#πŸ–ΌοΈβ”ƒ2d-tools

1 messages Β· Page 68 of 1

still tendon
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how do i fix

radiant dove
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how do i rectify tile gaps?

still tendon
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i draged the animator into the place

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but

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It tells me to assign the animator to the script in the inspector

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all tho it is assigned

formal olive
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Is there no Unity Support channel? I need help with texture issues

solemn latch
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You are zoomed way in on your game view

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And if you aren't using pixel perfect camera, you might not get a perfect pixel match

solemn latch
dim wraith
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Anyone know why isometric doesn't mean the same with in Unity that it does in image editing software?

lean estuary
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Your square is rotated in more than one axis.

dim wraith
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Not sure where you mean.

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I haven't applied any rotation

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I created a square in Illustrator, converted to Iso with the #d Bevel and Extrude tool, exported out of illustrator into unity, created an isometric tilemap and pallette, imported the asset and that is what it displays

lean estuary
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Your bottom and top have different x coordinate among other things

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It's badly skewed

dim wraith
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the asset or the grid?

lean estuary
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Nothing wrong with the grid

dim wraith
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also, that doesn't really answer my question, because I am not changing anything. I am just selecting Isometric in each tool

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I am not making any manual changes to x or y values on any of it

lean estuary
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Again, you are trying to fit crooked tile into the grid.

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Make a simple shape, rotate it in one axis and compare

dim wraith
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That's not the issue. I am selecting the term Isometric in both tools. I am wanting to know why they would be different.

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I am not changing anything about the asset. I am using both software's definition of isometric

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no input on the shape from me

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make sense?

lean estuary
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Not sure what definition you are talking about. This tile is just crooked.

dim wraith
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You're ignoring my question. I uploaded that image. I understand that they don't match. I am asking why the definition of isometric, as defined by both programs, is different.

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What doesn't make sense?

lean estuary
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Doesn't make sense asking here what definition of Illustrator of isometric.

dim wraith
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I'm not asking specificly about illustrators definition, and now I just think you are trolling me or something so i will shut up. If anyone else has an idea about what could be wrong I would appreciate any help.

rare blaze
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Is there a not dumb way to turn a transparent image into a sprite sheet? Had to set sprite type to "Multiple" before slicing it with the sprite editor

solemn latch
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@dim wraith isometric is used colloquially for a wide range of orthographic projections.

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Unity published a document a while back that gave the exact proportions to use.

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Doesn't seem to be in the pinned messages, but shouldn't be hard to dig up.

dim wraith
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I worked as a technical writer for a bunch of years and in most of the Illustration/CAD software I've used, they are pretty specific about 2D projection definitions. It was a surprise to see that Unity didn't match with all that

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Again, very much appreciated πŸ™‚ πŸ––

solemn latch
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No problem.

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Anyway, the default iso tilemap is dimetric, I believe.

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But you can adjust it to whatever ratio you want. 1:0.57735 is the ratio for 'true' isometric.

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As to WHY it is done that way, dimetric is much more common in 'isometric' games.

brittle rock
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How can I rearrange tiles in a tileset?

willow solar
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hey, is there a better way to organize prefab brushes? it gets messy real quick in this dropdown menu

amber bison
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Hello, i have a problem when importing my tiles, this happens instead of being "all together"

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everyting is shifted

radiant dove
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why is everything misaligned?

ruby iron
cinder lynx
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i've been using spine for 2D character animation so far, anyone have experience with the unity 2d animation for characters? is it ok? weighting, etc for animations, ok? kind of interested how unity handles elbows, shoulders, butts, and knees

still tendon
ruby osprey
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or it's not enabled

still tendon
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Here's my tilemap collider settings.

ruby osprey
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do you have a collider?

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do you have a collider on the characyer?

still tendon
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thanks!

cinder lynx
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wow just watched the unity 2D character animation video, it seems relatively similar to esoteric spine

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i wonder if there's a "skin" kind of thing instead of the asset library route, where you can replace multiple things on the character instead of a single part at a time

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like a shirt might have a torso, upper arm L/R, lower arm L/R, etc, and you'd want pieces to quickly change out as the user gets different shirts

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and i wonder how differently rigged shirts would work

amber bison
ruby osprey
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so I guess it makes it harder to paint to your tilemap?

amber bison
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indeed

flat echo
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help i literally cannot unselect a part it wont let me select nothing

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help i literally cannot unselect a part it wont let me select nothing

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i dont want the leg selected

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i try changing whats selected

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and it does change

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but i cant just not have anything selected

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but i cant just not have anything selected

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now im stuck with the head selected

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i cant unselect

ruby osprey
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Why do you want to have nothing selected?

flat echo
ashen brook
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Does anyone know if it's possible to get all the tiles from a pallet programmically? Or just all the sprites? I need to iterate though all of the tile objects in a pallet to store them for something later, but I can't seem to find any code classes for tile pallet.

rotund remnant
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How come the 2D texture type doesnt render some sprites as fully transparent?

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A few of my sprites have had that weird background square

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Ah I figured it out, the white that I was using in gimp wasnt fully white. So when I selected color to alpha it was a little darker than their default white

crisp oyster
crisp oyster
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nvm figured it out theres a Unity package you have to install alongside it

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Absolutely stupid, called "2D Sprite"

ruby iron
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hi i have a problem with the tilemap system in Unity ... when i change the tilebase at runtime i get this shadows where the previous tiles suposed to be .. does anybody know why this is happening .. i am changing the tiles with the SetTile() method via an event and i am refreshing the map with RefreshAllTiles() method ..

amber bison
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hi there

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is there still the 2D Tilemap extra in the unity registry ?

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can't find it :/

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i'm working on unity 2020.3.26f1

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Oh nvm dumb question, i needed to activate preview packages in the project settings

still tendon
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How should I cut body parts of my character without affecting it ?

still tendon
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Like this
But it's looking weird

ruby iron
solemn latch
cursive geyser
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im trying to switch to pixel perfect camera, but i cant get it to fit where it normally does.

ashen brook
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Not sure if this is a bug but or the right place for this, but setting Tile.color for a tile doesn't seem to change the color in the editor or game, but if I click the tile asset's Color field the values are set to the correct rgb color values, but the color is still white.

keen knoll
still tendon
solemn latch
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Not really. The one I linked was one o my own projects.

solemn latch
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Basically, you just cut out each piece and any missing areas you paint in

still tendon
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So I just cut parts of body ? And then attach to character and paint missing small parts?

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And what is the best app to do this?

solemn latch
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I use photoshop but anything that supports layers can do it. Unity currently prefers photoshop for importing layered sprites at the moment but anything that can produce PSD files can work.

still tendon
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and what is the tool you use for that

solemn latch
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There's no tool to just magically do it for you; you need to learn the basics of whatever software you choose.

still tendon
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i need to add more than one "physics shape"/collider to tilemap sprite. how?

brazen cove
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is there a way to see all my normal maps in viewport on a 2d sprite game?

outer whale
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where can i find 2d assets for free?

solemn latch
amber bison
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Hi there, i'm wondering, which size of characters are you guys using with 32x32 topdown tileset ?
here are two kinds of characters, both 32x32, but the one characters is scaled x2

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tihs is an example in a house

rain trout
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i dont understand the problem, but. THAT LOOKS AMAZING

pulsar jolt
still tendon
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anyone know about tilemaps and per tile data?

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I made a class that inherits from TileBase but I think when I use GetTile on the tilemap and it gives me a tilebase/my custom tilebase and i edit the values of whats inside the class like a bool it changes it for the tile thats in the prefabs in project view?

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but i want to change a tile info per tile not for all tiles at once. for example a flag that i set "planted" when a plant is put there by the player

teal gazelle
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Are Tiled and SuperTilemap Editor still the best two tile editing packages for 2D tilebase games?

still tendon
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Solved it for now by having a dictionary with V3Int and a farm class for each tile thats a farm tile

still tendon
solemn latch
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That doesn't answer the question πŸ˜„

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I don't use tilemaps but folks seem to have lots of trouble with it.

still tendon
teal gazelle
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@still tendon @solemn latch Yeah I find the stock unity Tilemap to be woefully feature uncomplete

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And you could say "well just extend it" but that takes a looot of work to write all the UI and etc for the tools to do that

still tendon
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idk what ur trIng to do it just works for me

upbeat carbon
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Hiho is there any way that I can make a Tibia/Ultima with height?
In the image above I drew a 'blank man' shooting a 'red arrow' on the guy below, the guy below is shooting a 'blue arrow' on the guy above.
How can I do that with this wonky perspective?

dim drum
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Hi guys,
I'm looking for the "pinterest" of gamedesign, do you know website for that ? I'm also looking for example of really beautiful games in 2D (like Gris).
Thanks

solemn latch
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Isn't that just Pinterest?

long rune
summer carbon
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so how can i resize the box that's around my 2d model?

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i want the box around the model to be smaller but im not sure how

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to shrink it

long rune
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@summer carbon your image is both the pixels you see and the transparent space around it. You are looking at the resize handle in your screenshot. It will always represent the entire image.

