor back to 0, and then update the x offset again, but the tiles are still extruded

solemn latch
modest cargo
lucid kayak
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would it be a good idea to update it?

modest cargo
# lucid kayak 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)

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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

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It'll always work to make a new project and export/import your game assets over, but is the most work upfront

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But this is all just in case it's a bug in your version and not others, which is what I'm betting on

lucid kayak
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just tested on the latest recommended lts version (according to the hub)

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the issue still happens there

timber kayak
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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

timber kayak
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it fixed itself randomly lol

wooden ruin
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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?

light otter
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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

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fixed it,

turbid apex
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hello there, does anybody know why weight only works for body?
solved it👍

solemn latch
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That is clearly not correct, since I can see geometry on that arm in the second image.

turbid apex
compact viper
copper ivy
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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🙏

jolly narwhal
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It would help to see a screenshot

copper ivy
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his pixels are completely distorted for some reason

lean estuary
copper ivy
lean estuary
copper ivy
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Mannnn, why is this so complicatednotlikethis

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Thanks for your help tho

modest cargo
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So, math is required to work out the correct sprite size relative to camera size relative to display size

copper ivy
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Or surely it’s not that simple right?

modest cargo
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And because the player's display isn't likely to be a division of 32

copper ivy
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If it depends on an arbitrary value

modest cargo
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Value has to be (arbitrarily) defined
That's what PPU (pixels per unit) value comes from
But the link should explain that

copper ivy
modest cargo
dim mantle
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Hello I'm in a 3d scene putting a 2d material (.png) onto a plane and I'm losing details. Please help! Thanks!

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photoshop

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Answer: Change shader setting to unlit -> transparent

copper ivy
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okay i managed to fix the pixel art (kinda)

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but now when the sprite gets moved around its like its pixels leave a short trail or afterimage behind it, please help

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(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)

copper ivy
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The code looks smth like this: rb.velocity = moveSpeed * moveInput (rb is the rigidbody)

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And it used the steam input system thingy

twilit vault
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uhh, what steam input system thingy?

modest cargo
copper ivy
modest cargo
# copper ivy Nope

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

copper ivy
dense glade
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Can Unity not just import my sprite as 1 singular texture???

twilit vault
dense glade
twilit vault
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well that Square says it's a Texture2D

dense glade
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Also why would it export it bigger than its original size, original size is already multiplied by 4 its just wasting space

twilit vault
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is the texture you'd use for a material different? i don't know how materials work 😅

dense glade
modest cargo
# copper ivy It doesn’t work with pictures no, but I can show it when I get home

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

twilit vault
dense glade
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yeah why is it even an issue bro 😭

twilit vault
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ah. yes. i see the issue. i haven't had to use textures myself so it hasn't come up

modest cargo
dense glade
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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

dense glade
dense glade
twilit vault
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you gotta be specific man

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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

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being vague helps no-one here

dense glade
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"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

twilit vault
twilit vault
dense glade
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so there are 2 issues i have

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  1. redundant sprite
  2. padding
modest cargo
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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

twilit vault
modest cargo
dense glade
modest cargo
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If you import an .ase file the presumption of aseprite importer is that you want to generate a sprite

dense glade
# modest cargo Save and import as PNG

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

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how hard can it be to just import the .ase file same as the image i exported separately

twilit vault
dense glade
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I managed to fix padding by setting it to 0

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sprite is the issue now

modest cargo
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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

twilit vault
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it's not like it's an extra file

dense glade
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Yeah i managed to fix both of the issues by toggling compleatly unrelated parameters and getting no actual help from this conversation

twilit vault
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stash it if needed, keep it uncommited if it's not ready, that kind of thing

dense glade
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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

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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

twilit vault
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you do realize that aseprite is intended for pixelart, right

dense glade
twilit vault
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the authors of the package are going to be writing behaviors and features with that in mind

dense glade
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no way doing pixel art is point of aseprite! I didnt know!
-# im being sarcastic

twilit vault
dense glade
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the fact that im using aseprite should have been the hint

twilit vault
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not really

modest cargo
# twilit vault stash it if needed, keep it uncommited if it's not ready, that kind of thing

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

twilit vault
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i feel like that makes managing assets harder, but i guess the aspect i'm worried about is subjective. fair

modest cargo
dense glade
dense glade
modest cargo
dense glade
copper ivy
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And yes the quality is kinda bad sorry

modest cargo
# dense glade Whats the point if i would commit the .ase files anyway if i had an unfinished s...

