#๐Ÿ–ผ๏ธโ”ƒ2d-tools

1 messages ยท Page 67 of 1

light elk
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anyone using dungeon architect to make their 2D dungeons?

solemn latch
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I use photoshop.

visual rune
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Loading . . .

old wedge
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photoshop is a popular choice ive also heard of some people using this broswer based one: https://www.piskelapp.com/

west marsh
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jum

light elk
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pixel art? then use asperite/pyxel edit

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if handpainted style use krita free tool unless u really need ps features

rocky phoenix
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hey can someone help me pls? so when i walk it changes to a walking animation but it also makes the character bigger is there a way to make it always the same?

elder minnow
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@rocky phoenix Check if the code for walking changes the scale of your character. If not, check if your walking animation changes the scale, if it does you can just remove that part.

arctic knoll
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Hey! Has anyone some tips on making good 2d art?

still tendon
median herald
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Hi all. I am playing around with Rule Tiles and they are pretty cool when the logic for determining the tile is entirely self-contained within that type of tile (ie: road, water). What do I do if the rules need to be dependent on a different type of tile? Expanding on the previously mentioned tile types, when there is water next to a road (each of which have their own Rule Tile) then the road tile should be a bridge instead?

median herald
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In case anyone has the same issue, this video helped a lot.

vernal flint
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I need to make custom collisions for isometric tiles, since I'm making edge walls on them. I can't use Grid since it would encompass the whole tile, not the edges. I can't use Sprite, because the sprite has vertical height and would build a collision behind it.

Here's a super zoomed in example. The green collision shown is an example of what that corner tile would have.

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So my question is whether I can still use a composite collider 2D, even though the collisions will be stored on GameObjects being spawned on the tiles at runtime, via the rule tile?

solemn latch
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Good question

vernal flint
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Given the number of concave collisions I'd end up with, I think I'll work around this by having each rule tile instantiate a lightweight game object that stores the information on which directions are blocked on that given tile.
Either that, or I use GridInformation to store that information - a bit faster and more lightweight, but more work required in populating it.

night garden
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help my sprites apeer in scene but not ingame

solemn latch
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@night garden probably behind the camera.

night garden
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its on the top layer tho

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and if i move it to the void it still wont show

vernal flint
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What's the Z position of the camera?

night garden
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@vernal flint

vernal flint
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Your sprites are also at Z -10, so it's a toss-up whether they draw in front of or behind the camera. If you move the sprites in front of the camera, or move the camera back, I bet they will show

night garden
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oh k

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holy crap thank u

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i spent a hour tryin to make this work

vernal flint
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As a rule of thumb when working with 2D, just leave all the sprites and other 2D assets at Z 0, and the camera at Z -10, and use the sprite ordering to handle what draws on top of what, and you'll never have to worry about that again ๐Ÿ™‚

night garden
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oh k

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thx

mossy jetty
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anyone know whats causing this? im trying to work with tilemaps and it shows this white box which indicates which tile im going to place in but its offcentered to the top left

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i restarted unity and somehow its offset to the top right now

arctic knoll
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Does anyone got a tip on making 16x16 pixel art characters?

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Mine look very thick

covert whale
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the tile anchor could be wrong

mossy jetty
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yep i managed to fix it a while ago, apparently the whole tilemap itself was moved a bit to the side so the grid also moved to the side

dense charm
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I can't work out why the reticle selector on the right has this weird artifact. It only happens when selecting certain on the same X coord

true jungle
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How do I make it so the text objects stack right under each other?

dense charm
true jungle
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Thanks!

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Always forgot how to do it

median locust
neat otter
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hey, how do i use tile map without the snaping? i need it to be a bit more accurate some times

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also i think the collider for tile map is a bit off sometimes

radiant cedar
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hey guys, I'm looking to create an art of a platform that can open. Right now I got this:

  1. It's just working technically now; I obviously don't want it to look like that.
  2. Th reason the right-end is "inside" the wall is because otherwise the player can stand on the edge, e.g. the left edge. In this case, I don't mind him sitting on the left edge.

Anyone got some examples on such "open-able" platforms in games?
I tried googling but I keep getting results for game dev platforms rather than art ><

solemn latch
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What SHOULD it look like

radiant cedar
radiant cedar
solemn latch
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I meant that I literally don't know what you're trying to make so it is hard to give advice.

radiant cedar
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let me make a quick video, perhaps it will explain better

radiant cedar
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@solemn latchdoes that explain what I meant/want?

solemn latch
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So a trap door

radiant cedar
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trap door? it doesn't trap the user inside anything..?

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(or anyone else inside anything)

solemn latch
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I'm guessing you aren't a native English speaker?

radiant cedar
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nope, sorry ><

solemn latch
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Trapdoor means a horizontal door that is stepped on.

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(based on the 'thing that is stepped on' meaning of the word trap)

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So that's the term to search for

radiant cedar
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oh cool. I'll do that then, thx ๐Ÿ™‚

elder minnow
radiant cedar
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@elder minnow I thought about the ones that goes "towards the screen", but couldn't remember any game that has it to try and mimic the same animation/behaviour. Any chance you know something like that?

elder minnow
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You just use how many frames you would like to represent that. To sell the effect you have to go beyond the black square that represents the hole in the wall by at least 1 or 2 pixels.

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You just gotta look for games that implement that, each use a different style and they all work if done right.

junior path
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How good is unity 2d rig tool? Would it be better to use something els e

hollow swift
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how can i get rid of those?

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i can just see them when i move to certain point

radiant cedar
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@elder minnow mm not sure I'm artistic enough for that xd and what worries me more: I'm not sure it would fit the style of everything else in my game.
So far all my animations are inside unity, mostly translation related, and they're completely 2d (rather than using this "third" dimension).

But I think I'll try anyway and give it a try. Thanks ๐Ÿ™‚

vernal flint
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@hollow swift What's the zoom scale of your display window?

hollow swift
vernal flint
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@hollow swift

hollow swift
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ouu

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the minimum

vernal flint
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1x?

hollow swift
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yepyep

vernal flint
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So your orthographic size is 4, you got 8 units across on your display. What's the PPU of your sprites?

hollow swift
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of the tilemap?

vernal flint
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For best results, all your imported sprites should be the same PPU

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tilemap or otherwise

hollow swift
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i think it was 16

vernal flint
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That would result in a resolution that's 128 pixels across. Is that what you're seeing on your end?

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Actually, let's take a step back. What is the desired resolution of your game? (i.e. Celeste was 320x180, Hyperlight Drifer was 480x270, old school NES was 256x224, old Capcom arcade games like SF2 were 384x224, etc.)
As those sorts of artifacts usually come from subpixelling, and figuring out your desired resolution can help figure out what camera settings, PPU, and other settings to put into place.

hollow swift
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i never thought about it, i am working with the default one

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i am just starting with unity and some things are new to me since those works different on gms

vernal flint
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No problem.
First thing I'd recommend is grabbing the pixel perfect camera component. Go to Window -> Package Manager, and after it's done loading, search for 2d pixel perfect
Install that package and import it into your project
It will add a new component, pixel perfect camera, which you add to your main camera in the scene

hollow swift
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can i still use cinmachine?

vernal flint
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Sure, I don't think it affects that at all

hollow swift
vernal flint
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Now set the Assets Pixels Per Unit to 16, upscale render texture to true, crop frame x and y both to true

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You can adjust the reference resolution to what looks good to you.
The Crop Frame option ensures that whatever resolution you pick, it will find a way to keep the pixels a perfectly square size with no ugly stretching that breaks the pixel effect.
You probably have a 1080p monitor, so 1920x1080.
320x180 gives you pixels that are 6x6 in size on your monitor. Perfectly square.
If you were to go with 320x200, to mimic a Commodore 64 (for example), you'd need 5x5 size pixels.
The game will display in 1600x1000 (320x200 multiplied by 5), and have borders on the top bottom left and right, and Crop Frame keeps it that way, rather than trying to resize the pixels to fill the 1920x1080 space, which would make for ugly warped pixels.