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@summer carbon you have a couple of options. you can crop the image in a photo editting program to remove the negative space. but i am betting what you might really want is to set a 2D colider, which will be a box that acts like a "hotspot" or "hitbox" the image . Most the of the things you would do in game with your image will invovle the 2d colidier, and that is adjustable. just add a 2d box colider to the gameobject and then you will have a option to resize that.

frail minnow
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someone can help me? How can I use a tilemap I selected on a tile palette as a prefab?

dim drum
still tendon
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Have a quick question. I'm working with sprites in the Tile Palette and I'm placing them and I can see the background through the tiles.

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Is there a way to fix that?

still tendon
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Found Solution. Had to turn off anti aliasing in the project settings

marsh fractal
fringe zenith
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Hey so I have this character which has a 40x45 pixel size

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I want to implement a punch ability so I made a spritesheet with 85x80 sprites

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thing is how do I go from the starting idle animation (40x45) to the punching animation (85x80) without having the character teleport

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this is the 40x45 one

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and this is the 85x80

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so the second one is now off centered can anyone help me with that ?

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A solution could be making the top one 85x80 as well even though I don't really need the empty space but that feels wrong somehow

solemn latch
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In the sprite editor

warm osprey
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I am having a problem right now in which my character occasionally bounces slightly. Right now, I am using a capsule collider for my character. (It was working before I added the capsule collider but there were some more major problems with the box collider)

fringe zenith
fringe zenith
solemn latch
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What do you mean by bounces?

warm osprey
solemn latch
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That is more likely to be an issue with your movement code; especially when you are moving the rigidbody rather than using forces.

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Though it can also be due to using discrete instead of continuous collision detection

warm osprey
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ty for your help

upbeat carbon
elder minnow
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Your floor needs a 2d collider and your player needs a 2d collider and a rigidbody2d

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That is, if I understood that question correctly.

olive laurel
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so im good at drawing on paper but really bad at drawing on computer, so i was wondering what free drawing apps I should use.

ripe kraken
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When making pixel art tiles how many pixels should each tile be?

solemn latch
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That is entirely dependent on your art style.

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32x32 is quite common.

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As is 16x16

ripe kraken
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Ok and what about making tiles? I got the png imported but they cant go into the tilemap for some reason, and the autotile plugin has an error

ripe kraken
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Also is there a way to import aseprite characters into unity with their animations ready?

upbeat carbon
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Hello I've been trying to find answers for a couple of weeks already, anyone understands about height in a top down game? Would really apreciate help if possible.
Google has not been my friend

solemn latch
heavy yew
cinder fox
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Hello, I am trying to understand how this isometric game (Death Trash) is made. It's a unity game.

Example gif (indoors)
https://i.gyazo.com/1035cb070188e25e1a8bff371fa0bd20.mp4
Example video (outdoors)
https://youtu.be/nukQEAJmpZY?t=25

I get the feeling that this isn't using tile map? Any guesses or pointers as to how the dev made this? The terrain looks like one big image, and the movement feels more like a nav mesh than colliders? But how would you handle sprite sorting if its not using a tilemap?

wind grail
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I am also curious!

light elk
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not necessary that game is 2D

cinder fox
versed fjord
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I have a 2d character with multiple parts. How can i add rigidbody add hitbox to it? Should i create rigidbody and boxcollider for each part or just add to the parent part?

solemn latch
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Though USUALLY you'd only add one rigidbody for the entire character.

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Even if each limb has a collider

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(the rigidbody will combine the colliders of all children)

pseudo lynx
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Hey folks!
Does anyone know if it's possible to change the alpha threshold of automatically generated polygon colliders? Seems like it's using 0.5, but I'd really like it to use ~0.1

upbeat carbon
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hello does anyone knows how I can make a game tilemap based but the Z (height) with a different angle? For example like ultima the Z is 45 degrees.

Or alternatively, how can I change the X or Y axis too?
Example: earthbound has a Y axis in 45 degrees

still tendon
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tiles im painting on one grid are only visible if i go over them with the paint tool on another grid with another tile selected

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they are also invisible in game

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well some of them are, some of them arent

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its very inconsistent and buggy

wise fog
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Hey, I've been following this tutorial on how to make a 2D game: https://www.youtube.com/watch?v=DTp5zi8_u1U, but the "2D Object" button won't show up when I try to create one. How do I fix this?

Checkout AutoTiling - A Useful Feature for your Tilemaps: https://youtu.be/IS_RIdYZa9M

Unitys Tilemap system makes it easy to create grid-based 2D levels and worlds. Without any coding you can draw tiles onto a Tilemap. With additional components like special colliders you can fastly create a usable prototype of a 2D game and enjoy a lot of co...

β–Ά Play video
calm wyvern
wise fog
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The 2D Object option isn't there for me

calm wyvern
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do you have any errors in your console?

wise fog
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This is at the bottom of the screen

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(I'm new to unity)

calm wyvern
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You can open the cosole via
Window -> General -> Console

wise fog
calm wyvern
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try to clear the console via the clear button on the top right and see if there are any left after that

wise fog
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Still no 2D Object

calm wyvern
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im currently looking at some other peoplse post about the same error you are getting

wise fog
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okay

calm wyvern
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Seems to be a issue that unity cant run that script via the windows console command (CMD)

wise fog
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Can I fix it?

calm wyvern
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There is a command that you can run that checks windows for damaged system fiels
its worth a shoot i would say

  1. Open PowerShell as administrator.
  2. Enter sfc /scannow
wise fog
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Now what?

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@calm wyvern

calm wyvern
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good that it worked.

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minimum restart unity

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better restart your computer to be save after that

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then you can try again with your project

wise fog
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Alright

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@calm wyvern Restarted computer and made a new project

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Still won't show

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Any other ideas?

calm wyvern
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can you check that the file named in the error exist in that path?

wise fog
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Oh I think I found the error

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My computer can't open .bat files for some reason

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If i was able to fix this, would 2D things work?

wise fog
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@calm wyvern After some intense debugging, 2D works!

calm wyvern
wind grail
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Is there a reason that sprites look so much better in the editor than in game/play mode?

heavy yew
wind grail
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edit/build mode

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vs

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game mode

wind grail
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If I run across it again I will let you know!

wind grail
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Game version is not as crisp and the pixels are distorted, not sure why but I'm really new to this!

patent panther
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Could someone please help me figure out why my character floats? It is almost as if the colliders have an invisible wall between them?

mellow ember
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This is pretty basic I think. So, I need to submit a video of my 2d rigged characters moving. Can unity generate that, or should I just capture it with OBS?

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not in a scene,even in animation tab should do, since its just prove that I managed to rig and make an animation for my character

solemn latch
mellow ember
vital basalt
patent panther
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After an hour of googling the best explanation I’ve gotten is that my scale is too small and the gap is a byproduct of the physics engine ignoring small differences like 0.01 in units.

marsh valley
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How i can render (with the pixel rotation ) only certain object ?
i tried to stack a cam with no pixel perfect with another one with the pixel perfect but didn't work

vital basalt
placid pendant
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how to remove the 1 pixel lines between some of the tiles?

patent panther
primal pilot
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Hi can someone make 10 photos smoothly pngs plz

paper ravine
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My player cant move through a 16x16 door if I add tilemap collision

ruby osprey
cunning fossil
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how do i stop my tile maps from being so griddy?

wind grail
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Can anyone walk me through making animated tiles?

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I'm having an issue getting create > 2d > tiles > animated tiles

chrome grove
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Lets say I have an arena (Brown box)

And I have some projectiles that leave effects on the ground (Orange circles).

On the right, I have an orange circle where its fine, its in the arena.
On the left, it overlaps and goes into the void.

What would be the easiest way to handle this? I was assuming masking, however then I'd need to spawn all projectiles in the mask?

solemn latch
chrome grove
solemn latch
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Not an EASY way but there are a few reasonably practical ways. Again, the options would depend on which rendering path you're using.

chrome grove
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Sprites in this case, not particles.

solemn latch
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Ok. But which rendering path are you using?

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Built in? URP?

chrome grove
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Oh, Uhhh.. I guess built in? Whatever the standard is when you start the project.

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But if there is an easier method using another pipeline, I don't mind swapping.

solemn latch
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Then you can just use the sprite mask component and set the layer mask of that to any layers you want to affect. Then set the mask interaction of all sprites you want to be affected in their sprite renderers.

mortal cedar
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ΠΊΡƒ

vocal carbon
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is it possible to reuse the rigging of a "character" if you upload a new version of it (using again the PSD importer), or you have to start again from scratch?

slate nacelle
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How do i make this sort of thing with just one sprite, and it just "tiles" the actual texture instead of needing to duplicate this

solemn latch
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@vocal carbon it SHOULD retain the rigging data as long as you don't change the metadata of the file, though any layers that change their layer id will lose their rigging data. If you are making significant changes I suggest backing up first.

uneven bluff
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can someone explain why Vector2 uses the 'new' keyword?

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OH

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nvm i see

vocal carbon
solemn latch
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Renaming should be fine, as long as you don't merge, duplicate, etc the layers.

solemn latch
vocal carbon
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Perfect, thanks, I will take a look

still tendon
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What are some good tools to make my 2d pixel game look good?

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For reference, here's my starter level.

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I can't figure out what to improve.

solemn latch
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Well, it is a kinda basic level. Adding some actual environment would be a good step.

mellow ember
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Unity still havent support animating the meshes, right? unlike Spine?

vocal carbon
# still tendon What are some good tools to make my 2d pixel game look good?