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

dense glade
modest cargo
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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

modest cargo
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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

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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

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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

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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

modest cargo
buoyant jolt
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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

hazy blade
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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.

bright blade
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started pixel art and topdown yesterday... any feedback?,

vast palm
vast palm
hazy blade
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I thought so but it feels or looks very wierd without it. IDK if its just me 🙁

vast palm
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The only other thing I’d suggest is to avoid mixels (pixels of different sizes)

bright blade
vast palm
hazy blade
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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

bright blade
#

Yo, I can't think of a name for my wizard guy can yall give me some ideas,

bright blade
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Hes the Main character btw

lofty pulsar
#

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.

modest cargo
# copper ivy

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

modest cargo
hazy blade
#

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.

twilit vault
#

if an enemy should take up 2x2 tiles/units, twice as much as normal enemies/the player, you would have a 64x64 sprite

hazy blade
#

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.

modest cargo
#

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)

hazy blade
#

okay thanks for clarifying. I had that thought just kept doubting myself

modest cargo
#

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

lofty pulsar
willow coral
#

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\

dapper rainBOT
modest cargo
tranquil swift
#

I have these materials with Skybox/Cubemap shaders, how do I use them to make a background ?

surreal loom
#

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?

modest cargo
surreal loom
#

another day another app not supported on linux :(

#

wait its not a subscription its a one time payment, thats amazing

bright blade
#

aside from the clipped broom 😭

solemn latch
#

The camera is kinda stiff

bright blade
#

its not super stiff it might be the framerate of the snipping tool or smth

bright blade
solemn latch
#

Yeah, it certainly can be hard to tell bad camera/controls from bad recording

real bobcat
#

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

real hamlet
#

any 2d animators looking for work?

twilit vault
dapper rainBOT
# twilit vault !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**

real hamlet
twin scarab
#

what software do you guys use to draw 2d animations for your game?

modest cargo
hidden heart
#

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:

  1. 64x64 spritesheet in Aseprite, consisting of 4 layers with 3 empty pixel rows on the left
  2. 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

twin scarab
modest cargo
# twin scarab 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

twilit vault
hidden heart
twilit vault
#

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

hidden heart
#

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

twilit vault
#

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

hidden heart
modest cargo
#

It is what Pivot space: Canvas is meant to do

hidden heart
still tendon
#

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

twilit vault
still tendon
#

what exactly is the multpie mode used for. like when one image has mutiple designs right

twilit vault
#

yes, like a spritesheet

#

for when 1 file/texture has multiple sprites

still tendon
#

thanks

bright blade
modest cargo
terse pebble
#

does anyone have tips for a begginner (NEW new) pixel artist

marble rampart
#

whats a good software to use to make 2d maps for a 2d idle game that is free?

twilit vault
#

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

marble rampart
#

which will be endless unless the user progresses to the next zone

twilit vault
#

flappy bird doesn't really have maps

#

are you referring to the background?

marble rampart
#

ye

#

the background map

twilit vault
#

you can use any app you're familiar/comfortable with

#

including pencil & paper

marble rampart
#

i dont got one im trying to learn 2d design

twilit vault
#

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

marble rampart
#

i dont really know what app i should use

twilit vault
#

if the thing supports drawing, it's good enough to start - if it supports transparency too (most do) you can use it for parallax

twilit vault
marble rampart
#

i cant really do much on a pc

twilit vault
#

are you experienced with art in general?

marble rampart
#

nope

#

i mean i can draw with a pen and paper but i dont have experience in digital

twilit vault
#

"pen and paper" is included in "art in general"

marble rampart
#

like i click a photo?

twilit vault
#

what?