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384x216 is another resolution that fills the whole screen on a 1080p monitor, by turning every game pixel into a 5x5 monitor pixels

vernal flint
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@hollow swift Did that remove those little line artifacts?

hollow swift
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I'm sorry:(

vernal flint
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No worries! Just was curious. If it doesn't work, just lemme know, and we can try other things

hollow swift
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but I had some warning on the upper side

vernal flint
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Can you screenshot the warning?

marsh kiln
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can anyone help me figure out why my box collider isnt working on this ground i made?

split portal
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offset?

marsh kiln
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my player controller falls right through

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its set to my ground layer

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it has pretty much the same settings as the placeholder i replaced

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ill record a video

split portal
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ok

marsh kiln
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and landing on my killzone lol

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let me try setting the offset to 0

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nah that dont work Sadge

split portal
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maybe the player is in the collider

marsh kiln
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oh shit i think you're right

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wtf

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lol

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hahaha

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thats a funny collider

split portal
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collider is teh green one

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whats the white thing

marsh kiln
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my box collider is in the wrong place

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๐Ÿค”

split portal
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yeah

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press edit collider

marsh kiln
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thats what i get

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that green line

split portal
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is the portal collider set as trigger?

marsh kiln
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the portal is yeah

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but its not part of this collider

split portal
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probably your code

marsh kiln
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maybe

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i have an idea to circumvent this

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ill just put it as a child of the old ground and disable the mesh renderer on the old ground

split portal
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Yeah

hollow swift
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do you have any experience with platformers?

vernal flint
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@hollow swift Well, if the warning's not there, then all's good I guess!
I haven't made a platformer, sorry. I dabbled only briefly with one, but have mostly been doing top-down or isometric stuff

hollow swift
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i am struggling with the jumping

vernal flint
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Also something I suck at, unfortunately.

wintry sapphire
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someone help

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me please im desperate

vernal flint
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Just explain your problem. If someone here can help, they'll answer

wintry sapphire
vernal flint
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Never heard of it. And googling turns up nothing unity specific. What are you trying to do?

wintry sapphire
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i need to make a game for my school

vernal flint
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Well, that's a bit too broad

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I mean what are you trying to do that refers to a rectangle tool?

wintry sapphire
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(i regret taking this class now)

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anyway

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i need to make a 2d game

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im following their tutorial for it right now

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im right here

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and they said to use the rectangle tool to drraw a box in my scene to make a big chunk of blocks

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which made no sense to me

vernal flint
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Probably this, it makes a box of whatever size you want and fills it with whatever tile you have selected

wintry sapphire
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ok, but it also said to use the eraser tool to remove all the blocks insde the outside edge of my rectangle

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but which rectangle

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fml

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eraser tool dont even work either fml

vernal flint
wintry sapphire
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what about the eraser thing

vernal flint
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If you have paintbrush selected, you can hold down shift and click to erase also

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Easier than clicking the eraser every time

wintry sapphire
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let me give it a go

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no that didnt work rip

vernal flint
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Make sure you're in Scene, and that you have the right tilemap selected that has the tiles on it

wintry sapphire
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is it possible to delete part of the things on the tile map

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if that makes sense

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for example i want to delete everything inside the blue blox

vernal flint
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Box Fill tool (the block tool) also does it if you hold down shift

wintry sapphire
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ok that actually worked

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but it deleted the blocks

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is there a way to make it delete only parts of them?

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the dark outer edge of the blue blocks i want to delete

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but they are part of the blocks that make the box, so im not sure what to do

vernal flint
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Can't do that. You either delete the whole tile, or not at all. Tile editor just places and removes tiles, but can't change what they are

wintry sapphire
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is there a way to edit the tiles then?

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maybe i should slice the image more ?

vernal flint
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Yup, reslicing it with a different size would give you more tiles

wintry sapphire
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yeah i did 8x8 this time

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i got each individual blox now

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block now

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might as well restart the whole project fml

hollow swift
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contricance saving lives as always

hollow swift
wintry sapphire
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yeah thats what i did

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bruh

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they want me to make a 3d game in 19 days

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...

hollow swift
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oh no

wintry sapphire
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eah these mf crazy

hollow swift
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but they taught you 2d

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why 3d

wintry sapphire
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man idk

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im fucking panicking rn

hollow swift
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oh, your "about me" makes me wanna help you out a lot

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good luck panicking

wintry sapphire
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freedom of speech i suppose, but

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technically they didnt teach shit this whole semester

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it was mainly speech about terms and stuff, they didnt teach how to use any of the software we are going to need

wintry sapphire
hollow swift
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i was

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i truly don't feel like helping anymore

wintry sapphire
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Well i cant change my opinion you know, the experience i have with people fromt the lgbtq is not a good one

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Too many stuff has happened and i cant support people who are part of the same community as certain people

hollow swift
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or just the most basic ones?

vernal flint
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Most basic. My sprites are combined at runtime, so I can't use unity animations. But it's just 2 to 4 frames, so I made my own simple script that just changes the sprite accordingly

hollow swift
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i used to change animations using code

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but now that i am using unity it got weird for me

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i would like to make isometric games but rn i am a newborn so i am trying just 2d

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specifically platformers

vernal flint
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Given that it's a sprite on a sprite renderer, I made scriptableobjects for each animation. Those store the frames, with what sprite it has and how long that frame is.
A script on the sprite game object gets told to use one of those animation scriptable objects, plays it, loops it, etc.

hollow swift
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ohh that's smart and recursive

vernal flint
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Unity's animation system has a lot of powerful stuff in it, but it's sometimes overkill for 2D, and for me it was just simpler to have a script that just changes the sprite in a sequence

hollow swift
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i want to make more complex animations

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just not a jumping state

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but jump and fall

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but i have no idea how to manage my frames properly so it doesn't repeat

vernal flint
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The real nail in the coffin is that my character sprites can hold various items in their hands, but I need a black outline around them.
So the sprite is just a flat colour, so all the parts get combined in a script, and then that script adds the black outline to make the final one. And that gets shoved into my animation scripts

hollow swift
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like, how can i even know how much time to i have to use to make the perfect animation

hollow swift
vernal flint
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Oh, you'll want to look into animation states, you can set up how one state - like jumping - transitions into another - like landing

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That's the entirety of my animation object

hollow swift
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oh, i meant your game

vernal flint
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Oh, sorry, misread

hollow swift
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dwdwdw

vernal flint
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All my gifs and vids are on a usb I have to hunt down, but in the future i will

hollow swift
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okokokokok looking forward

covert whale
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if you still want to use unity animations but don't want to depend on the animation tree's transitions you can use animator.Play to play each state

hollow swift
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thank you

solemn latch
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Does anyone have a good suggestion for a workflow for making secondary maps for sprites with the PSD importer?

paper jetty
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I believe the layers of the secondary map has to be the same order and position. I had it working but messed it up when I made some additional changes to my sprite (my main character has a lot of parts and layers). As for making them I just copy my original sprite then paint the secondary texture. I recommend cracking open the Dragon Crashers unity demo if you want to see how secondary textures can be used to add dynamic lighting and a 3d illusion. https://assetstore.unity.com/packages/essentials/tutorial-projects/dragon-crashers-2d-sample-project-190721

Get the Dragon Crashers - 2D Sample Project package from Unity Technologies and speed up your game development process. Find this & other Tutorial Projects options on the Unity Asset Store.

topaz dew
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how can I move the player behind the tree? I tried changing the sorting layer and layer order but it just makes it worst

solemn latch
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I think the ideal solution would be to let you have all your variants in the same PSB file on different layers and have the importer sort them into multiple sheets

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Alas

paper jetty
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Yeah that is my issue too. It is very easy to break and I'm not sure of an easy quick way to fix it when my character has a bunch of parts.

solemn latch
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Exactly.

solemn latch
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I'd even settle for a way to easily export the generated sprite sheet

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...huh. Seems someone has made one of those

covert whale
# topaz dew

in this case the Player layer is above the Foreground layer (which i assume is where the tree is)

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the priority for rendering is
Sorting layer > Order in layer > Z axis

vernal flint
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Eliminate the player layer, just have a foreground layer and put the player on it

neat otter
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it s like my sprite takes 3 blocks instead of 1

vernal flint
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Probably because it does. Recheck your grid size and compare it to the size of your tiles

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If your tile is multiple units in size, but your grid is 1 unit, it won't fit

hollow swift
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mind showing the sprites?

