#🖼️┃2d-tools

1 messages · Page 69 of 1

modest cargo
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2D sprites are sorted by their Z position and Order in Layer

dusky knoll
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There's also a sorting group component for further tweaking

steel kayak
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I have a simmilar Problem . I dort my sprites base on their y Positionspapier so the player can walk infront and also behind them and it works except if i animate the player spririte cause then its just infront of the rest

paper pendant
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What do ya'll think, with outline or without?

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im kinda leaning to with outline, it looks crisp, and the tileset has outlines so itll be easier to differentiate the npcs

lapis trench
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Does anyone have a link to advanced tilemap usage, combining and colliders?

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I can't find a good way to generate rooms and paths in a roguelike, without compromising either colliders or positions

remote osprey
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how do i remove these?

worn copper
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hey guys spot of help

worn copper
opaque pewter
worn copper
opaque pewter
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can you check all folders you have

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espicially assets

worn copper
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no like

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the viewport

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doesnt give me the tile grid

opaque pewter
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not good with 2d tbh 🥶

worn copper
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moreover i made a palette and it allows me to place it un-aligned

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fixed

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nvm

nocturne bear
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The linked tutorial wont work for me so there wont be any cut out at all.(No matter if transparent or invisible) I would take any solution that makes me see my character behind walls wont matter if there is a circular cutout around him or if the wall in front of him turns transparent its fine as long as i can see him.

still tendon
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for me i changed the anti aliasing settings in player settings

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i changed it to disabled in quality

tranquil yarrow
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how do I make it so I dont get stuck on the box collider like this

lapis trench
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can you show the tree's collider?

tranquil yarrow
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I deleted that but I have a different question why is this house showing up in the Scene view but not the game view

modest cargo
tranquil yarrow
solemn latch
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Make sure the mask and the thing you wanna mask are on the same layer

solemn latch
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I don't suppose anyone has come up with a way to convert a skinned sprite to a skinned mesh?

pliant cipher
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In the game view there is a crack in the tilemap sprite. I've followed Brackeys' tutorial and I've turned anti aliasing off.

modest cargo
true yoke
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when i try to resize, i can only use red axis and the green axis to resize

true yoke
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nvm i figure it out

long dagger
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My player keeps going through terrain that has the tile map and composite collided on the tile map. How could I fix it?

snow willow
craggy venture
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help, I'm a noob. I'm trying to paint with the "brush", but it only seems to want to paint a long line of tiles. How do I make it paint one tile at a tile again?

cobalt raptor
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use the selection tool in the palette to select a single tile

silk glen
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hello, how do you guys make this spirte smaller?
i try to change "Pixel per units" into 16, and it sunddenly become large..

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this what happen when i try to change pixel per unit into 16.

modest cargo
solemn latch
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If you figure out how large in the game world you want, you can match that to the pixel size of your image.

silk glen
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ah i see, will it have anything to do with camera size as well?

modest cargo
still tendon
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imported 32x32 png from aseprite into unity. when i import the image into unity, it becomes very small and blurry. (used import new asset)

still tendon
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fixed (filter mode was not on point, it was on billinear/trillinear)

nova bear
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Is there a way to use PolygonCollider2D.SetPath() and GetPath() to set all paths that the PolygonCollider2D component which I'm copying to another has?

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For example, I have a GameObject with an empty PolygonCollider2D, I'm copying another PolygonCollider2D to it but I don't know how many paths it has

cobalt raptor
nova bear
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I found pathCount but I'm wondering whether or not it's a good take to use it in a for loop

cobalt raptor
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Yes? How else would you use it

chrome wind
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I have a simple hexagon sprite rigged with the sprite editor to be squishy like slime. I now have a second sprite to go over that which makes it shine when highlighed, but have no idea how make that follow the hexagon sprite. Any ideas?

true fjord
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do tilemaps just save it in the tile map, and how can i have different maps, do i make a new scene?