#

what's your question there exactly

marble rampart
twilit vault
#

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

marble rampart
#

will the scanner require a high end camera?

twilit vault
#

a scanner is a device in and of itself

marble rampart
#

im broke

twilit vault
#

some printers have them built-in, but there are also more compact scanners on their own

twilit vault
# marble rampart im broke

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

modest cargo
#

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

twilit vault
marble rampart
twilit vault
#

you should not worry about it too much, you can always get a better photo later

marble rampart
#

alright thank you

twilit vault
#

also, you can indeed draw with a mouse, but that would kinda be wasting your prior familiarity - hence why i asked.

digital knot
#

Hi! I'm going to do a 2D game. Is LibreSprite good for graphics and animation?

foggy horizon
#

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

dim scroll
#

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

solemn latch
foggy horizon
#

But all in all it still means 1 character = 1 material right? Compared to all characters = 1 sprite material?

foggy horizon
dim scroll
#

mhm

#

you have have a script make a copy of the material and edit it

foggy horizon
#

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

foggy horizon
dim scroll
#

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

modest cargo
foggy horizon
#

Haha i was just 1 page behind that one

modest cargo
dim scroll
#

huh

foggy horizon
#

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?

dim scroll
#

youd have to understand how the renderers work on a lower level

modest cargo
foggy horizon
#

I'll start trying to set everything up tomorrow ish and I'll probably get my answer

dim scroll
foggy horizon
#

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

dim scroll
#

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

modest cargo
foggy horizon
#

Ok2

#

That looks like nothing but good news

#

Can't wait to try it

modest cargo
foggy horizon
#

Ya with secondary texture it seems all of that can be avoided

dim scroll
modest cargo
#

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

foggy horizon
#

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

modest cargo
foggy horizon
#

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

solemn latch
#

One material and the sprite renderer swaps all relevant textures

solemn latch
#

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.

modest cargo
#

At this trajectory they'll have nobody working on either

foggy horizon
#

Eh why do u say that?

modest cargo
foggy horizon
#

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

modest cargo
foggy horizon
#

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

modest cargo
#

Indeed, it seems unintended
But hard to say

foggy horizon
#

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

modest cargo
#

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

modest cargo
# foggy horizon Why can't mesh renderer do this?

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

foggy horizon
#

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?

modest cargo
#

Which do have a reason to be separate from material properties

sonic rivet
#

why my game object looks like this

#

however in game display its normal

modest cargo
sonic rivet
#

how can ı change it

modest cargo
#

It should have buttons for changing the shading mode, with a sphere icon

sonic rivet
#

oh ı found it tysm

golden pier
twilit vault
golden pier
floral shadow
shut edge
#

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

shut edge
wooden raven
#

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?

solemn latch
proper crater
#

its supposed to be shown on different areas every sec

#

or it isn't shown on normal for some reason

solemn latch
#

Is the circle inside the area the camera is pointing at?

proper crater
#

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

mortal swan
#

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.

twilit vault
twilit vault
#

!ask

dapper rainBOT
# twilit vault !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

twilit vault
#

can't help if you don't say what you need help with think

marsh fox
#

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 ❤️

twilit vault
#

sounds like you'd want palette swaps, or perhaps just replace some colors

marsh fox
#

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..

twilit vault
#

a spriterenderer's color is multiplicative, i don't think that's what you'd want

marsh fox
#

yes I think too

#

u speak french ,

twilit vault
#

no, and this is an english only server, sorry

marsh fox
#

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)...

marsh fox
twilit vault
#

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

marsh fox
twilit vault
#

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

marsh fox
#

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 ?

marsh fox
solar wind
modest cargo
# marsh fox I don't know, I don't know how to creat shader, maybe it's that, or, maybe creat...

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

modest cargo
twilit vault
marsh fox
somber socket
#

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

glossy steppe
rich sigil
#

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.

void garnet
#

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

junior turret
#

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.

exotic notch
#

can anyone help?
the grid is on a higher level bu it is showing behind the bg

rough crown
#

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

twilit vault
exotic notch
#

oh nvm fixed it

modest cargo
rough crown
#

wait no

#

I mean that character specifically

#

because it is made up of multiple renderers

modest cargo
#

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

rough crown
#

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

marsh hound
#

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.

modest cargo
median dock
#

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?

uneven siren
#

why am i not allowed to drag another sprite onto this?

modest cargo
# uneven siren 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

foggy horizon
#

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

uneven siren
modest cargo
modest cargo
#

It's not much fun

glass bronze
#

Can somebody explain why my character keeps stuttering? :c

twilit vault
#

are you sure it's the character stuttering? it kinda seems like it might be the camera

cerulean root
#

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

glass bronze
glass bronze
#

wow i feel stupid

#

i accidentally changed the follow type 🤦‍♂️

plush garden
#

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

brazen phoenix
#

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.