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with the scroll on your mouse you can zoom and check it

neat otter
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@hollow swift

hollow swift
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nono, that's the palette

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go to where you sliced those tiles

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@neat otter

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if they're okay then you should check the pixel per unit

neat otter
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this one?

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kinda confused

hollow swift
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okay

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show me where you have the imported png

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the ones you uploaded to unity to use them in your project

neat otter
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when i click on it i get this

neat otter
hollow swift
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dw, take your time

neat otter
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this ones?

hollow swift
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yesss

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those ones

neat otter
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putted them in Assests/Pixel art/platforms

hollow swift
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right click on the 1st one

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may i know what's your first language?

neat otter
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romanian

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yours?

hollow swift
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ohhh okok nevermind

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spanish

hollow swift
neat otter
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ok so after clicking on the 1st one?

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what s next?

hollow swift
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do you see the inspector tab?

neat otter
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yeah

hollow swift
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okay can you show me those

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like this

neat otter
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but not on these ones

hollow swift
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those are your tiles, right?

neat otter
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uhh...

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not sure

vernal flint
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I think the problem is your grid

hollow swift
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okay, are those your walls, ground, etc

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contra, shouldn't they try importing as sprite

neat otter
hollow swift
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so they can change ppu values and slice properly the tiles?

neat otter
vernal flint
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That too. But if the sprites still don't fit, then the grid needs to have its cell size changed until it does fit

neat otter
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in the sprite editor or?

hollow swift
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can you explain it to them so they don't have to change the whole thing to make it a sprite?

hollow swift
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so i was trying to guide you

neat otter
hollow swift
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but since you don't have them as "sprites" i don't think you can use sprite editor

neat otter
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this is how it is

hollow swift
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can i teach you a easy way?

neat otter
hollow swift
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can you join a vc so i can share screen?

neat otter
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sure but won t speak, kinda loud in my house rn....

hollow swift
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don't worry

neat otter
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so where is the vc?

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there are no rooms for vc in this server :/

neat otter
hollow swift
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okay, i'll call you on private

light elk
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if my tilesets are 48x48 and my bg is like 576x324 how do i make it look full hd?

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i added the pixel camera

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and put those units

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my tileset disappear and i can see blue screen

vernal flint
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For a game resolution like that, you should also set Crop Frame X and Y to true

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Though that probably won't fix your issue, it will just ensure things look good at that res

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Is your PPU the same for all your 2D assets?

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Because it sounds like there's a mismatch in the PPU somewhere

light elk
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m using premium assets that i purchased

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oh well this is why i usually don't make pixel art games

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lot of settings and changes needed for each sprite or any assets that u import ๐Ÿ˜…

vernal flint
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@light elk You need to keep the PPU the same across all your sprite assets, since it governs resolution.

light elk
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or just go back using my hd sprites

paper jetty
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@solemn latch Did you have any luck finding a way to export the generated sprite sheet?

solemn latch
# paper jetty <@!172484507788771328> Did you have any luck finding a way to export the generat...

This script will add a menu to do it. ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class ExportSlicedTexture : EditorWindow
{
private Texture2D texture;
private string name;
[MenuItem("Tools/Export Sliced Texture")]
public static void ShowWindow()
{
GetWindow<ExportSlicedTexture>("Export Sliced Texture");
}

private void OnGUI()
{
    texture = (Texture2D)EditorGUILayout.ObjectField(texture, typeof(Texture2D), allowSceneObjects: false);
    name = EditorGUILayout.TextField("File name: ", name);
    if (GUILayout.Button("Run Function") && texture != null)
    {
        SaveTextureAsPNG(texture, name);
    }
}

public static void SaveTextureAsPNG(Texture2D texture, string fileName)
{
    byte[] _bytes = texture.EncodeToPNG();
    var dirPath = Application.dataPath + "/Sprite Sheets/";
    if (!System.IO.Directory.Exists(dirPath))
    {
        System.IO.Directory.CreateDirectory(dirPath);
    }
    System.IO.File.WriteAllBytes(dirPath + fileName + ".png", _bytes);
    Debug.Log(_bytes.Length / 1024 + "Kb was saved as: " + fileName + ".png");
}

}```

paper jetty
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Thanks!

light elk
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that will be really cool to save frames as png

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and then unity in built animations can be sold on to market as png spritesheets

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then i won't need 3rd party things like spine

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like make the animations using unity 2D skeletal tool then use them in other engines if ur buyer want to

paper jetty
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I'm using the PSB importer to bring in a character that is in multiple parts that is animated using skeletal animations. Unity generates a sprite sheet of the parts. Getting that sprite sheet would make creating and updating secondary textures (like a normal map) easier.

light elk
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ah

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how does it look?

paper jetty
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Because as it is it's easy for the normal maps to break and hard to fix.

light elk
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looks nice man

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her eyes scary though

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glad to see something not pixel art

paper jetty
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it's an old gif. The movement is smoother in game.

light elk
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m making a pixel art game atm

paper jetty
light elk
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i have lot of pixel art assets hence making one and no need to wait for artist to make me stuff

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looking nice

paper jetty
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Thanks!

mild sleet
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Hi

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i tried to use sort layers and i have made two layers - one for background and for other objects

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and the objects still dont show up in front of the background

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only when i reduce the backgrounds brightness they get visible

hollow swift
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can you show the layers?

elfin sandal
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I want to limit the color pallete

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how would I go aboutt doing this with post process?

hollow swift
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heyo, the text is supposed to show there but when i run the game it moves drastically yo other location

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is it because of my parallax background?

ebon perch
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Guys, do u think it is good?

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or maybe u can help me out to improve it

solemn latch
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@paper jettyLooking great

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I've been using that script to make the secondary textures on this

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Not ideal, but it is a valid workaround for now

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Use a channel for the lighting and one to mask the vertex animation on the wavy bits

paper jetty
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Thanks! That looks real cool. I am going to try that out when I get a chance. Should help a lot

solemn latch
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So how are you making your normal maps, @paper jetty?

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Are you actually generating them off a 3d model, or...?

paper jetty
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I'm hand painting them in photoshop. I've found if you go into the color channels and only look at certain colors you can paint a simple one direction of light from light gray to dark gray.

#

The weird thing that happens with normal maps in unity 2d is that if you flip the character when they walk left the y axis of the lighting flips.

#

I've been trying to find a way to fix that, I read there's a way to have the sprite change normal map textures when it's flipped. Haven't tried it yet.

solemn latch
#

Ah, ok. That is how I made my normal maps too but was wondering it you'd found a better way since yours just looked really good

#

How are you flipping it? Scaling the sprite, or flipping the texture, or rotating the sprite?

paper jetty
#

I'm scaling the sprite.

solemn latch
#

It probably could be fixed by shader, either setting the bitangent in the shader or inverting a channel in the normal map when flipping

solemn latch
#

@paper jettyThis will work for rotated sprites, but not scaled ones

light elk
#

how does this look for a pixel character?