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or do i save tile maps using a binary formatter and then i just load it overwriting the tilemap that was alr loaded?

solemn latch
rough slate
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Does anyone know how to fix this? I am using sorting layers and the player works when going around the pillar but I have a problem with the grid and sprites..
Edit: A way I used to fix this was creating a separate grid which had a sorting group lower than the flame, Which I had to redo the whole level replacing every (Upwall) Hopefully this will help someone with the same problem as me. If you have any interesting fixes ping me pls

light scaffold
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anyone know why a BoxCollider2D with trigger marked would block another BoxCollider2D like as if neither were triggers?

warm mango
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Hi all, I'm having issues with my pixel art when I zoom in, it seems to ruin the pixels for example:

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if you look at the eyes one is wider than the other

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but it looks fine in scene view

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this is my settings for my pixel art

light scaffold
ionic tapir
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hi, when I try to import a png file to unity the file lose quality in the scene view, any help?

modest cargo
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@warm mango Pixels by their nature can only be scaled by integer increments without blurring or stretching
With smooth graphics this isn't an issue, but pixel art is a different case

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Sprite positions that are off the pixel grid and rotations other than 90° will also cause issues

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2D Pixel Perfect package is intended to help with these problems

warm mango
warm mango
royal comet
sly iron
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how do i delete sprites on the tilemap?

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i messed up smth here on my tilemap, and i wanted to delete it, but i cant find a button, or a function to it?

opal hill
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I am trying to make a 2D endless runner, I want my grass sprites to loop while the robot is moving, how to do that?

tranquil sierra
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how do i make my sprites tiled instead of stretched

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like the one on the right

fossil monolith
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hey, quick question. I have a platform with a slope setup for my game but i'm having a issue with it and i'm hoping someone is able to help me with it.
If i'm walking too fast the character might clip between the upper platform and the lower platform ignoring the slope (and clipping back up every now and again)

cobalt raptor
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how are you moving the player

fossil monolith
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applying a force onto the rigid body

cobalt raptor
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I'm surprised that it would allow you to penetrate so easily there

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but you can try turning on continuous collision detection for the player

fossil monolith
cobalt raptor
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hm

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can you record a video

fossil monolith
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1 sec

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@cobalt raptor there you have it

cobalt raptor
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fascinating

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can I see what your character collider looks like

lean estuary
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This is what it looks like when you try to mix a thing moving via transform and physics at the same time

fossil monolith
lean estuary
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If you use MovePosition as well, would override physics

fossil monolith
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@cobalt raptor

lean estuary
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The only thing that will force physics enabled object to stay inside a collider is a code updating every frame to reset it there.

cobalt raptor
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yeah something weird is happening with your physics controller

fossil monolith
manic pelican
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Hey guys, I'm trying to figure out a way to animate water like Stardew does, but I just can't seem to make a good, tiling, animation. Anybody have any tips?

cobalt raptor
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looks like it's a single tiling image that is being horizontally distorted and is slowly scrolling upwards

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you can do this in a shader using a single non-animated texture, though the pixel-based distortion might be easier and more artistic to do yourself

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but the important part here is that it is based on a single, non-animated texture + some distortion and scrolling

raw kraken
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Question about Tilemap Collider 2D - is there any way to access individual tile colliders and get to the Tile asset from there? We've been dealing with this issue for a few months now. We are unable to use grid coordinates to get placed tiles as our tiles have different shapes than the grid (the grid is only used as a placement grid). We would, however, like to have an ability to interact with the tiles. Any, even hacky way will do

random spruce
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hey guys, I am a beginner at gameart and I can't decide between gimp and krita, which prorgam would fit this art style better?

fiery pewter
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do colliders work TO HIT (an object) or TO BE HIT (by an object)?

modest cargo
humble lark
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Hola, I'm trying to replace Helltaker daemons with my drawings, but there is a kind of frame that I don't know how to delete. (upward is a screenshot from the game and down .png that I put into the game)

light elk
solemn latch
humble lark
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So I should replace the sprite too?