plush garden
#

So, like this mine entrance can be 2-3 tiles and not full 1 tile?

brazen phoenix
#

Yes, it will be

#

Its made of 4 tiles

plush garden
#

Oh then it makes sense

#

then I just set them up together in the Palette

brazen phoenix
#

Yep, thats correct

plush garden
#

Thanks bro

brazen phoenix
#

No worries

plush garden
#

I looked into youtube so much and was confused

#

It should be made clear in every tutorial

brazen phoenix
#

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

plush garden
#

But a thing, like what if I want to separate like two tiles?

brazen phoenix
#

Not sure what you mean

plush garden
#

Like if they are overlaping some things from other tile?

brazen phoenix
#

As in you'd want to place two tiles on top of eachother?

plush garden
#

Lemme send a pic

#

lets say the division happens like this?

brazen phoenix
#

Are you drawing the tiles?

#

Or splicing it?

plush garden
#

Slicing them in sprite editor.

#

Its an asset pack I downloaded.

brazen phoenix
#

what size have you spliced them to

plush garden
#

trying both cell size and cell count values, cant seem to get it prefect.

#

the image is 400x400 size. Pixels per unit is 16.

brazen phoenix
#

does it fit at 32x32?

plush garden
#

at 32x32

brazen phoenix
#

try 24

plush garden
#

it works at 16x16, but divides it like into 5x5 area.

brazen phoenix
#

ah, i thought the resolution was higher

#

what does the whole tileset look like in the editor now

plush garden
brazen phoenix
#

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

plush garden
#

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 🙂

brazen phoenix
#

Filter mode: Point (no filter), Format: RGBA32 (forgot to change that in the screenshot), and Compression: none

plush garden
#

Yes, thanks you. point no filter cleared it alot

plush garden
#

Hey, How to zoom in the Tile Palette window?
Alt + right click not working. my mouse wheel broken.

#

any other way?

sick lava
#

Custom editor extension could bind zoom to hotkeys.

drowsy quail
#

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

amber halo
#

Is it generally recommended to make sprite mesh in sprite editor manually so unity won't make complex mesh for complex sprite?

modest cargo
#

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

timber mason
#

hey, does any one know why my 1920x1080 sprite doesnt fit into my window? it should be 1920x1080 as well, but it doesnt work

jolly narwhal
#

The camera detemines what fits in the window, not the sprite dimensions. Also check that the game window scale is at 1x

modest cargo
# timber mason hey, does any one know why my 1920x1080 sprite doesnt fit into my window? it sho...

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

brazen phoenix
#

😄

#

You can select radius, density, and set weight for each tile

#

Works for prefabs too

runic tulip
#

Something went wrong with the palette (the spritesheet has no problems)

modest cargo
runic tulip
#

Thx for advice and answer

spiral crypt
#

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)

twilit vault
#

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

spiral crypt
#

but i find it hard to make them the exact same size manually? is there a better way?

twilit vault
#

what do you mean by "make them the same size"?
are these in spritesheets or what, exactly?

spiral crypt
#

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

twilit vault
#

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

spiral crypt
#

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?

twilit vault
#

i have no idea what you're working with right now, man

#

i'm not over your shoulder or psychic

spiral crypt
#

i cannot show you the sprite sorry , maybe in dms?

modest cargo
spiral crypt
#

because when the character does an animation doesnt the size change?

modest cargo
# spiral crypt 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

spiral crypt
#

okay thank you

twilit vault
upper briar
#

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

twilit vault
#

is it from URP?

upper briar
#

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

twilit vault
#

perhaps you're on an older version that hadn't moved it yet?

#

what version are you on?

upper briar
#

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

twilit vault
abstract olive
#

There's no off topic here, thanks.

spring idol
#

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!

marsh hound
#

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

crude mango
#

why cant unity just make an easy, simple and actual effective lighting system for us to use

marsh hound
#

It would ton times better, if transition to self shadowing would be gradual

modest cargo
modest cargo
#

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)

marsh hound
#

@modest cargo how to make normal maps?

sterile osprey
#

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

marsh hound
modest cargo
# marsh hound <@166982635950702592> how to make normal maps?

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

marsh hound
#

I hope that's correct normal map. 3D and 2D had different colour positions

modest cargo
# marsh hound 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

modest cargo
# marsh hound I should put parralex effect, decorations and normals. Maybe dynamic torch light...