#

maybe i need to add more pixelation in the shader

solemn latch
#

@light elk that won't fix the problem of unity generating incorrect tangents for scaled/rotated sprites.

dapper shard
#

Anyone here have experience with the 2D PSD Importer? It doesn't seem to for me

solemn latch
#

Doesn't seem to what

dapper shard
#

work, sorry

#

I try importing a PSD file, but it's treated like a single image

#

while it should have various layers

vernal flint
#

Are you importing a PSD or a PSB?

dapper shard
#

PSD

vernal flint
dapper shard
#

๐Ÿ˜ฑ

#

well I'm blind

#

thank you!

solemn latch
#

Though you CAN force it to work on PSD files with a slight edit, it is easier to just use psbs.

paper jetty
#

@solemn latch I tried the sprite exporter and it says it worked but I have no idea where the file went. XD

paper jetty
#

Nvm I found it!

still tendon
still tendon
#

nice

radiant cedar
#

I have this robot enemy in my game, and I want to make a death animation where each part will crumble and break down to the floor. What do you guys recommend:

  1. Separate each part to a different .png, combine together in Unity where needed and also animate in Unity
  2. Use a single image + 2d rigging in Unity
  3. Use a single image + external animation tool (if so, which tool do you recommend?)
  4. Other?
solemn latch
#

A single image + rigging would probably be more than enough for your needs, but any of those options is perfectly legitimate.

radiant cedar
#

@solemn latch cool, I'll go with 2 then.
For the general case: any chance you could quickly write a pros/cons for each, or know blog post that does something similar?
Trying to google seems to just give me options on how to do each rather than pros/cons.

radiant cedar
#

@solemn latch so I got the rigging done and even a quick hit animation where the "head" (top-most square) will tilt.
How do I go about doing the crumble/break-down animation though? is there a way to "separate" bones as part of an animation?

solemn latch
#

You can just move bones apart.

radiant cedar
#

But they stretch the sprite rather than disconnect the squares

#

so if I wanted the third square (counting from bottom) to "fall", it would make all squares below it disappear

solemn latch
#

Um, how did you set it up? Did you not separate the segments?

radiant cedar
#

That is how I set it up.
How do I separate the segments? wait, what segments?

solemn latch
#

You made it all one piece

#

If you made a separate shape for each square you could separate them

radiant cedar
#

@solemn latchBut then how would it be a single image, like you suggested?

#

If I'll use multiple, it also ends with weird edges like this:

solemn latch
#

Personally I'd separate the shapes in your art program, though that isn't required.

radiant cedar
#

started doing it now, but now I'm not sure how to create the bones so I can do the head tilt thing? or I shouldn't do that anymore?

#

that is:

solemn latch
#

Exactly the same way

#

You can reassemble the character in the scene view

radiant cedar
#

mm interesting. Ok, trying

#

oh you're doing it single sprite not Multiple, right?

solemn latch
#

Yes. Though you could do multiple, that wouldn't hurt

#

Your model is very simple though so not so much need

radiant cedar
#

The problem with multiple is the bones can't be connected. Each part has it's own bones

#

how do I put Z values for each different sprite in single though?

#

The circle thing needs to be above (changing the bone Z values doesn't seem to work)

radiant cedar
#

@solemn latch ?

solemn latch
#

you set the z value per bone

#

there's a box in the lower right when you are editing a bone

radiant cedar
#

oh got it. fyi: Mine shows "depth" rather than z value, but works the same

#

any easy way to make collision with the bone-moving thing? I edited the collision shapes in the sprite editor, but I end up with this:

dapper shard
#

does anyone know how to re-use skeletons from skeletal animations for different sprites?

covert whale
#

don't crosspost

dapper shard
#

For my question, it is possible to copy and paste skeletal structures as long as there are an equal amount of sprite in both images. Found the answer ๐Ÿ™‚

solemn latch
idle kite
#

Hey guys!
I have an object that dynamically moves (2D). I want to flip it's sprite based on the direction it is going to, so it will look good (only on the X axis).

Any suggestions?

radiant cedar
radiant cedar
idle kite
solemn latch
#

I mean, unless you need really precise collision you can just use one box for the whole character; lots of games do that

light elk
#

like play and showcase animations and show the name of the animation when which one plays

#

for twitter or social media showcase

abstract olive
#

Sure. Play the animation and change the text? Its no different than if you were making a game with those assets.

light elk
#

ok just focused on making animations atm xD

solemn latch
#

Set up a timeline asset that plays each animation and displays a text

#

record it

#

profit

light elk
#

later i learn timeline and make it

dapper shard
#

Is it possible to use skeletal animation to stretch/shrink a sprite?

light elk
#

yeah u can with mesh

karmic rivet
#

Hi, does anyone know of a tool that can take a sprite or bunch of them and generate new sprites with 2 extra pixels on each side, the inner extra pixel being a color extrusion, and the outer pixel being transparent.

#
  • I was surprised to see that even aseprite can't do it, what seems to be a required step in getting tilemaps to render correctly in Unity.
covert whale
#

the solution that most commonly works is a sprite atlas

karmic rivet
#

Ok. I haven't actually used them yet, I'll check them out.

mighty junco
#

hi , how can you do to have 2d lights on unity ?

#

unity 2020

covert whale
#

URP has them

solemn latch
solemn latch
#

Thanks ๐Ÿ˜„

finite owl
#

Hi, I was wondering if anyone could help me with my current Unity problem. I recently bought a laptop with a touch screen in hopes of making giant tilemap projects easier to make, the laptop arrived with a HP Rechargeable Tilt Pen 2.0 but when I opened Unity and tried drawing with the pen Unity didn't seem to respond. In fact, nothing on Unity would respond to the pen, not the toolbar, not the scene hierarchy, not the inspector, not anything. I've scoured the web for any solution and couldn't find any, so I was hoping if anyone on this discord would know the answer. How might I get Unity to respond to the pen so I can use it to draw maps easier?

finite owl
frosty bison
split portal
#

Tilemap does work with tablet and pen.

neon onyx
#

Hi, what should I do when the 2D IK package isn't showing in the package manager?

split portal
dull wraith
#

Anyone know why my idle animation is doing this weird zoom in/out thing? I tried to decrease the scale of the animation and now it keeps doing this unless I make it normally scaled

#

Or if anyone has any tips to scale down an animation that would be appreciated too

solemn latch
#

@paper jettySo I've been experimenting with workflows for the secondary textures; it seems like depending on the type of secondary texture you're working on there are two main ways that seem best until we get better tools...

For the vertex animation map I'm using for the wind effect, It has been fine to use that script I posted and just painting over it. For the lighting map I tried that, but it ended up being easier to just repaint over the layers in the PSB and then use a duplicate of the character to give the lighting map the same packed sheet as the character.

#

So I used both for this.

spring adder
#

what's a good simple pixel sprite editor?

abstract olive
#

Aseprite

spring adder
#

thanks

normal zealot
#

what is the best ipad app to create sprites and art for 3d/2d games . Pixelart and normal sprites with greater resulotion

normal zealot
#

I downloaded procreate

eager ridge
#

Hi, I am trying to create a 2d rig in unity using a sprite created in Aseprite. From the videos i have seen, most developers use photoshops' psb/psd files to import their sprites layers. However, aseprite can't save sprites with that file extension. I tried using a png with all the limbs separated. But if i slice them up into different sprites, I can't move them to create the character in the sprite editor. I could only do that in the scene view using the hierarchy. But then i can't create bones this way. Is there any work around to this? Any help is appreciated

dreamy forge
#

is it possible having random decoration of a sprite shape? like the grass shape builds out and populates with flower sprites on it?

dreamy forge
solemn latch
#

@eager ridge you can create the bones in the sprite editor, then assemble in the scene view.

#

It definitely works.

subtle vessel
dreamy forge
solemn latch
#

Though using a PSB file is definitely better.

fathom bison
#

i have a problem were when i preview an animation in the 2d editor the bones do not update with the IK handles:

solemn latch
#

That IS weird.