Mini tutorial on how to make your platformer levels more interesting to look at;

Step 1. Variation in ground level, layering
Step 2. Details on the ground
Step 3. Overhang and water
Step 4. Background elements

⭐️ Game assets: https://t.co/CR8ZPinrv3 https://t.co/u2q7X5DwKh

Retweets

111

Likes

839

β–Ά Play video
quiet tiger
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Does anyone have a tree png?

abstract olive
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I'm sure Google does?

modest cargo
vocal carbon
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Someone knows if there's any 2D tool (or Unity feature) to create 2D animations seeing the previous frames at the same time?

leaden obsidian
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what are good free tools to draw/make animations and characters in unity?

untold swallow
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just make a new atlas and simply add all your tile sprites to it (not the actual tilemap tiles)

mellow ember
# modest cargo Unity does have a 2D skinned mesh animation system like Spine, if that's what yo...

Sorry for the bleated response, but the issue is like this. I want to animate the meshes themselves manually instead of the bones. Atleast, this is my only reference where she tried to use Position Constraint but cant since it stays relative to its placement on screen and not other bones.
https://youtube.com/clip/Ugkx-4vbOboZ3wPHMpgUKCYHSjbUMmdS0LH7

YouTube

20 seconds Β· Clipped by ANJROTmania Β· Original video "Spine Pro vs Unity 2D Animation" by Think Citric

β–Ά Play video
modest cargo
mellow ember
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I genuinely dont know how to answer that. I'm still learning on my own, and that video is the only one I found so far that tried to compare how'd Spine can move like that

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altough, yeah, I seemed to have mixed it up. "How to move bones opposite of each other" and "how to free form animate the mesh only"

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I guess, bottom line is that Unity is still only capable of animating bones?

mild zinc
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Hello, I'm using skeletal animation for my characters, and it consumes an insane amount of resources. I've changed the geometry so that I get the least amount of triangles possible, but while profiling I get a frame rate of 60 FPS with 4 characters in a dialogue (SpriteSkin.LateUpdate() taking basically all of the resources uses).
Is there a way I can optimise this? Is skeleton animation that demanding?

sharp zenith
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Guys my visual studio or something dont read codes for unity

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how can i fix that

oak ravine
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your last < is thye wrong way around

sharp zenith
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yeah i know

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but still didnt change anything

oak ravine
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not versed enough in C#, gonna check

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rb = GetComponent<Rigidbody2D>();

Is that how you wrote it the first time?

sharp zenith
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yes but

jolly narwhal
oak ravine
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what does the error message say? always a good place to start

solemn latch
solemn latch
mild zinc
solemn latch
#
You can improve the animated Sprite deformation performance at runtime by installing the Burst and Collections package from the Package Manager. This allows the 2D Animation package to use Burst compilation and low-level array utilities to speed up Unity’s processing of Sprite mesh deformation.

With the packages installed, the Experimental Enable batching setting becomes available to the Sprite Skin component of the Sprites that make up a Character Prefab. As the implementation of the performance boost might contain bugs, you can have any Sprite Skins switch back to the previous implementation by clearing this option in its component settings.```
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They call it optional, but if you are doing anything complex I don't think it is really optional at all.

mild zinc
solemn latch
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Yes.

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If they are installed, it just works.

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I believe they made it optional to support build platforms that don't support those packages

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But if they are there it will use them.

mild zinc
mild zinc
solemn latch
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Glad it helped πŸ˜„

modest cargo
solemn latch
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Right.

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I've been working on it, but my experiments are definitely not what I'd call tools πŸ˜„

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This is shader based, but was a major pain

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(Partly due to the base images not being a very good match)

wind grail
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Can anyone tell me what the difference between a grid and a tilemap is?

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right now I have all my objects and floors on just the grid object but do I also need a tilemap?

modest cape
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I'm making a black and white game. I want to make a filter to make a zone of my camera viewv invert colors to white/black. Is there something I can use or a way to make it?

oak ravine
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I'm trying to understand 2D bones, and adding solvers/effectors to the arms. But for one of the arms, it refuses to link all three parts of it. Anyone got a clue what might be going wrong?

oak ravine
frail minnow
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is there a asset to allow in game tilemap editing?

brazen cove
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any idea why 2D sprite lights don't care about the pivot point? is this a bug? my sprite is completely offset instead of placing my pivot (so my light emitter) on the top left

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no matter where I replace my light pivot it just moves the frame but not the actual sprite

wind grail
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Do I have to split this tree into two objects to have the character walk over the roots but behind the trunk?

mild venture
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hello i have a prob
i am making a 2d top down game

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so now my charecotr is on top of the bush

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but i want him to be seen when he comes from front

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and not seen when he is comming from back

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i added a collider in the bottom of the bush only

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when he comes from front

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he normaly is visiblre

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but when he comes from back

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he dose not go behind the bush

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but comes on top of it

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so what to do to make him go back of it

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any help pls?

untold swallow
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https://youtu.be/44djqUTg2Sg i believe he tackles one sided collision during the last few minutes of the video

β–Ί Easily Make Platfomers in Unity - http://u3d.as/2eYe​
​​► Easily Make Car Games in Unity - http://u3d.as/1HFX

Wishlist my game Blood And Mead on Steam!:
https://store.steampowered.com/app/1081830/Blood_And_Mead/

How I nearly destroyed my game, but Nintendo wisdom saved it:
https://www.youtube.com/watch?v=a4M-21AMiQE

In this game dev tutori...

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halcyon geyser
solemn latch
solemn latch
upbeat carbon
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hello is there anywhere i can ask about the ProGrid???

slim steeple
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Hi, I need a quick help, im just getting started with Unity and I want to do amn empty square for my game, just the borders. I cant find info online

oak ravine
wind grail
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Does anyone think the grass texture makes their brain hurt?

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I'm not sure why it presents like that

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Here's a better example

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Any ideas?

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Something to do with the position?

solemn latch
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@wind grail I'm on mobile so not entirely sure I can see what the problem even is.

wind grail
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Hard to explain but if you pay attention to the camera position, it keeps moving after the character stops

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And makes the pixels look warped/glitchy/buggy

solemn latch
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How are you moving the camera? If you are using easing, that would explain the continued movement. The pixel warming would be to not using pixel perfect camera and pixel snapping.

cunning fossil
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are there any good free programs for making 2d art ?

wind grail
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I fixed the strange glitchy problem by changing the value of 'lookahead smoothing' πŸ™‚

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Question - would it be best to import a building as an entire object, or piece it together on the grid?

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I have all my walls spliced up into segments currently

wind grail
wind grail
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pix2d maybe?

cunning fossil
wind grail
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I sat and pieced together a building on photoshop and it took FOREVER lol

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so I'll probably just make it right in Unity with all the little cut up pieces

frosty dock
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guys is theree free animated 2d tilesets specially grass

solemn latch
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Probably.

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But this is discord, not google

mellow ember
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Is this problem still persist? I've spent half an hour arranging my layers in photoshop to import yet when I dragged it to Unity they just screw them up and make up random hierarchy. What should I change in the inspector setting?

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But, does the Hierarchy even matter? Since It's ordered in the sprite editor's Sprite sheet so my organizing isnt moot. I just dont like it randomized in the Hierarchy and it confuses me.

solemn latch
#

Can't you just reorder them in the hierarchy however you want?

modest cargo
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It's been a quite a while since I used the PSB importer, but my memory is that it generates one sprite, and the hierarchy is for the bone transforms as determined by the skeleton

stable coyote
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hey guys i have question

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how do i get rid of there stripes?

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plus, when i move my character (cam is following because it is his child), he is strangely shaking. is there any clue? google cant help me

solemn latch
rose loom
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game resolution*

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since that will break things

stable coyote
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i managed to "fix" it by letting the cam follow the player via script... actually not what i imagined but i think for now it should be okay like that

terse swallow
placid pendant
modest cargo
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I don't know if there is a way to stop that from happening without it

frail minnow
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I need help. So I have a table sprite sliced into 4 32x32. I created a tile for each sprite so I can use them in my tilemap. Then I'm having these tiles follow the cursor around (having to use setTile on each grid the cursor is hovering). This is working but I need to update the position of all 4 tiles! I want to somehow unify them into 1. Yes, I can just put the entire sprite table into 1 tile instead of slicing them into 4 part but I'm using a pathfinding asset which tells if a tile is passable or not if the table sprite isn't sliced it gets treated as a single tile meaning 1/4 of the table is only non-passable the rest the player can walk through.

solemn latch
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@frail minnow use a for loop to do your setTile on all the pieces?

placid pendant
modest cargo
# placid pendant But another tilemap I made doesn’t do this

It's a tricky thing to nail down because it could be caused by the positioning of the tiles, settings of the camera or the tilemap itself
Other solutions that are worth trying is to pack the tilemap sprite sheet into an atlas, and disable any kind of anti-aliasing on camera/quality

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And naturally it only matters if the lines appear in game view

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Though even with all these fixes some people are reporting that the lines won't go away

placid pendant
slate vale
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I’m new to unity and 2d games in general. I was wondering what software I use to create textures and characters

abstract olive
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Entirely depends on your art style.

solemn latch
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I use photoshop mostly, but there are lots of options. Krita and Inkscape are very popular for drawn and vector art, respectively, while GIMP is an open source photoshop clone.

slate vale
solemn latch
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Yes.