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

marsh hound
modest cargo
# marsh hound Each type of level has it's own color theme. Caves are less saturated and blue/g...

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

marsh hound
modest cargo
# marsh hound 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

marsh hound
twilit vault
#

additive color mixing?

modest cargo
# twilit vault 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

twilit vault
#

i mean the concept of RGB

#

i believe that's specifically "mixing", distinct from "blending"?

modest cargo
twilit vault
#

i'm specifically replying to their question about color theory. additive color is the theory in question, if i'm understanding correctly

twilit vault
modest cargo
twilit vault
#

i thought "blending" was just describing how colors blend together?

modest cargo
#

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

twilit vault
#

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?

twilit vault
modest cargo
marsh hound
marsh hound
#

there are blending styles

modest cargo
marsh hound
#

Now i have to find way to add normal maps to tiles

marsh hound
modest cargo
modest cargo
marsh hound
mystic helm
#

Hey so this is where I ask questions right?

modest cargo
mystic helm
#

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.

modest cargo
mystic helm
#

I know the code probably has problems but im self thaught.

twilit vault
#

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

modest cargo
#

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

mystic helm
#

You see how the sprite in the green is much smaller?

modest cargo
mystic helm
marsh hound
#

normal mapping is destroying me. its very complex to do

mystic helm
modest cargo
slow axle
#

Thoughts?

sterile osprey
#

lets see them in context

#

no immediate feedback right now, really depends on how big it is in game / how it looks there

mystic helm
# modest cargo No

So I figured out the problems. The sprites are being resized to the size of the canvas. Any fix for this?

modest cargo
marsh hound
#

idk, if normals will help

modest cargo
#

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

marsh hound
#

gameplay requiers to see grid

marsh hound
modest cargo
marsh hound
marsh hound
obtuse fern
#

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?

obtuse fern
#

The line itself has its width set to 4

marsh hound
# obtuse fern

i meant gameObject sprite renderer, which renders your sprite in game

obtuse fern
marsh hound
karmic basin
#

yes

lean estuary
#

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.

karmic basin
#

How do you set that benchmark?

#

I have no idea how I'm supposed to set the pivot.

lean estuary
karmic basin
lean estuary
#

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?

karmic basin
lean estuary
#

What's happening with Z there?

karmic basin
lean estuary
#

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

karmic basin
karmic basin
lean estuary
#

Make sure they are looking correctly in tile palette as well

karmic basin
lean estuary
#

Create a clean new tilemap as well. They are clearly working correctly on the palette

karmic basin
lean estuary
#

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

karmic basin
#

yes

lean estuary
karmic basin
#

setting change

lean estuary
#

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...

karmic basin
lean estuary
#

sorting order is different

#

when sorting from the top, the top ones will be.. on top

#

check my screenshot

#

set to bottom left

karmic basin
lean estuary
#

What is happening with your grid settings

karmic basin
lean estuary
#

how do you have everything flipped... you have negative values somewhere

karmic basin
#

I sad

lean estuary
#

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/...

▶ Play video
#

When it works correctly you can compare to what you have and find the mistake.

karmic basin
#

It's working now that I'm using a sprite sheet instead of individual sprites.

lean estuary
#

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

karmic basin
#

aha. thank you

night plover
#

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)?

jolly narwhal
#

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

modest cargo
#

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

modest cargo
marsh hound
#

Struggling to fix player jitter. Everything else correctly without jitter, except player. Movement uses floats instead of integers. Using on rb interpolation.

shy onyx
#

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?

modest cargo
modest cargo
shy onyx
#

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.

vale stag
#

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

solemn latch
night plover
#

what are downsides?

marsh hound
#

There are not many games many use pixel perfect.

solemn latch
# night plover what are downsides?

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.

marsh hound
pastel quest
#

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

fast pagoda
#

Does anyone know why this happened?

#

I have sliced ​​correctly, 16x16 Pixels for each Tile, but the result in Tile Palette is different.

solemn latch
#

Did you put the pivots in the right place?

lucid kayak
#

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

lucid kayak
#

Additional question: is there a method to have certain canvases be fully exempt from the pixel perfect camera, if possible? solved

sterile osprey
#

can you post the solution here in case someone going through search results finds it?

sacred bridge
#

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?

spiral ivy
#

did you try to constraint the axis on the rb, maybe it is what you want

modest cargo
# sacred bridge hi, it's probably just something really stupid, but i'm having some issues with ...