#

I usually only see that happen when I tab out of unity

fathom bison
#

i reported it as a bug.

eager ridge
eager ridge
fathom bison
solemn latch
#

@eager ridge it only automatically adds the sprite skin script when using the psd importer.

surreal phoenix
#

Hello! i have a problem. How can i fix it? Unity is changing colors of tileset i made in photoshop

#

In unity:

#

orginal:

still tendon
#

After importing have you turned off compression fully?

normal zealot
#

Why my polygon collider is slighly smaller than the sprite shape i made? Its annoying cause the player gets half in

formal crater
#

Hello, i get these lines in my tilemap scene when i go to game view. Anyone know how to fix? (I have anti aliasing turned off)

abstract olive
#

Check out the pixel perfect camera package

normal zealot
formal crater
dull wraith
#

Hi, I'm trying to make a shooting function for my main character in my game, but every time they shoot, the projectile doesn't spawn from the shooting point (which is a child on the character), any idea why that might be?

frank flame
#

is it spawning anywhere in the scene?

dull wraith
#

Yeah, I actually figured out that the position on the prefab was set differently instead of (0,0,0), but now it's doing it again but now the projectiles are spawning in a different place

#

Maybe it has something to do with the empty GameObject where the projectiles spawn from is stuck?

#

oh wait never put in the transform object in the inspector, derp

quartz anvil
#

anyone know if there's a way to get the cameras position to follow the cursor? @ me in any respones

still tendon
#

@quartz anvil I really need help with that too I will be on the lookout if I find a source I will send it to you

#

Plus Im. New here

still tendon
# quartz anvil Thanks

Bro I'm new here like brand new I've been coding in unity for a week now but ye I'll send it to you I'm trying to stay really nice to not get banned how long have you used unity??

quartz anvil
#

Just started a couple months ago

#

Iโ€™ve only finished 1 game so far and am working on my second

still tendon
#

What's the first one called?

quartz anvil
normal zealot
# solemn latch Adjust the offset?

My problem is that big before I applied the texture in the sprite shape profile i was perfectly applied automatically. But now that ive added the tile@on the angles (you know the textures) everything pops out a little and I is on the inside. I have a large number of shapes i cant do it for everyone

solemn latch
normal zealot
#

different shapes i mean in the prefabs

normal zealot
#

dont understand *

solemn latch
#

You could just use two copies of the platforms, one without art that you use for collision and one with art with no collision

normal zealot
#

the one without art is kinda smaller

solemn latch
#

Spriteshape's collision generation is kinda sucky in general.

slender trellis
#

hey! does anyone know why the sprite skin generetes bones in different order even if its from the same file?

paper jetty
#

@slender trellis I've dealt with this before. What you need to do is make sure that in the sprite editor the bones are listed in the same order for all the sprites within the same category.

#

Each sprite should have the same bones in the same order or else you get the visual glitches you're seeing.

#

I find it helps to just put them in order from low to high to help keep it consistent.

slender trellis
solemn latch
#

Adorable rat!

#

And the easiest way to keep the bones correctly assigned is to have the variants all be layers in the same PSB file.

paper jetty
#

Got my normal maps working again (they were all jacked up because I kept changing my sprites).

paper jetty
solemn latch
#

@paper jetty nice! Have you found a good solution for flipping?

#

Separating the normal map and the romlight is a interesting idea

paper jetty
#

I think that might be the best solution. I just need to look into getting it to work with the 2d sprites.

#

I think it will work though

tight sky
#

I have an issue with my map tiles, idk why they look normal in scene

#

It's only happening in GameMode for some reason

solemn latch
#

What is happening?

tight sky
#

this grid thing

#

it should be there

tight sky
#

I can clearly see the lines between tiles for some reason

#

Like there is a pixel of seam

#

but there isn't

#

not in the sprites

solemn latch
#

Mipmapping error?

tight sky
#

Sorry if it's obvious to fix kind of thing, but Im just starting to learn it

solemn latch
#

Well, first thing to try is to reduce the ppu in the sprite's import settings slightly to add a bit of padding.

#

If that doesn't help, try changing the filtering to point.

#

And if your entire game is pixel graphics, using pixel snap and the pixel perfect camera might help too.

tight sky
#

PPU didn't work, so I will try to add pixel perfect camera

paper jetty
#

@solemn latch It worked!

solemn latch
#

@paper jettyVery nice! And that is with scaling, or rotating?

#

Ah, I see you're using front face node so that answers that ๐Ÿ˜„

paper jetty
#

I changed it so i'm using rotating now. :) Thanks for your help!

normal zealot
#

Ayooo , I need your help guys. I just watched this video on how to make an endless scrolling background, with the background moving and not the camera. The thing is that I want to make it using transparent layers , is that possible? Because right now the transparency stays stable and the tecture moves inside it like this:

#

the trees are the transparent texture, the mountainas are stable on te bavkground dont minde em

#

LOL SOLVED:

solemn latch
light elk
#

yeah the shader graph in unity is really nice

paper jetty
#

Yeah I'm just now looking into it but it seems like there are tons of possibilities. Really cool

thorny laurel
#

Anyone on here make 2D top down sprites

light elk
#

just change on the view

#

nothing much different on side view and top down

#

if u need u can get free model and project that top down view

#

also top down means bird eye

#

i think ur referring to rpg view here

#

rpg view= anything in between sideview and top down view

#

this is called top down view

#

this is more of a rpg view

frigid valve
# light elk

then people use the concept in the wrong way, if you look for topdown asssets on google you'll find this

still tendon
#

Does anyone know how to turn 3d objects into 2d pngs ? or 2d images in general

#

I want to have icons for them in the inventory

elfin sandal
#

render texture

#

get a new camera, output to render texture, make sure camera only renders the layer of that 3d object

#

or just take a screenshot of the object and save it as a png into your assets

still tendon
elfin sandal
#

right click create render texture asign it to the camera

still tendon
#

thanks!

vernal flint
#

A camera outputing to render texture is also useful for making minimaps
My 3D wall prefabs come with simple shapes that are on the Minimap layer
I have an orthopgrahic camera following the player that looks straight down and can only see the Minimap layer, and that renders to a render texture
Then a canvas rawimage takes from that render texture
End result: an image that shows only the lines of the walls around the player

glacial sail
#

Hey! I am working on a open world game and I am having a problem when getting the player sprite on unity.

If i open the file on my computer it will show it perfectly, but when I try to open the file on Unity the pixels get all messed up!

btw the file is an .png

#

that is when I open in the pc(fine sprites)

#

that is in Unity(all messed up)

glacial sail
#

Thank you!

elfin sandal
#

I'm trying to do a glass break effect and I have to use a mesh renderer, however the meshes always appear behind sprite renderer game objects, how can I fix this?

#

nvm, i had to make the shader as opaque

still tendon
#

anyone know how to fix the text thats blurred out

solemn latch
#

It is only exposed on sprite renderers, but mesh renderers have sorting order too.

scenic swan
#

How do colliders work? I mean look at my character and the walls, my Player goes into it but on the top it stucks, is it a script problem or am I just bad with colliders?

split portal
split portal
scenic swan
#

and even with these hitboxes he goes into it and on the top he doesn't go down(on the third pic that's the limit)

solemn latch
indigo barn
#

I have a keyboard image like so and I would like to control each individual key, so I made it into multiple sprites, and I was curious how to insert them with the spacing of the original image (below) and not on top of each other, right now I am manually doing it but that is painful and there must be a better way. Anyone know one?

still tendon
#

anyone know how to make this on top of everthing

#

the A Cafe image

indigo barn
light elk
solemn latch
still tendon
#

Can someone help me? I just loaded up my unity project and the majority of the sprites are invisible. All the sprites are still there, and it worked yesterday.

solemn latch
azure drum
#

How would i add a gif image to my scene?

solemn latch
#

Convert it to a format unity can use

tight sky
#

Hey, I have an issue here, Im working with pixelperfect camera at the moment and I've noticed a weird issue, sometimes maptiles disappear in the corner of the screen

tough latch
#

Anyone know if you can use Normalmaps for SVGs?

still tendon
#

Im in a middle of different project so I havenโ€™t started this, but I wanted to know how to make something like this in 2D: If you were to collide with a surface with a high enough velocity, immediately jumping off that surface would give you a higher velocity than you did before the collision.

#

Also if you wait too long, then youโ€™ll lose that built up speed and your jumping will be normal.