solemn latch
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I really have no idea what you're trying to do

still tendon
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What’s a free program for pixel art and what are some resources to learn pixel art

random spruce
paper pendant
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as for resources

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i recommend AdamCYounis on youtube, his work is chefs kiss

still tendon
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Are you sure there isn’t a free alternative I don’t really wanna pay for an art software that idk I’ll even use for a while

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I just wanna do some funny little sprites for games I wanna make

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Or just funny little sprites in general :>

paper pendant
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aseprite is worth it tbh

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its an animation suite and art program in one

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and it has tablet support

still tendon
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I don’t wanna get a tablet

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I’m not an artist just some dude who wants to make a little game but doesn’t want it to be a bunch of squares

paper pendant
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are you a programmer?

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/how comfortable are you compiling a program

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if you download the source and follow the compilation guide, you can build aseprite for free

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the source is on git

still tendon
paper pendant
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ah ok nvm

still tendon
paper pendant
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well hmm

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actually i found a resource that may be of use to you

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its an in browser editor hosted by a website called Lospec

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they host palette and other art assets

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its free

still tendon
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Alright thanks

paper pendant
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cheers

vestal bridge
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as for places to learn, Brandon James Greer has some interesting stuff, and I'm no expert but I find looking at pixel art you like and trying to emulate it can help

modest cargo
cobalt raptor
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I dled libresprite, it runs like garbage compared to aseprite

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perf-wise

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if you want, you can compile aseprite from source

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it is open source after all

paper pendant
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I told 'em, he doesn't really have much exp with compiling programs and just wanted an out of the box solution

sly iron
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is there a way to remove the white bg on a sprite?

paper pendant
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are the colours on the sprite indexed?

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you could open asperite and replace the white index with a 0,0,0,0 colour (transparent)

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or just use the paint bucket tool on it

hollow crown
solemn latch
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God I hate the 2d urp renderer, it is such crap and them focusing all their features on it is terrible.

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How about they fix tangents on sprite meshes

chrome grove
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How would you create a "Laserbeam" style attack, preferably without shaders? Where the middle section duplicates until it hits the wall I suppose?

cobalt raptor
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you can use a line renderer

chrome grove
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Can that easily be used with Sprites/sprite animations/

cobalt raptor
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as in, make the laser beam out of sprites?

chrome grove
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Yeah.

Was sort of my original thought was like three sprites/animations.

One: Starting/Spawn.
Two: Looping Animation that tiles.
Three: Collision.

cobalt raptor
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that's not a terrible way to do it

chrome grove
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And then collision I would assume would just be based on the raycast point.

cobalt raptor
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correct

chrome grove
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Cool so I got that part done, the only part I'm confused about currently would be, how would I go about adding a sprite renderer/sprite animation on top of the line renderer?

humble lark
# solemn latch Looks like the polygon edges.

yes it is, I just exported txt of the sprite and "bool m_IsPolygon = false" I've changed it to true but it is more complicated. You know how to change it? I'm totally new at Unity and don't see anything useful on the internet...

solemn latch
humble lark
# solemn latch Like I said, I have no idea what you're trying to do.

I want to have all my picture visible. The red lines had to show how the sprite is changing the picture it is just an example. I've replaced png from the game with the same texture but with red lines on but the sprite is still from the old one, so it cuts it. I'm planning to draw my own textures and they won't fit the frame.

solemn latch
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So you're what, modding a game? That you haven't defined any of the details of? Or something else?

frosty coyote
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Do you know any free 2D world generation assets that are good?

paper pendant
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isometric? or?

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well its easier to do rectagular grids vs hexagonal or isometric i imagine but I posted in resources a week or two ago with a dev blog on terrain generation (not mine, i found it online)

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includes well documented code

next sierra
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what is happening here? everytime my character jumps into a corner like that he goes through the floor why?