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Ideally, you'd use a scanner, but a decent camera can capture that too.

slate vale
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Any software you recommend

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I wonder if it with make the game will look trashy though

solemn latch
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I make no recommendations.

terse swallow
heavy yew
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where it glitches a bit

gaunt badger
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how do i select multiple sprites in sprite editor at once

modest cargo
heavy yew
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Thanks, I'll give those a shot!

wind grail
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When I add an animated tile to my map, it does not show up as an object. Is there any way to change or fix this?

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It actually shows up as its own tilemap

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If that is the way it is supposed to be, that's alright I suppose

static violet
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Hey, I want to make a change/addition to a tile map I've previously made... if I reimport the png, I have to set up the physics shapes again, which is a time consuming process... is there a way to just replace the image, but keep the current cell and physics shapes

solemn latch
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Can't you disable regenerating physics shapes on import?

prisma elk
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Any idea how to flip sliced sprite in atlas?

solemn latch
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I don't believe you can flip it in the atlas

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(Or at least, I don't think there's an easy way)

prisma elk
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yep, sadly I'm forced to add a new field

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for all objects

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when I only need to adjust just a couple

terse swallow
red yarrow
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Can anyone recommend a free software for creating pixel style art?

abstract olive
cedar lotus
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hey guys, i have the problem that if i slice my sprite sheet into different slices and then make an animation from it. Somehow the Character moves a little in z axis. i checked the sprite sheet. It looks fine. Any other ideas?

solemn latch
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Set the pivot points correctly. @cedar lotus

cedar lotus
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Thx. Is there a general suggestion limit of how much frames a sprite sheet animation should have? Game is for mobile? Performance wise?

solemn latch
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Every mobile platform is different. And it would also vary based on how large the sprites are; it's more the size of the sprite sheet that matters than the frames.

craggy compass
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Hi, I've been using aseprite for a few years, I made a concept art for my game and applied some atmospheres, is there any way to do something similar in unity?

ruby osprey
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You could just mirror the sprites

old beacon
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hey I imported a 16 by 16 pixel sprite, but it's really blurry. Any suggestions?

abstract olive
still tendon
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and turn off compression messes with colours of sprites

cedar lotus
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if i have a spritesheet like this. How would a weapon switch be implemented? do i have to make a sprite without a weapon and then add it? or do i need to do a spritesheet for every weapon?

dim wraith
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I think it would probably depend on how your equipment system, but just in terms of the sprites, I think you would definitely need to have a seperate sprite and than somehow parent the character to the sword. But then would that be done via an animation or do you need a whole different sprite shit. I am not sure. If I figure it out I will holler back, and if you figure it out let me know

cedar lotus
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No it's a sheet with different poses and then I slice it, drag it into the scene and unity makes an animation out of it. OK let's go with that πŸ‘

modest cargo
plush root
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hey can i have some help? for some reason my tile palettes will not load in the same order that the sprite editor shows. I have already sliced it correctly here are the images for reference : Sprite editor on left and Tile Palette on right

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my problem is that sprites like houses require multiple tile selections but i can't do this as they are in random places

plush root
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@everyone

abstract olive
craggy compass
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hi, my post processing effects are not working, i already created a global volume and enabled post processing in camera, also i enabled urp in project settings, what is missing?

lean estuary
craggy compass
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thank u

floral bridge
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anyone know how i could use a custom hp slider? as in. Event take damage. and hp goes down?

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cause im lost

magic junco
# floral bridge anyone know how i could use a custom hp slider? as in. Event take damage. and h...

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floral bridge
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AHHHHH YEASSS

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thank you so mutch

calm sequoia
solemn latch
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I mean, that looks pretty good.

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I think that you're probably at the point where you know the tools well enough and maybe focusing more on figuring out a cohesive 'style' would help.

craggy compass
calm sequoia
calm sequoia
craggy compass
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i can help you at the basic principles

calm sequoia
#

Some useful softwares ive seen for colour is this adobe software that will pick colours that fit well together depending on the settings you choose. Forget what its called though.

calm sequoia
# craggy compass i can help you at the basic principles

I mean I’m not to worried about the colours, more on making the structure. Cause the whole body (not the head) i had to look up images for reference for all of it. And the head is prob the worse part of it, and I’m really terrible at finding how to make art β€œlook” better

craggy compass
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is interesting, but I recommend understanding the idea of ​​each component of your composition

calm sequoia
hidden heart
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I get this sometimes, where the objects beneath the sprite show through the sprite above. Both are on the same layer, but the hut image is a separate sprite while the objects showing through are part of a Tile Renderer. Any advice on how to fix this? It really irritates me that I get it sometimes (20% of the time?) but not always.

Normally the hut will be shown over the objects inside

faint gate
hidden heart
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They have the same sorting layer. What confuses me the most is that its not consistent... Z axis doesn't change either, but I'll try and fiddle around with that a bit

faint gate
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they are two seperate gameobjects right? The one with the lower Z axis should be above

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@hidden heart

hidden heart
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Ah yes, playing with the Z axis does influence it

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However a lower Z axis for the hut seems to put it on top, didn't expect that

faint gate
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its because of how the camera works i think

hidden heart
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It works great now that I've adjusted the Z, thanks a lot!

faint gate
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no problem :D

green yacht
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hey everyone, I have a problem with my tilemap: these lines between the tiles appear for some reason.
I never had this problem before and I don't know what to do about it

frail pebble
green yacht
frail pebble
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and click apply

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use this

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there are spaces around the edges of the one you are using

green yacht
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okay it worked now, tyvm for the help!

still tendon
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how would i create a tilemap/tile palette on the run

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i got tile sheets and a txt file saying which tile goes where and i want to make a tilemap with these infos

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i put them into Resources folder and can load it as Texture2D into memory but what then?

still tendon
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hmm seems i can do it via GetPixels/SetPixels and creating new "Texture2D" with that size and "Tile" as well

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but it looks weird on the tilemap? This is the game view and there are those weird lines

faint dew
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any help please πŸ™‚

modest cargo
# faint dew any help please πŸ™‚

Very hard to tell what kind of object the torch is or what's happening to it
Have you looked at it from another angle using the scene view while the problem occurs? It might give you some clue

brave finch
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Would it be possible to trigger an animated tile's animation?

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rather than have it start at a designated time

still tendon
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hey im looking for an easy to follow and short video to get me started with creating my own art

solemn latch
still tendon
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How does one make 2D AI using existing waypoints

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(also the maps have the tilemap that in theory match the waypoints position)

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Maps come in text+tiles.png form I'm just making a loader for them

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Example:
waypoints { (48,128);(464,128);(48,224);(464,224);(96,320);(416,320);(48,416);(464,416);(48,512);(464,512);(256,128);(256,512);(256,320) }

chilly scaffold
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Hey im trying to use gimp to create pixel art for my game, but the brushes seem to be too thick even when i have the size set down to 1

lean estuary
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@alpine kelp Don't ping moderators with non moderation issues.

alpine kelp
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So sorry for ping

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could you please tell me whom i can tag this to get the solution @lean estuary or any active role for helpers.

lean estuary
alpine kelp
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tag, I mean any Role

lean estuary
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If someone has time and understand your question they would answer.

alpine kelp
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ok ThanksπŸ‘

lean estuary
lime citrus
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Before, there was also a "gameobject brush" menu item but now, it is not visible, it only shows default brush. How can I solve it?

solemn latch
lime citrus
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Package is downloaded.

solemn latch
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Hm. I've not actually used the package; maybe check on the github?

dawn narwhal
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The 2D Tilemap Extras package is a preview package. You must enable preview packages to access it in Package Manager. The GitHub version of the extras is no longer being updated.

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Project Settings > Package Manager > Enable Preview Packages

woeful mantle
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Is there a way to quickly do 2D animating tilemaps? Like, take both sprite sheets, select the tiles, and make it one? Like "Animated Tile" but... Better. I have quite a few tiles I need to animate so it'd be a ton of work to do them one by one and wondered if there was a faster process.

solemn latch
woeful mantle
tepid drum
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guys any good free software for 2d modern art?(with animations)

abstract olive
tepid drum
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modern art is just high resolution art

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like hollow knight art

dusky knoll
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krita?

cunning fossil
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so im working on randomly generated maps and dungeons it there a way i can save chunks of a tile map? for groups of tiles that go together(like and altar or tomb)? and then plop the chunk into the tilemap some how

marsh lintel
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Hi, can you suggest any good tutorials about making bending particles for 2D fighting game (I mean like: water, fire, lightning effects)

marsh lintel
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or any assets

indigo ocean
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Hey All πŸ™‚ would someone be so kind to quickly help me with my tilemap? I think i don't have the control over it that i would want to have - i mostly importet 16x16 tiles and some 48x48 (which automatically used up 3x3 of the tilepallet obviously - but now i changed so that the tile pallets grid matches the 48x48 - can i somehow change that back? or change the view at all - or maybe change my workflow working with the tile pallets at all πŸ˜„

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The selected Tile perfectly fit the grid before and now after i imported another 48x48 it looks like this.
I've restarted unity without saving, hoping that it would change back but it didn't. The imported sprite is gone of course but the grid still looks like this - which leads me to believe that there is some kind of setting for it.