#

Also also aye yoo first post

limber vapor
#

So, I have no idea where to put this. I am trying to build tiles for a hexagonal tilemap I have, anyone got any good resources on that? Tysm

solemn latch
#

@tight sky your chunk culling dustance is too small maybe?

worn harness
#

How can i increase and decrease the tilemap Grid cell size ? Any shortcut ? I just know to change at Inspector window.

solemn latch
solemn latch
sullen phoenix
#

Hey guys, I have a problem with SVG-Importer: When I import an SVG, it shows up with correct colors in the preview, as you can see on the left side. But when I change the Material from 'Unlit-Vector' to 'Sprite-Lit-Default' it looks more like the colors on the right side, which is less orange and more yellow. Is this just the way 2D lights work or am I doing something wrong?

tight sky
sullen phoenix
#

The Sprite-Renderer component

#

The inspector looks like this

#

This is how my problem looks ingame

solemn latch
solemn latch
sullen phoenix
#

I think there must be more to my problem. When I change the generated Asset type, from 2d Vector to Textured Sprite I get the expected color behaviour

#

It also looks correct in the preview:

#

The Color only appears off, when It is generated as a Vector Sprite

solemn latch
#

I've not used the package

still tendon
hot crow
#

Wheel joint 2d deforms my wheels, why does this happen?

solemn latch
#

@hot crow you'll need to give more info

glossy rock
#

Does anyone know the difference between Entities and Entities 2D? Can I directly replace the former with the latter?

solemn latch
#

I could be wrong but I was umder the impression that the former was a prereq to the latter?

hot crow
solemn latch
#

@hot crow that still doesn't give much information about how you set things up, but without more details that sounds a lot like what can happen when having rotating objects as the child of a paret with non-uniform scale.

hot crow
#

They are the children of a parent object. What is a non-uniform scale?

#

@solemn latch

solemn latch
#

For instance, when the scale on each axis is not the same.

hot crow
#

alright

bleak moon
#

what should i do when i: can code quite good but have 0 art skills.

are there any easy to get into art platforms? boath 2d and 3d

marsh pine
#

weird thing on unity textures

  • on my photo editor the characters eyes are black
  • in unity the one of the eyes are red for some reason
    anyone got some fixes on this?
marsh pine
#

cool, thanks

ancient parcel
#

my 2d skinned sprite seems to be rendered in a wrong way. first screenshot is in the sprite editor with a preview pose applied - you see, it morphs correctly. second one is in the game, and it's just a mess.

what am I doing wrong?

solemn latch
#

That's weird.

solemn latch
still tendon
#

tilemap collider + composite collider, the hitboxes are way too big, is there a way i can collectively make them smaller?

#

without editing the sprite

still tendon
#

idk why its nit showing, can anyone help? Its on the top layer as well

#

(the particles)

red gulch
#

I'm just trying to figure out the tilemap package, and on a basic level I'm missing something, I've seen other posts to this, but non really help with this. right now, adjacent tiles have to be selected to paint a tile, otherwise nothing will happen? is there a post or something I'm missing that would help with this? thank you

solemn latch
# ancient parcel here

Are you sure all your bone weights were saved/applied in the sprite editor? Because that looks a lot like you have missing weights.

solemn latch
solemn latch
ancient parcel
solemn latch
#

Yeah; unity will give you an error message in the console about it, but it is very easy to miss(and often safe to ignore because it gives it for any non-normalized weights)

#

Glad it helped ๐Ÿ˜„

still tendon
feral sapphire
#

How would you make the scene repeat?, i have a world map and would like it to repeat when on a border of it

#

it has a lot of interactive stuff so just copying it is not the way to go

ocean jackal
#

I've a problem with sorting layers in 2d:
My player should be in front of the platforms because of my 2.5D tiles.
The platforms should be in front of the water.
But the player should be also behind the water.
How can I solve this?

vernal flint
#

@red gulch Looks like the pivot of your tile sprites is wrong

#

@ocean jackal I have no clue how to even visualize that. How can you be in front of something that is in front of something you are behind?

solemn latch
still tendon
#

So, I need to make it an Isometric appearance?

abstract olive
#

You need an isometric timesheet, yes.

still tendon
#

So I need to redraw the sprites?

#

Orrr

abstract olive
#

Yes

still tendon
#

Crap.

still tendon
#

@abstract olive So, I got the tilemap working for now. For my character, when they go too far up in the map, they clip behind the ground. Any idea why?

solemn latch
feral sapphire
#

Hello, i was wondering if there are any good free tools somewhere for making and using vector graphics in unity, It doesn't need to be complex images just lines and circles etc

#

mostly very basic shapes

vernal flint
#

My tilemaps no longer show up in Scene view, only in Game view.
Is there a way to fix this?

#

Nevermind, adding another tilemap somehow made the other ones show up ๐Ÿคท

#

It's back to being invisible again

#

And now brand new tilemaps are also invisible. Anyone know what could cause this?

#

All my 2D objects are invisible, actually

royal fjord
#

trying to setup some tilesets

#

but this keeps happening

#

anyone knows why?

royal fjord
#

after 1 hour of pulling my hair out

#

i noticed that the max size caused the image to compress

lean estuary
#

For pixel art you usually want compression turned off and have point filter.

#

So it would be as is

still tendon
#

Does anyone know anything about how cuphead screen effects i want to put it in my own game but canโ€™t figure it out

royal fjord
#

any idea how to fix this?

#

rule tiles btw

solemn latch
#

Set the rules differently, I suppose?

still tendon
#

which software is best to make tyilesets and tile map

#

i tried Krita but it didnt go well

#

i am new

vernal flint
solemn latch
#

Seems to be mostly vignette + film grain?

still tendon
#

Ye

#

Hereโ€™s another game with it

peak stirrup
#

any1 know why there are lines on my tilemap?

heady jasper
remote pond
#

Maybe you can achieve a grainy look with some overlay, maybe animated overlay

remote pond
crude ridge
#

why Are my tiles like this? I looked into it being an offset problem but that isn't the case. If you reply please @ me. My discord notifications do not work. In advance thank you so much. This is my first game and I'm so excited to get working on it,

still tendon
stiff remnant
still tendon
#

Iโ€™ll check it out

#

Thatโ€™s noise, I meant like screen overlay, but I think there a thing for that on there as well.

#

No cant fond anything on it

stiff remnant
#

Is there a better reference you can find? I don't really see what you're after in that pic.

still tendon
#

I think I found something on it, in YouTube

#

Shaders

crude ridge
# royal fjord

I'm having a problem where the tile palette tool won't center my tiles. Any ideas?

jovial spear
#

are canvas related questions allowed here?

#

im not really familiar with this channel

jovial spear
#

nvm

vernal flint
#

@crude ridge Check the pivots of the sprites, they might be off

crude ridge
#

How would I go about changing the pivot of the specific sprite

vernal flint
#

In the sprite editor. You can either reslice with the correct pivot, or select an individual one after slicing and change it

#

Or if it's not a multiple sprite, you change it in the import

crude ridge
#

it sort of fixed it but like not really. did i slice it incorrectly? Also i'm watching this brackeys video and in it he is able to move the tiles around in the tile palette and i cannot even when i mimic everything he does in the video.(including having edit on)

#

I also wanted to say thank you so much again

peak stirrup
patent flare
#

ho can i set camera position in 2d project?

#

i am repositioning it along z axis but the game view isnt chnging

vernal flint
#

@patent flare Because Z is the 'towards/away' direction. Probably should leave it at -10, which is the default. Changing X and Y will move it left/right and up/down in a 2D project

#

If you change the view to 3D (top left of the scene view), you can more clearly see what is going on with your camera

patent flare
#

Ok, thanks

subtle rose
#

Is there a way to mirror sprites in Unity

#

?

frozen galleon
#

Flip X

#

or Flip Y

#

it's a setting you can find in the sprite rendering section

subtle rose
#

thanks

feral sapphire
#

any suggestions for good tutorials about handling Z/Y sorting?

#

I would like a topdown view like in eastward or undertale etc

solemn latch
#

No GOOD tutorials but Unity does have a basic overview on their 'learn' site.