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

sacred bridge
# spiral ivy with jolt up what exactly do you mean

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

sacred bridge
modest cargo
marsh hound
#

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

lucid kayak
marsh hound
neat silo
#

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.

modest cargo
#

Or maybe rather modifying the rule tile itself
It was intended as an example of scriptable tiles, rather than a production ready feature

solemn latch
#

Just like how urp was an example of srps =p

neat silo
modest cargo
#

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

solemn latch
#

Could also make taller wall tiles you can use for areas like that

neat silo
marsh hound
marsh hound
#

I said it's smallest you can make with your tiles

#

Add corner checks for those side walls

neat silo
#

But corner check will not work since not every wall is placed on corners.

pastel quest
#

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 🥲

lucid kayak
# marsh hound Have you seen this article? https://pavcreations.com/pixel-perfect-fonts-in-unit...

i did somewhat follow the article, but it seems to conflict with what I'm trying to do sometimes

  1. 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

  2. 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

  3. 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

lucid kayak
#

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.

pastel quest
modest cargo
#

if the pixel perfect camera component is set up correctly, it should fix the pixel bleed issues, not introduce them

lucid kayak
#

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:

  1. freely dragging the sprite left and right, trying to look for a working position
  2. setting the position to 0,0
  3. setting the position to (1 pixel) x (1 pixel)
  4. setting the position to (0.5 pixel) x (0.5 pixel) (shown in the video above)
modest cargo
lucid kayak
#

yeah, I assumed so
I take it that there isn't really a known simple way to fix it for odd-dimension sprites?

modest cargo
#

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

lucid kayak
#

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

fervent bear
#

so here

lean estuary
fervent bear
#

as i stepped right the shadows stopped working

#

you can see the components im using on my ground tilemap

marsh hound
fervent bear
#

Should i make a separate one

#

I think that might be messing it up

pastel quest
lean estuary
#

Recheck settings, also check the conversation above the link, we've went over other reasons and correct settings

obtuse fern
#

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)

lean estuary
#

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

obtuse fern
lean estuary
#

Do you mean they are small on camera?

obtuse fern
carmine quiver
#

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

carmine quiver
#

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.

obtuse fern
#

Why are the colliders for my tiles overlapping, if I manually set them to align with each other?

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Because of this, the collider wont merged perfectly

obtuse fern
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Yeah

twilit vault
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(also why aren't you using that composite collider)

obtuse fern
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Merging does this

twilit vault
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could you show how one of the edge or center pieces looks in its own grid cell

stone nimbus
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where can i find this symbol in unity 6.2

obtuse fern
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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?

fossil eagle
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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?

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only happens in 6.x, 2023 works fine

obtuse fern
marsh hound
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Have you looked up in Google? Try Atlas

marsh hound
spiral ivy
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yes as you said

dapper rainBOT
#

:teacher: Unity Learn ↗

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

drifting oriole
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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

twilit vault
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try selecting the ground and press F

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oh you crossposted goddammit

drifting oriole
tender pendant
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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

sterile osprey
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what are these?

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i think all of these can work, but it really depends on the context. if everything looks cohesive together then itll be good

tender pendant
sterile osprey
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is this a texture in the game world, an inventory icon, etc..

tender pendant
civic pelican
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how do i change the thing 2 my sprite iit lowk dont show up in the change button either

marsh hound
slender arrow
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Can anyone help me find some high quality skybox cubemaps? I need a sky with stars sky.. no ground.

plush garden
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Do i have to generate physics outline for every outer tile and pull the nodes till the edges for collider

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This is very annoying to do and to repeat on different spritesheets.

marsh hound
plush garden
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and for the shapes that are different

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I have to make it manually?

marsh hound
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disable physics collision generation in inspector. you can also delete old one and paste copied shape

marsh hound
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broke 2D shadow cast.

sour sage
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Hi everyone UnityChanThink

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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?

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This is from a GBA game called Scourge: Hive

modest cargo
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"How they did this" is unclear to me also

sour sage
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@modest cargo unity palette tool for filling tilemaps.

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I use a bit of a older version of unity so don't know what it got renamed as.

modest cargo
sour sage
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Yea

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Is that possible?

modest cargo
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Ah, no idea
Probably not from the UI at least