I find it to be rather difficult to find any other online help for it since most of the Videos about tilemaps are just about how to use it, not how to control certain settings so i would be super happy if someone could help me out with it

#

Thanks alot for giving me to opportunity to ask πŸ™‚

random tree
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What's the correct process for importing sprites with animations from Aseprite? Looking online some people are mentioning multiple different things, including several packages that don't seem to be updated for the last couple years. Any pointers on the most up to date method?

agile dawn
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I'm using the isometric tile system in unity in the tile editor and I keep having random depth issues. I don't understand why.

opal hill
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is there a way to make perspective in 2D?
(not my game, just showing what I am looking for)

abstract olive
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That's just a regular 3D environment with an angled perspective camera. The sprites are billboarded to face the camera (a common technique for mixing the two)

old beacon
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hey does anyone know why my tile map collider isnt working?

abstract olive
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You mix it

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2D and 3D really have no difference in the end.

candid dome
#

hey guys
One quick question
2D IK tool, is it no longer available in unity ? I cannot locate it in package manager. But I can still see it's docs

soft scaffold
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hello, i want to ask regarding isometric assets, is there any source or site that allow me to get those in free for learning only?

serene nacelle
#

Had the same issue, this sorted it

cunning fossil
#

what tools do people use for making tiles/ sprites? ive been using gimp but i thinks it s bit much for something like this

zinc badger
# cunning fossil what tools do people use for making tiles/ sprites? ive been using gimp but i th...

I tend toward Aseprite (https://www.aseprite.org/, or pickup a copy on Steam), which has served me extremely well. Lospec (https://lospec.com/) also has a free online editor, that I haven't used myself, though I frequent the site for palettes. You can also find tutorials there, if needed. πŸ‘

flint geode
flint geode
dawn cedar
#

I have a hard time figuring out what image-size and size for each tile should be. So, I usually just draw anything on a 576x 384x image and I use 48x 48x grids.

How would I go about creating a nice template tileset for my tile-images that I can re-use troughout the game?

cunning fossil
#

Cool ty

solemn latch
dusky owl
#

How would I go about fixing a collision issue using tilemaps? My character appears halfway through the sprite. I have the sprite collider type set to 'sprite'. I also have put in a custom physics shape on my sprite editor. Here is an image of my issue.

carmine compass
#

haven't worked in 2d but I imagine you want the pivot to be lower (appears to be in the center)

solemn latch
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@dusky owl make the physics shapes more accurate?

queen locust
#

hi, couldnt find more appropriate place for this. im creating 2D platformer game and for some reason my camera preview went blue, and when i build and run project, same thing - camera view changed back to normal, and i can play even preview without issues, but as soon as i build it's blue screen... what to do?

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i googled that its about scenes but i have them added to build settings so idk what is really the issue. it happened after i added raycast physics 2d component

solemn latch
#

@queen locust do you have fog enabled?

lusty knoll
#

for a 2d ortho tileset is it a good idea to make the tiles rectangular? e.g. 16x8 ?

simple rock
hallow shadow
queen locust
acoustic trellis
#

I'm procedurally generating dungeon levels using tilemaps but somewhere in each level I want a pre-made room to spawn that would have specific things already set up in it (below is simple example)

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how could I go about doing that?

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I tried originally setting up the whole room in Tiled as just one tile, but that didn't work cause once I put it on the tilemap in unity, it only showed that one tile was occupied by anything even though visually 40 or 50 tiles were covered.

placid jay
#

anyone can give me a good .png editor suggestion? I tried with gimp but it makes really blurry sprites when I try to edit a sprite

acoustic trellis
#

I have the 2d extras and I tried to make my tilemap room a prefab and painting it on with a prefab brush, but it runs into the same problem, while it paints everything onto the tilemap, the tilemap itself only shows one tile being occupied

placid jay
#

btw I found the issue, it was because I left the filter mode to bilinear

solemn latch
acoustic trellis
storm aurora
#

So... I added a tileset. At the slicing step, it's been running for over 30 minutes now, with 1 of my cpu cores at max. My computer is pretty old, is that a reasonable wait? Or is something wrong

#

New to this, so I don't really have any idea

solemn latch
#

That seems somewhat unreasonable; at least, I've not heard anyone else complaining about that.

south pawn
#

Does anyone know a good art software? I have been trying to find an alternative to Adobe Photoshop.

nocturne bear
#

Iam sorry if this is the wrong Category but i have a problem with my Sprite Mask in a 2D Topdown Game when iam using a sorting Group cause it just wont apply.

serene nacelle
#

Hey guys, anyone could help me about the sorting layer in tilemaps ? I would like my game object to not be rendered with priority over any tiles

modest cargo
#

Gimp is the only one that aims to replicate all of PS's functionality, but does none of it well

#

Clip Studio Paint is great for painting and animating
Krita does the same stuff for free, but isn't quite so great
Aseprite is better than PS for pixel art, spritesheets and working with indexed palettes and is very affordable too

south pawn
#

So I need coin and board graphics

modest cargo
south pawn
#

I was recently using autodesk sketchbook

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but

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It didn't have good brushes

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or features

modest cargo
#

Try Gimp or Krita I guess

south pawn
stable coyote
#

hey Guys. is there a possibility to create a grafic with tiles and then prefab it (as a sprite)?

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i dont want to have to build the same House over and over again on a grid

wide schooner
# south pawn I will thanks!

idk if this is a great alternative to photoshop, but photopea delivers basically all the functionality and is free

south pawn
#

Oh ok

#

Thanks for it

south pawn
#

Call the parent house

stable coyote
south pawn
stable coyote
raw kraken
#

Is there any way to get the individual Tile object from Tilemap Collider? We'd like to use the benefits of the tilemaps (memory and performance optimizations), but we also need the environmental context (interacting with a tile would, for instance, provide the description of that object, etc.). Our tiles are not corresponding with the grid (Fallout 1/2 system, grid is hexagonal, tiles have different shapes), so grid position cannot be used to retrieve the Tile object. Does the Tilemap Collider cache the individual colliders it batches in runtime?

valid barn
#

quick question:
can i speed this up?

#

dont ask why there are 14k tiles lmao

#

based on my calculations the import of all 14k tiles will take approximately 2-3h

modest cargo
#

But I don't know if that makes a difference if your project has to process the sprites into tiles anyway

valid barn
#

doesn't help

#

man that sucks

#

its been 4 hours, unity then became unresponsive, i killed it and i resarted the process. its not recognizing the existing tile assets after changing the compression algorithm to none

prisma elk
#

you guys, how Sprite Atlases work?
Do you just pack it and all sprites in there will be automatically atlased sprites?

#

will all existing references replaced with one from atlas?

valid barn
#

yup once you go atlas, every reference to the tiles will refer to the atlas one

#

atlas basically just puts them together with stitching etc

prisma elk
#

so, basically I can just work without atlases and right before build just create atlases, put everything in it and it's just that ez?

valid barn
#

and makes that juicy n px padding border so you dont get those weird vertical/horizontal lines when not pixel perfect

#

yeah should be alright that way

prisma elk
#

poggie woggie

#

does it say tho when any of my elements didn't fit?

#

or is there a way to know?

#

for when you have way too many little sprites to keep track off and they are tigtly packed

#

huh, just packed everything and got free 30 fps from 220 to 250 kek

delicate dock
#

to make a 2d game is it necessary to have a 2d tilemap or assets so you can start actually putting things in the scene

#

should i try and make my own sprites and import them somehow

modest cargo
trail merlin
#

im trying to design a card game, but im having rendering problems. cards are being rendered under one another. is there a way to adjust rendering order with UI elements or is it just a bad idea to continue using ui elements instead of sprites?

still tendon
#

pdn is a superior tool unmatched by any program

#

hail pdn

woeful mantle
#

So I just got into autotiling and I hope I can get this done right but I need help, otherwise it's block by block. I need help with my ruling and am wondering if someone can take a look at my sheet and help me get the arrows and x's in the right spots.

gloomy fog
# south pawn Does anyone know a good art software? I have been trying to find an alternative ...

Late reply but I do know a couple more free art programs:

In my opinion, Krita is a great substituted to Phtotoshop (you have a large choiche for brushes and option to edit/draw. You can either animate and export mp4/gifs)

If not, there are FireAlpaca and MediaBangPaintPRO
They seems the same at first, but you can animate with FireAlpaca and set a comic layout with MediBang Paint Pro (for game, I'd reccomend FireAlpaca)

Also, there's Paint.Net that you can use for pixelart or fast edits (plus a lot of online sites for specifically pixelart)

solemn latch
#

Compression artifacts

astral hornet
#

why is the grid not showing when selected?