#

That goes into the various options for tilemap setups

feral sapphire
#

yeah, i found the settings for the sorting just now, i think i got a good setup for topdown views

lofty wasp
still tendon
#

Hi, im looking at making a pixel game for a school club and dont know the best way to animate the sprites being used. We were thinking of just transitioning between different images but dont know if there is a better way to do this

random crescent
still tendon
prisma ocean
#

Hello! I'm messing around with shadow caster 2D and I've currently got a player with a spot light and walls that cast shadows. How would I go about getting objects (such as the chairs in the image) to also cast shadows but not at 100% strength like the walls?

carmine pike
#

Where First make an animation , then attach to player then window -> Animation -> Animator -> select your player in which you attached the animation then then shift and select all the spirte image for the animation make sure they are in order and then drag and drop and set the frames according to your choice hope that helps :)@still tendon

random crescent
inner bone
#

i'm working on a 2d game and for some reason sprite renderers aren't working

abstract olive
#

Make sure they're in view of the camera.

inner bone
abstract olive
#

What's the problem then? Maybe specify?

inner bone
#

oh wait nevermind for some reason unity was creating 2d objects in a 3d space

abstract olive
#

Yes, all objects are created in 3D space.

#

So what was the issue, the object was too far or behind the camera? ๐Ÿ˜

inner bone
#

yeah it was behind the camera

carmine pike
uneven grail
#

heyo im having an issue:

#

the first one is in unity, the second one is in paint.net

#

any reason why unity is adding that extra weird layer which isnt in paint.net? its the reason my ingame looks horrendous like this:

#

help plox ive been on this issue for a week ๐Ÿ˜ญ

#

weird though the issue doesnt occur on another tileset, but i wanna use this one

red gulch
#

i see some tile map stuff here, anyone know about rule tiles? I'm using an animated rule tile, and every now at then the animation will . . . pause, for a very, vary small moment. it's a continuous motion. so it's vary apparent. is there anything I can do for this? hidden setting or something? thank you.

red gulch
#

anyone know if a tile map takes the same resources as a sprite? it is close, or much more?

abstract olive
#

@mortal cedar This is an English only discord. You c. Repost your question.

vocal kelp
#

Hello! Before creating a tile pallete is it better to have few bigger tilesets .png files or many small tiles as separate .png? Is there a huge performance difference?

stiff remnant
#

depends on how many sprites you plan on drawing at once

#

obviously using less files will result in a better performance, but it might never be noticeable if you're only ever drawing 50-60 sprites

vocal kelp
#

Yeah, so is it better combine it in such a way so I have a tileset per world level, some tiles might be common for many levels?

stiff remnant
#

i'd do one set that is a global set, then have individualized world sets yes

vocal kelp
#

Ok, I also find it more natural for me somehow thanks

umbral walrus
#

guys where can i talk about 2d animating?

elfin sandal
umbral walrus
lusty olive
#

Is it possible to put a 2:2 tile in without it going into the middle of the tile (so it takes up 4 spaces instead of 1 with everything sticking out)?

royal fjord
#

is there a way to set a image's sorting layer to a specific layer on default?

woeful jasper
#

I have a png file in my assets folder, how do I make it a sprite?

#

Nevermind, already fixed

still tendon
#

for my 2d grabber

#

it grabs the object but drops it

#

so like

#

it does this but then when i move it around it drops it or just slip through

#

this is for the fingers(white part)

#

and this is for the card(pink part)

still tendon
#

nvm i think i'm getting the hang of it

proper burrow
#

So I found a really nice looking tileset for my game, but I'm unsure of how to make it work properly within the Unity Tileset tools. It's not the usual kind of tileset where it all fits into neat little 16x16 boxes or similar.
Here it is: https://opengameart.org/content/underwater-diving-pack

The spritesheet is cut up like this (below), but looking at the demo screenshot, I'm 99% sure I'm doing it wrong. Am I misunderstanding something?

#

It look as though the textures in the screenshot on the webpage are chosen at random just by drawing a vague shape of a level, and I'm not sure how to achieve that in Unity

thorny laurel
#

do you guys create your maps in unity or in another application then import it?

#
  • question from a newbie
abstract olive
#

The workflow will change depending on what kind of map you're talking about.

#

But generally speaking, you make the art outside of Unity, then import it and set it up.

marsh sluice
#

Hi. I cannot find any warrior assets with animation (run up down right left and idle). Do you have any links to assets? Free of course because im poor student

thorny laurel
#

already made art

abstract olive
#

Yes, Unity has a tile mapper. You can paint the tiles and build the maps.

thorny laurel
#

does anyone know how to use datatables?

#

How you would open an xml into a datatable and add a row which autoincrements

vital loom
#
  1. Im not sure which channel to post this
#
  1. My game feels really blurry and i dont know why
#
  1. My compression is set to none and filter mode to point
#
  1. It would be awesome if someone could help me fix this :)
proper burrow
vital loom
proper burrow
#

H uh

#

Might be something to do with the universal pipeline asset you're using

#

Since I haven't used one of those in the project I'm working on and I can see all of this:

#

On another note, does anyone know why my tilemap's collider looks like it's been through an etcher-sketch??

#

Some parts of it just outright block the player's path

viral knot
#

Anyone know how to snap 2D pictures together in unity with the move tool?

proper burrow
vocal thunder
#

I imported a 2D asset bundle into my project (2020.3) and all of the sprite renderers are missing their material and are appearing pink. Is there a way to update all of them at once or do I have to update one at a time.

solemn latch
#

@vocal thunderThere is a tool to update all materials but it might not do it perfectly. Check under Edit>Render Pipeline>[your chosen pipeline, URP or HDRP]> Upgrade selected/project materials

coarse dock
#

is there a toolkit or software for something like putting together background/foreground/parallax images for 2d adventures (like classical monkey island, lucas arts stuff)? maybe something like "choose this park as a background, use that sky as background behind it and maybe 1-2 trees to put as foreground to walk behind from a to b"?
i know software for almost every aspect i can think of (rpgmaker for oldschool rpgs, website builders for a homepage, etc.) but nothing in this particular area?!

vocal thunder
#

i guess they moved it in 2020 to Window > Rendering but it is still not there however Core RP, HDRP and URP are not installed on my project.

#

i had to install the universal RP for it to show up.

lost girder
#

not able to zoom after this

#

when I do

#

my screen goes blank

#

someone pls help

vocal thunder
#

if you zoom to far in the camera will be behind the 2D plane. This might be what is happening.

lost girder
#

I am zooming in

vocal thunder
#

What im saying is if you zoom the camera in too much the camera will be on the other side of the 2D plane. You need to clamp it so you cannot zoom in too much

frozen galleon
#

So I got objects (let's presume it's the blue shape which I made somewhat complex to give an idea of how it would look) which always have an outline, often white but which could possibly switch to other colors such as black.

Is there a component or such that automatically adds outlineThickness pixels-large outlines around said objects, which automatically adapts with the sprites the object can have?

vocal thunder
#

There is a sprite glow script that can give a sprite a boarder of different sizes and colors.

frozen galleon
#

Ok, slight issue, erm

#

I actually decided not to try it yet because I tried installing the package and all but it didn't work and it seemed confusing

#

the thing is

#

I have 4 error messages

#

and I can't do any test without them being patched

#

I don't know how to get rid of those, so I would be grateful if anyone has an idea

strange elm
#

Hi! Im really new to the render pipeline thing or shader or those things. I've been doing a level in a 2D HK fangame and I was wondering if there's a way to simulate depth of field effect similar to the one in Hollow Knight. This is my level right now

#

I'd like to make a similar effect to the one in this image for the background

frozen galleon
#

Issue after trying to install a package (logically unable to play game)

solemn latch
#

@frozen galleon it looks like you don't have git installed, so you can't add git repositories to unity through the package manager.

#

You either need to install git or download the repo as a zip file from the github page and add it manually.

ornate depot
#

Hello. I have a question regarding what is the easier/more optimal way of handling 2D isometric stuff. Here's a quick thing I threw together.