#

its not that big of a deal but i dont know what i did lol

astral hornet
#

it fixed itself

light scaffold
#

reposting this here as it seems more relevant to 2D

#

I'm working on a character customizer for a 2d sprite game. I created a sprite library for each party (base, hair, top, bottom)

I then made an animation for all 4 parts, set to broken, set to both constant. It was working fine it seemed at first. Then I wanted to test changing the library on the hair to something else to see how swapping the library works for changing the hair

This is when everything started to break it seems. Now the hair wasn't animated at all. The resolver showed no "category" set. Sometimes if I manually set the category of would start to work and change the category on its own, but usually it would just not animate

I did notice in the animation that the animation parameter "category hash" did not create key frames or have any effect at all when changing anything

solemn latch
#

Sprite resolver is kind of garbage.

light scaffold
# solemn latch Sprite resolver is kind of garbage.

right now I'm manually changing it since that's what they did in this video. I wonder if there is a way to properly change it in code to make it work, seen at this point

https://youtu.be/6mNak-mQZpc?t=679

In this video I will show you how to use 2D Animation package and its Sprite Resolver and Sprite Library to create reusable 2D animations.

Previously if we had multiple characters with exactly the same animation we have do create Animator Override Controller and recreate every animation using the sprite for the other character. This was a lot o...

β–Ά Play video
solemn latch
#

@light scaffold if it is flipbook animation, you can change the sprite being used, either in the sprite renderer or the shader

light scaffold
#

from what I have gathered reading pretty much everything unity as supplied on these new components, their point is you can make a library for each sprite part (shirt, pants, hair) and tell a single animation which part to use

#

so each hair has it's own library asset, then you make 1 animation that animates them, even flip book style, then you just change the assigned library to change your hair while using the single animation

#

I must be doing something wrong. this works perfectly in the sample project, even manually swapping in the inspector while playing

#

about to test it soon, but for anyone searching this in the future, you need to use the "sprite resolver sprite hash animation feature.. the only one that does not auto add on it's own. it didn't even add when I right clicked to add all sprite resolver properties

light scaffold
#

yep fully works now

#

last issue I had: labels must also match it seems

#

the frame label of each same category between each library asset must match pretty much

bold tapir
#

Piskel is a good alt for asesprite for pixel art right?

lone geyser
#

Please help how to make my tile match with the grid

bold tapir
bold loom
#

Guys I I'm making a 1d space shooter type game

#

Any suggestions for apps to use for making art? (Windows10)

bleak hatch
tall current
#

just a straight line?

ivory bloom
#

hey guys, I created an enemy that uses a sprite mask to hide it when it's underground but the sprite mask is hiding every enemy of the same prefab. How can I do so that the mask applies only to the prefab's instance?

pure flax
#

for as spritesheet i made, how come unity cant detect its multiple parts?

#

Its a png file, with seperated transparant parts, if i use mul;tiple mode, it finds 0 sprites

#

oh gawd, needed tyo hit slice

bold tapir
#

What's a good size for each tile in a tileset 16x16 or 32x32? also how should the lighting be? the top of each wall be the brightest or the ground?

bold loom
marsh valley
lean estuary
#

@mortal cedar Don't spam channels with memes

cyan blade
#

Working with animated tiles, any way to get the custom physics shape to update with each frame?

Working on a beach tileset, don't want the player to walk in the water

solemn latch
#

Good question.

cyan blade
pure flax
#

hi, for the spriteLibrarys, what are the hashes based on?

#

If I make multiple librarys, but reuse the same tags and labels, that will work to swap the animation for different chars? (one library per char)

mortal cedar
frail minnow
#

pls help me. I'm changing the Sprite Asset Library of a gameobject during runtime via script. But the script of the gameobject is not changing :C

#

In editor it already has the new sprite library but in game it still showing the old sprites

modest cargo
frail minnow
# modest cargo You could provide more details How are you swapping the sprite exactly?
    [SerializeField] private List<UnityEngine.U2D.Animation.SpriteLibraryAsset> _spriteLibraryAssets;
    [SerializeField] private UnityEngine.U2D.Animation.SpriteLibrary _spriteLibrary;

    private costumeType _currentCostume = new costumeType { };
    public void ChangeType(costumeType costume) 
    {
        _currentCostume = costume;
        switch (_currentCostume) 
        {
            case costumeType.femaleType_1:
                print("1");
                UpdateSpriteLibrary(_spriteLibraryAssets[0]);
                break;
            case costumeType.femaleType_2:
                print("2");
                UpdateSpriteLibrary(_spriteLibraryAssets[1]);
                break;
            case costumeType.femaleType_3:
                print("3");
                UpdateSpriteLibrary(_spriteLibraryAssets[2]);
                break;
        }
    }

    private void UpdateSpriteLibrary(UnityEngine.U2D.Animation.SpriteLibraryAsset spriteLibrary) 
    {
        _spriteLibrary.spriteLibraryAsset = spriteLibrary;
        _spriteLibrary.RefreshSpriteResolvers();
    }

I change the Sprite Library Asset of a gameobject its not changing in game

#

here its already changed in the inspector but in game it still showing the sprite of the previous sprite library

compact knoll
#

I seem to be having some issues with game objects spawned by Rule Tiles. I have a dungeon generation system where each room has its own tilemap for obstacles, every room that has this rule tile that spawns a spike object (as shown in picture) it will spawn one (maybe more, can't tell) directly in the center of the room. It only does this in builds, it does not do this in the editor so I have no idea what could be causing it.

i am using 2021.2.12f, tested WebGL and Windows builds, issue happens in both. There is no code that affects the positions of these objects and nothing that instantiates them, the only thing that should instantiate a copy of the prefab is the rule tile which I have placed manually in each room, i know i could probably avoid this issue entirely by placing the spike prefabs manually instead of relying on a rule tile to instantiate them, but i'd also like to get this figured out so i know how to fix it for future projects

marsh valley
#

My setup

cerulean parcel
#

How do I fix "rendering at an odd resolution error" its causing my pixels to be wierd sizes.

feral frost
#

This isn't working

cerulean parcel
#

yes

marsh valley
marsh valley
#

So if the pixel perfect is 200 x 400 the resolution cam bee like 400 x 800 or 800 x 1600

#

Tell if it work

cerulean parcel
#

ok

marsh valley
cerulean parcel
#

made my screen very tiny

marsh valley
cerulean parcel
#

how would I make it bigger?

marsh valley
#

Of the cam

cerulean parcel
marsh valley
#

πŸ‘

still tendon
#

i want to know,is that have any free tools that u can make you own character or item and can put it in unity?

valid crown
#

Does anyone know where I can get some 2D images of food? Not pixel art.

abstract olive
#

The Unity asset store has some icon packs that for sure include food icons.

#

There's some RPG icon packs

alpine kelp
#

Unable to add sprite in unity 3d

abstract olive
#

@alpine kelp Change the texture type to Sprite in the import settings of the asset.

alpine kelp
#

Still not able to add

abstract olive
#

Did you apply the change?

alpine kelp
#

yes

abstract olive
#

Show how you're using the asset

lost frigate
#

Is there something else besides photoshop I can use to create tiles/sprites for my 2d game

abstract olive
#

There's plenty of pixel art programs out there, sure.

misty gull
#

Problem: I have a rect tilemap with each tile representing 32x32 pixels, however I have a "tile" that consists of 2x4 tiles. Is there a way I can avoid separating the structure into 8 individual tiles?

#

I can place the whole thing in the palette, but when it places in the map it's skewed

static violet
#

does anyone know of any sorts of tools or guides to accomplish this cape effect in 2D?

marsh valley
#

You need only to do the sprite

marsh valley
#

This where you found the video so

static violet
# marsh valley Animations

no. this is not done with animations, this is simulated physics
if you just animate a cape/scarf and make a sprite sheet, then it has fixed positions, and no physics
and no idea what the game name is, its just a video someone posted to reddit

marsh valley
#

I now

#

I saw it now

static violet
# marsh valley

this is one concept of how its done, but I'd like to avoid the dual camera set up if possible

marsh valley
#

If you have pixel perfect

static violet
#

do you know that for a fact?

marsh valley
#

I had the same problem

static violet
#

I am 100% certain this effect can be achieved with a 3d model and a shader

#

I just dont know how exactly

#

shaders are black magic, and I haven't messed around with 3d models in a 2d scene

marsh valley
#

You can downgrade the resolution

#

I think

static violet
#

thats the dual camera method again

marsh valley
#

Idk so hello

static violet
#

if you dont know, stop trying to give me definitive answers πŸ˜›

pure flax
#

anyone ever had timeline come out differently in build :S

#

any timeline genious, can help me why my 'play from animation' clip doesnt play :S, it does in a fresh scene

#

just not following some recorded, 2d spline animation

pure flax
#

ohh 4 hours later πŸ˜„ , was a curve issue of some sort

#

I think either changing one from "Hold" to "None" as post extrap, or changing the curve itself, from a smooth, to a binary (sprite sheet swapping animations mixed with bone)

slim arrow
abstract olive
#

Could be both. Modeled, then imported as sprites.

solemn latch
#

That's my guess as well. The edges of the building and character are antialiased, and the shadows are completely flat. Compare the silhouettes and shadows of the trees with those of the buildings and character.

snow willow
wind grail
#

Does anyone know why this line is appearing? I am fairly positive I have anti-aliasing turned off

dawn narwhal
# wind grail Does anyone know why this line is appearing? I am fairly positive I have anti-al...

It's hard to say exactly, but it looks like many rows of pixels are double height while others are single. This could be a stretching or zooming issue due to the resolution the video was captured at compared to the pixels per unit you're using on the tilemap and tile sprites, or maybe the sprite coordinates are bad or the sprite source texture is configured to wrap and the tiles on that part of the texture are wrapping to the other side of the texture. The texture wrap mode should probably be set to clamp.

#

Every red row looks uses two pixels. The Yellow row aligns with your seam.

wind grail
#

Oh you're right. Let me try using clamp mode if it isn't set that way already.

#

It seems like clamp is the default

wind grail
#

I fixed it the tearing by creating a sprite atlas but I'm not sure about the double pixel issue

solemn latch
#

What scaling ratio are you using between the pixels and your screen?

wind grail
#

16 pixels per unit, 2048 pixels max (if that's what you're asking, I'm very new to this!)

cobalt raptor
#

@wind grail make sure your tiles have bleeding edges

#

looks like your tiles are bumping into each other (on the tilemap texture) causing them to bleed together in certain situations

#

this can kind of be avoided if you are using a pixel perfect camera, but I've never found a method that is more reliable than making sure your tiles are bleed-proof

wind grail
#

Is there a tutorial for that? πŸ™‚

cobalt raptor
#

How to fix tilemap tearing and edges/gaps in a 2D Unity Project is much simpler than you think and does not require reimporting or manipulation of any of your 2D assets, a simple Sprite Atlas is all you need and I'll show you how to do that in under 3 minutes. Tilemaps in a 2D Unity project can be quite frustrating but fixing them is easy. Plea...

β–Ά Play video
#

sprite atlases will do this bleeding edge extrusion for you

#

pretty handy

#

the video doesn't explain why it works, but just for your own knowledge that's what's happening

wind grail
#

Okay thank you!

pure flax
#

I rigged these, as 2 different skeletons, is that the best way?

#

ideally it would be connected to the same skeleton?

#

(as now, I have to manually sync the 2 skellys, if changing from front / side / back views)

#

and try to make the animations match if changing from front / side during one

cobalt raptor
#

I don't think unity's 2d skeleton system is robust enough to support having them be one skeleton

pure flax
#

its a shame they are so 2d, it would work if it let you rotate them

cobalt raptor
#

I mean you could make it a 3d model I suppose

pure flax
#

which you can, but then you cant see the bones, and also, you cant rotate a copy pasted sprite bone geometry map

#

if you could do those 2 things would work perfect

#

the sprite would get snapped onto a "face" of the bone. (an angle of 0 to 360)

solemn latch
#

Those are similar enough that you could probably use one skeleton for both views

pure flax
#

ohh yes I think I see how now πŸ˜„

#

my problem, is my spritesheets are too diffferent, not unity ahaha

#

noo, cant rotate the sprites on the bones

#

e.g., this would be mapped mostly perfect, to the same skelly, if i could rotate the sprites 90 deg

#

but it can only be mapped the the skel;eton in its 0 degree origin pose:

#

unless theres a way? :S

solemn latch
#

Why would you need it to be 90 degrees?

#

Just swap the sprite being displayed for each bone

modest cargo
solemn latch
#

You don't need sprite swap. You can literally just enable and disable the sprites.

#

Though yes, you can use sprite swap for that if you're a masochist.

modest cargo
pure flax
#

Because, as in last image, the sprites need to snap onto the skeleton, when its rotated 90 degrees

#

So i can sprite swap etc no probs, but the sprites are in the wrpng place

#

If you rotated the bones 90 degrees, the sprites would be in the right place

#

(E.g, the legs and arms, would be on top of each other, in profile view, not next to)

#

And then my sprites would be perfectly alogned

#

The 2nd from last image, ahows the skeleton rotated, and if the sprites snapped on at that plane, would be perfect)

#

Basically, the sprites dont fit onto, the skeleton, when the skeleton is viewed from in front, but if you lpok at the skelly in 3d view from the side, then the sprites fit perfectly onto that

#

And also, need to be snapped from that same angle, so they are visible if charecter is rotated 90

still tendon
#

can i ask for some help?
so i have this asset i got sliced it into 16x16 then when i tried to use it

#

i literally cannot find anywhere what this is

true fjord
true fjord
still tendon
#

OOOH

#

thank you so much

true fjord
cobalt raptor
modest cargo
cobalt raptor
#

In this video, we will see how to apply a simple Grease Pencil rig to our model. We will be using an armature, lattices, and basic constraints.

This video is one of four, detailing the character’s creation, from sketch to model, to rig and finally covering my animation workflow.

I have added English subtitles. If you would be willing to transl...

β–Ά Play video
#

@modest cargo

#

particularly the mouth control slider -- you could theoretically have a slider that would switch the sprite's facing direction depending on where it was

modest cargo
#

No reason you couldn't

cobalt raptor
#

suppose it's possible to do that using a script variable that you can then animate, but I was just saying that unity's bone system, particularly in 2d is not advanced to be able to support animation controls like this in blender

modest cargo
#

I think 2D animation has some constraint components that can do something similar, and Animation Rigging has even more constraints that would be useful if you want to implement something like that
But it does "support" it, even if it might not be possible without scripting

#

Using modifiers and constraints to enhance animation in blender is not fundamentally different from using code and components to do the same in unity

pure flax
#

so theres no way to snap the sprite, to the back, or side of the bone, instead of the current front?

modest cargo
#

I've never tried to rotate a 2D armature in 3D space
Seems like a much less convoluted approach would be to swap the sprites between "sideways" and "forward" facing variants

pure flax
#

yeah, when i map my side sprites, onto the front skeleton:

#

instead of:

#

if the sprites where 90 rotated, would be perfect

#

(e.g. the arms, should be in line, not side by side)

#

(only difference is need to rotate skeleton 90, before applying the swapped sprites)

modest cargo
#

Sprites are only meant to be rotated around the depth axis
Stick to that rule until you know what you're doing

#

will save you a bunch of headaches

pure flax
#

yeah i just using 2 skeletons instad now, but if i could apply the sprites onto the side of the bone, instead of front could code a 3d model in 2d

modest cargo
#

It's technically possible but would invite a whole lot more problems than it would solve

solemn latch
worn zealot
#

You can do a lot even without scripting. This is just using a simple 2d blend in the animator between direction poses, for a 'joystick' like control similar to what the guy in the video is doing. Though obviously a script to control it would make things easier. Would also be nice if unity had a FFD lattice or the like. https://i.imgur.com/BL9cfGJ.mp4

cobalt raptor
#

very cool

worn zealot
#

(The jerkiness is because I'm puppeteering it in real time with a mouse; you can do a lot better with keyframes.)

cobalt raptor
#

makes sense

worn zealot
#

But yeah, it is just bones moving/scaling the facial features, and nine keyframes(one for each direction and a neutral one).

solemn latch
#

The mouth is just a flipbook?

muted mica
muted mica
#

Owh, thanks :c

modest cargo
#

If it was implemented I think you might very quickly run into more limitations, like also needing to control the light height, or the silhouette of the shadow

#

Which would be nice to have but at that point you could just use 3D lights and shadow casters instead

muted mica
#

3D lights does not affect at all my tilemap and my sprites

modest cargo
#

They'd need to be textured quads instead of sprites (which sprites technically also are) so the workflow would be different but end result mostly the same

#

I don't know why Unity made a whole new (limited) lighting system instead of modifying sprites to work with 3D lights

solemn latch
solemn latch
solemn latch
#

Drives me nuts

distant rover
#

If you were making a 2d game that game a battle system like Dicey Dungeons I get that you'd use the canvas for the UI but what about the characters? Would they be in the canvas too or in the scene? I never know when to use the canvas for non UI stuff.

still gorge
#

with 2d games, is it good to use this?

#

or is there a certain template that i should be using?

inland kiln
#

theres another

#

just 2d

still gorge
#

2D core right?

inland kiln
still gorge
#

got it thanks

#

dunno how i didnt see that honestly

#

i usually work with 3d but im taking a step back and trying 2D again

cerulean parcel
#

how do I fix this giant gap between the player and the ground? they both have box collider 2d and the player has a rigidbody 2d

pure flax
#

when rigging, say different shaped clothes, do I just generate the geometry as usual, and make sure the bone is named correct and same size?

#

or something more / less

solemn latch
#

Though for extreme shapes you might need to get creative

spiral juniper
#

Hi guys, I have a problem with imported textures. Normally they are transparent pngs but when I import them into unity they become only half transparent and these weird blue shapes shows up...

#

Same with these:

pure flax
#

should i use 1 mouth sprite + bone, and sprite swap it, or try to setup an 3 part (mouth top 3 bone, bottom 3 bone, inside 1 bone as parent) 7 bone thingy?

#

for doing animated cartoons

#

I guess the bone thing, cause I could always setup sprite swapping on those as well

#

and it might work for most case hmm

#

or something else altogether?

#

2nd question, does the animation state machine, work in timeline? (im just using play from animation in a clip in a animation track, which im not convinced is using it)

pure flax
#

is it possible to customise the bone gizmo, so if i turn off visibility of the bone, the gizmo is gone??

#

made a charecter with 100 bones, from many partys, cant animate (easily) as it too complex to selectthe bones i want πŸ˜„

pure flax
#

main head bone overlaps control points etc:

#

pain

solemn latch
pure flax
#

every bone has a gizmo for me, ill google where they are πŸ˜„

solemn latch
#

I mean, I add separate ones for the important bones

spiral juniper
#

I've tried different Alpha source settings, but it had no impact

solemn latch
#

Well, setting it to none will mean no alpha channel at all.