Method 1 (shown here): The knockoff ice-cream place there is a part of the tilemap and is taken from the tile palette. The trouble I am having with this is I don't know how to edit the collider to fit the illusion, so I made a separate tilemap in the grid called colliders and made it invisible, as also shown. The disadvantages to this are that, unless there's a way around this using tile palette, I need to make colliders for every building I place. That and I can't change the location of a building. Only delete it and place another.

Method 2: Should I alternatively just render this object as a prefab that is separate from the tilemap? This would make it easier on me if I wanted to change its location, but idk if it's better to just use the tile palette. Also I don't know how to change the collider component for an object to simulate what is shown here.

So to summarize my 2 difficulties have to do with colliders and lack of knowledge of optimizing things like the tile palette/prefab stuff.

#

You can ping me with an answer. Thanks.

vernal flint
#

@ornate depot When you do anything on the tilemap with height to it, you generally set the tile to use the Grid as the collider, rather than the Sprite. Then if the sprite for that piece goes higher than the grid, the part above doesn't contribute to the collider.
If your shop is made out of multiple tiles, and is 4x4 tiles in size, that's 16 tiles. Each tile having a single tile in size for the base, but the sprite stretching upwards to its full height.
If your shop isn't made out of multiple tiles, and just one big piece, you pretty much have to make it a prefab with it's own polygon collider 2D that matches it's base size

ornate depot
#

That still applies?

#

I thought there was no height technically.

#

Just length and width.

vernal flint
#

Do you want to be able to stand on top of the shop?

ornate depot
#

No.

vernal flint
#

Is the shop all one piece, or made of multiple tiles?

ornate depot
#

One piece.

#

I put it in the tile palette lmao.

#

Probably n00b strat.

vernal flint
#

Large pieces can work on a tile palette, but only if the collider can match the full size of the sprite, but that won't work here.
Prefab is the way to go, with your custom polygon collider

ornate depot
#

So like this right?

#

And just move all the little lines down?

#

I get the impression there's a more convenient way than moving >30 lines, hold on.

vernal flint
#

You're better off setting the points list down to just 4, and moving those

ornate depot
#

Alright. I tried 2 just to see what it was and it was being weird.

#

That makes way more sense.

vernal flint
#

well 2 can't make a polygon ๐Ÿ˜„

ornate depot
#

Yeah ik.

#

@vernal flint What's the difference between a collider and a composite collider?

#

And why would you want to use both?

vernal flint
#

composite collider is for the whole tilemap. Normally it makes a separate collision for each tile, but the composite combines them all into one massive collision shape.

#

If you add one to a tilemap that has collisions, and tick the box on the tilemap collider to use the composite, you'll see all the individual tile collisions become one big one that still matches the boundaries of what you had before

ornate depot
#

Yeah I get that. I mean why do you need both components?

vernal flint
#

Not sure why they split them exactly, but probably it made sense on the code side of things

ornate depot
#

Is 1 just drawing and the other consolidating them into a shape?

vernal flint
#

Probably

ornate depot
#

Gonna bother you again soon about some other things. Be back in a moment.

#

I'll try to do some of the work myself before asking help. I don't like dependence but I appreciate that places like this are available.

abstract olive
still tendon
#

Sorry!

woeful idol
#

anyone know if it's possible to have an imported PSD file render layers back-to-front?

halcyon geyser
night garden
#

how do i make a ui element that doesnt get affected by camera movement or zoom?

paper jetty
#

There's a way to make it transform to the x and y size of the main camera.

night garden
#

How tho

olive cloak
solemn latch
#

@woeful idol you can set the layer order directly in the sprite renderer, if you want. Or write a script if you want to set the layer order based on, say, the hierarchy order.

royal vigil
#

why cant I slice this image?

royal vigil
vestal tundra
#

how do i delete certain parts of a tile without losing the entire 32x32 tile

ruby iron
#

can u guys see the jigglyness on the slopes ?.. using a component collider & tilemap2d collider .. is there a way to flatten the slope .. that it becomes a straight angle?

#

i mean im using a composit collider2d and tilemap2d collider

solemn latch
#

Stay home for 2 wee- er, I mean, edit the individual collider shapes in the sprite editor?

vestal tundra
#

that has a wall on the upper part (white)

#

but down it has some pixel (in the red circle)

#

that shouldn't be there

#

that are in the red circle i added

#

and i don't know how to remove them

#

because if i remove the down pixel it will automatically remove the upper wall too

#

but i want to keep the upper wall

slate nacelle
#

Should I be using my own sprite material instead of the default one if i want more performance? So i can enable stuff like gpu instancing on it for example

still tendon
#

Why does my character look like this when being edited but looks like this when it's imported ?

#

There's a weird peach part around his face

#

On the second frame on the animation, it looks even worse.

solemn latch
#

@vestal tundra @still tendon disable compression on the importer.

#

@slate nacelle the built in sprite renderer is gpu instanced for all sprites sharing a texture. Usually sprite atlasing would be the way to reduce draw calls on that.

smoky cypress
#

How come the player's (male) sprite collides with the 2dboxcollider on the right side of the npc (female)? But on the left side, the 2dboxcolliders of both are able to touch each other.

#

Turning off the 2dboxcollider of the player, he is able to get closer but still collides with the npc

#

Turning off the 2dboxcollider of the npc while the player has it on, the player just goes through the npc completely

solemn latch
#

@smoky cypressDo you have collision shapes on the sprites?

smoky cypress
#

In all honesty, I'm new to unity and 2D. The only kind of shape I know for now is the boxcolliders. I looked around for any other type of collision on the sprites and the only one I can see is the 2dboxcollider on both. Unless there are other ways to implement collision to sprites without it showing on the inspector. Where do you check for collision shapes?

smoky cypress
#

would that generate one?

late viper
#

no, add it as a component on your game object

#

im not actually sure what that checkbox does

smoky cypress
#

both of the gameobjects have a box collider 2d

#

I'm just wondering why there's a seperate collision from the boxcollider2d

solemn latch
#

@smoky cypressSo neither of your sprite gameobjects have a polygon collider on them as well?

jovial spear
#

Does unity support normal maps for textures that are in dds format?

#

it looks really broken when adding them to a material

#

i can even see through the model with textures applied

jovial spear
woeful sigil
#

I am currently making this game but as you can see the player doesn't move properly because it gets stuck between the walls.

#

Any tips on how I can fix that?

split portal
woeful sigil
fervent relic
#

@rich drum

#

It loads my game and doesn't allow me to move anything.

rich drum
#

The code I sent you basically reloads the current active scene. You may have some script that doesn't get destroy on load, but is doing something while the scene is loading.

fervent relic
#

It says screen not loaded
Screen is loaded

#

And keeps repeating

#

Maybe its just repeating even if my health is not 0

novel void
#

Hey! I'm having an issue with the pixel perfect camera (I'm using urp). The camera displays properly in the game view, but seems to stretch in the scene view depending on how much I stretch it. This wouldn't be an issue on its own if it wasn't that when I use Camera.main.ScreenToWorldPoint, I get this error. The error only triggers when I select anything in the scene hierarchy that has a sprite renderer.

#

This doesn't happen if I deactivate the pixel perfect camera (experimental because I use it with cinemachine) component, or if I deactivate the cropping

#

I haven't changed anything related to the camera before this started happening, I haven't been able to reproduce it in a new project either. I also copied my scene and stripped everything aside from the character and camera, but it still produces that error.

#

The ScreenToWorldPoint method is used in the Update method. The error keeps happening as long as I have smtg with a SpriteRenderer selected in the hierarchy. I tried anything I could think of, but the issue persists. If anyone is familiar with a similar issue or has an idea, I'd love a helping hand! Thanks

woeful sigil
#

Is there any way in unity that I can set a fixed path for player to move around and the player can only change it's direction?

fiery spade
#

Someone know why my pixel is different in the "scene" and in the "game" ?

still tendon
#

Why_vanish somone help

#

i have sleep deprivation 17 hours in unity

#

and all i know is how to import sprite sheets