#

You had alpha is transparent checked?

spiral juniper
spiral juniper
solemn latch
#

Why's your alpha cutoff so low?

cobalt raptor
#

@spiral juniper I got a working import of your texture using these settings

solemn latch
#

It works fine for me too

spiral juniper
# cobalt raptor

Now it works in the inspector and the icon looks right, but still when I put it on and object it has this weird blue shape behind it

#

Material settings if that could be a problem:

vocal kelp
#

Hi, do you know a tool, online or standalone, which could allow me to change color of many, many png files to white at once? I know there are some allowing editing only one png at once, but I have tens of icons which I want to convert from black to white.

cobalt raptor
#

You can write a simple script in unity to read a bunch of pings into textures, invert them and write them back

vocal kelp
#

yep I'm writing a tool using System.Drawing .dll

cerulean parcel
#

pixels wierd sizes even with pixel perfect camera (fixed by removing pixel perfect camera component)

fervent mesa
#

Hey everyone, came here just to ask one thing. I have installed unity only a day ago and am encountering a problem already. I wanted to make a simple 2d platformer by using tilemaps, so when I wanted to make a tilesheet I first made a spritesheet out of Geometry Dash sprites that will be easy to understand, made some slicing in Unity, but then some of the spliced sprites are broken a bit in the bottom right corner. What made this happen and how do I fix this? I would just stop using spritesheets if it's mandatory, but using sprite sheets is much better in my opinion than having everything separated.

solemn latch
#

@spiral juniper

solemn latch
vocal kelp
#

@solemn latch thanks, I dont have one, actually I managed to do it myself with c#, then I realized my icons were really low resolution, i could vectorize it and export png somehow i dont know a tool either, screw it i dont need that UnityChanLOL

light scaffold
#

is there a way to increase the 2D sprite preview in the project pane? they are incredily tiny here but appear normally otherwise

#

how they appear

#

but the size they should be in preview

wide ginkgo
#

If you're on a newer version of Unity you could pop out the inspector and dock it near your project view, but you'd still need to select the sprite.

light scaffold
#

was afraid of that being the answer. really annoying dealing with sprites because of this. weird how no one working on all the new great 2D tools didn't notice this issue honkthonk

solemn latch
#

The people working on the 2d tools don't use them; this is obvious from all sorts of issues.

robust sluice
#

How do i import a vector image into unity, since drag and drop isn't working

solemn latch
onyx tundra
#

Hello, im making 2D game and the map is made (or I wanna be made) from tiles but I just can't make new tile palette i just press "Create New Palette" and i choose location and nothing happens when i searched on google, i didnt see anyone having the same problem

fervent mesa
fading raft
#

Heya, a). Im not sure if this is where I should ask this
b). Im making a top down 3d game where I have a texture Atlas for the vlaue / back of all my cards,
and a custom mesh I exported and have UV unwrapped.

#

Is it possible to project a certain card part over a specific UV area?
From what all my searches tell me I need to know the UV indexes and remap the meshUV's which is a problem because my card mesh has bevelled edges.

#

I cant even find out what verts are assigned to which indexes, let alone placing them over a curve for each corner

#

c). is there even any point to using a texture atlas here? should I just import each card texture as a separate image?
Overall I would need 61 different textures (above are just some cards that I am testing this with)

fading raft
#

Okay So I went way down the wron avenue for this (maybe)
My current solution has me remap the UV in my 3d software to exactly one of the cards.

#

then I just change the material offset.
The offset value is calculated as percentage width of a card, THen I'm just going to create a new copy of the material when the mesh is spawned and change the offset via code

solemn latch
paper pendant
#

TileD is kinda awesome, but can you use rule tiles with it or is that a unity in-engine thing (ergo a preview package)?

paper pendant
#

Ah LevelDesigner toolkit allows rule tiles

#

hmm

#

tho ltdk doesn't work with/support isometric damn

teal crater
#

Hi im very new to unity and game making ect, anyone would know why the lines happen?

cobalt raptor
#

How to fix tilemap tearing and edges/gaps in a 2D Unity Project is much simpler than you think and does not require reimporting or manipulation of any of your 2D assets, a simple Sprite Atlas is all you need and I'll show you how to do that in under 3 minutes. Tilemaps in a 2D Unity project can be quite frustrating but fixing them is easy. Plea...

β–Ά Play video
full jungle
#

Just doing a couple of quick tests with 2d animation packages in different versions of unity:

#

Left: 2020 std renderer Middle: 2021.2 URP Right: 2021.2 std renderer

#

Basically just, import 2d animation samples, enable batching (collections/burst package installed), and add a script that clones the samples character 1k times

#

Was just curious of the differences..

#

Obviously some editor differences could be getting in the way, they might be identical in built projects, i don't know.. but definitely 2020 was the winner

elfin sandal
#

is orthographic strictly necessary for pixel art?

cobalt raptor
#

no?

#

strange question

elfin sandal
#

srry im a beginner

#

im just wondering why everyone uses it

cobalt raptor
#

because they don't want perspective while working in 2d?

snow willow
#

although the batch count does seem relevant

cobalt raptor
#

URP doesn't dynamic batch by default

#

so that probably explains the batch counts

jovial pelican
#

I'm having problem using Sprite Atlas, all of sprite renderer and ui that refers to the sprite in that atlas is displaying the packaged atlas, not the individual sprite, what's wrong?
*it only happens on runtime
Unity version : 2020.3.21f1

nocturne bear
#

Hello Guys i have a problem with the Visibility in my 2D Game. Because of the high walls its impossible to see the Player when he moves behind it. The Ideal solution would be a Circle arround the player that lowers the opacity of the Wall to like 10 Percent. The problem is that even simpler ways of solving this like shown in this Turorial https://www.youtube.com/watch?v=8Y88MWuD6SA&ab_channel=EpicByteStudios wont work. Would be thankfull if somebody could provide an Idea to help me out πŸ™‚ Hope the following Pictures give you an example what i am looking for

In this tutorial, i will show you how you can create a Sprite Maks to see your Character through a wall or an object


Follow us on Twitter: https://twitter.com/EpicByteStudios
Follow Sven's Twitter: https://twitter.com/IrushoPi...

β–Ά Play video
solemn latch
sharp cloak
#

I have a PNG of this spritesheet, is there a way to turn this into a tilemap in Unity?

#

so i can use it here

eager gyro
sharp cloak
eager gyro
sharp cloak
#

now how do i import them tho

dim wraith
sharp cloak
dim wraith
sharp cloak
#

IOH

dim wraith
#

Then in there you can set the size of the sprites and slice them into items useable in the pallete

sharp cloak
#

wait

#

oh wait one sec

#

YOO IT WORKS

paper pendant
#

ez pz

eager gyro
# sharp cloak

yeah I had forgot to circle the Sprite editor button, sorry lol

paper pendant
#

Isometric rule tiles are very odd, they don't behave well with ramps it seems

steel kayak
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why do i get these weird lines ?

void elk
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Hi! I've tried asking this question in the scripting section, but it seems like that chat is primarily focussed to 3D. I've noticed some programmers here in this 2D chat, so I'm trying to ask the question here;

I'm trying to stop the character (Polygon Collider 2D) from moving through a wall (Tilemap Collider 2D).

1 var hitResults = new RaycastHit2D[10];
2 var hitX = collider.Cast(new Vector2(desiredX, 0), bodyFilter, hitResults);
3 //var test = new Collider2D[10];
4 //hitX = collider.OverlapCollider(bodyFilter, test);
5 if (hitX == 0)
6 {
7     transform.Translate(desiredX, 0, 0);
8 }

Why does the character not stop moving horizontally when I run the code like this? I proved the character can collide with the wall because it does stop moving horizontally when I uncomment the two lines (3&4). Line 3 & 4 were only meant for debugging/proving that the ContactFilter2D bodyFilter is set up correctly.

modest cargo
void elk
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I've followed a tutorial on how to make a top down 2d game, they recommended implementing manual collision detection. How would you let the collider stop the character's motion?

modest cargo
void elk
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Yeah I understand that's difficult without knowing the project. In the documentation, I'm reading rigidbodies are meant for physics simulations, but I'm not planning on doing anything with gravity or forces

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I did just find a workaround; the cast method does work on a CapsuleCollider2D, so i'm using that for now

modest cargo
void elk
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Hmm. I'll keep that in mind if I want to make the switch. Thank you ^^

modest cargo
void elk
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Well yeah I do like the extra control it gives me to code all the movement and collissions myself. I've been programming in C# for years now, so I'm quite comfortable with the language. The Unity engine is somewhat new to me though

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Thanks for sharing your knowledge with me ^^ I'll have to study the rigidbody behaviour some more

modest cargo
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I think you can ask about your current problem in one of the coding channels, but do try to keep crossposting at minimum
I'm not much of a coder so I prefer when the engine does the work for me

void elk
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Yeah, this is great input. I love that you're showing another way through the engine itself, instead of custom code. I've tried the coding channels, but they couldn't help me

shut hollow
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anyone know why my character sprite is behind the tilemap?