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and yes i have 2 box colliders

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on the wall and ground

solemn latch
solemn latch
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Then you probably should.

next sierra
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sry for asking

solemn latch
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If you have it set to discrete, you can jump entirely through objects if your are moving fast enough that the move starts and ends outside it.

next sierra
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oh ok it worked

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ty

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ty so much bro

solemn latch
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Rigidbodies don't like being embedded in each other.

next sierra
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yeah sry, the player is idk how can i describe it but when you move it to a wall it does that as shown in the clip and its a bit annoying

solemn latch
next sierra
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ok ty

leaden ice
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@next sierraIf you haven't figured it out yet, I'd suggest starting by setting the collision detection on anything that you're moving each frame (e.g. your player) to continuous collision detection

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If you've already done that you can try constraining your player by raycasting and not letting them move if it hits a wall

solemn latch
next sierra
next sierra
solemn latch
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Well. There's your problem.

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You should avoid moving the transform directly when you have a rigidbody on it.

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That will make your physics behave all kinds of weird

next sierra
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ty alot

leaden ice
light scaffold
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does anyone know how chunk culling works on a tilemap renderer?

fickle vale
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yo how do i move stuff in tile pallete , like i select smth using S and try and move it using M it just deselects and switches to the pick or marquee a new brush

cobalt raptor
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Think you need to switch into palette editing mode

fickle vale
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oh

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ty

clever fractal
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I created that UI sprite, loaded it in an UI object, but it ends up looking weird in game

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the UI image size is set up to the exact size of the sprite

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how can I fix it ?

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I don't use bilinear filtering because it makes the sprite blurry

solemn latch
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What do you mean by 'fix'?

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What do you want it to look like?

clever fractal
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But I found out thats a camera issue ? I'm working on my game resolution to display the right number of pixels I want to make it work

solemn latch
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Yeah. Pixel art usually needs to be scaled by even amounts or that will happen

clever fractal
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Ended up making my display 16/10 because of it. I guess that's fine

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So I can easily divide by 64

chrome grove
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Is there anyway to create a rule tile that does it on the left?

Right now I get whats on the right? I guess at the end of the day I'd need something like..

"If Bottom Tile is an Edge Piece, Bring it all the way to the top?" Something like that.

solemn latch
chrome grove
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I could also just place things by hand as well. I'd just prefer not to lol

chrome grove
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Another problem I'm having is this. Its what I want vs What I get. And I'm not really sure if there is a way to fix this or not.

solemn latch
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Have two rule tiles?

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Or perhaps check whether there is more of that same tile anywhere above/below it instead of just checking the immediate neighbors?

fallen hare
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why is it that in the scene view there is a sprite in plain daylight but it doesnt show at all in the game view?

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oh, the Z position of the sprite was lower than the cameras Z position

solemn latch
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Yeah, that's the most common reason I think. (Or at least, when people ask in here :D)

empty coral
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HOW RIG THIS PROPERLY?!

cobalt raptor
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not like that

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apparently

empty coral
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my geometry was shit

empty coral
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How do I make the lower part of the ear influance the back head?

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should I make then on separate layers or is it the bones, I just don't know

main bronze
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was messing with the experimental 2d lights in URP and how would i exactly go fixing this

solemn latch
main bronze
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i found a fix to it..the problem was mostly how the shadows reacted to the stacking of objects with different shadow casters on them

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turning on self shadow did it

solemn latch
empty coral
solemn latch
empty coral
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It just doesn't want them together :/

solemn latch
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And if you select the vertices in that area and use the weight slider?

paper pendant
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So if i'm looking at multi layered sprites, how would i go about approaching that? im thinking i want to switch from frame-by-frame animation exported to unity to some sort of composite animation made in the unity animator from frame-by-frame

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I've looked for tutorials but couldn't find much on the topic / am using the wrong keywords

cinder escarp
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is there a way to overlap something over a light source

solemn latch
paper pendant
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i use aseprite to make my sprites for 2d

solemn latch
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Can you definite, specifically, what you mean when you say composite?

Are you just combining multiple layers of flipbook animation? Or are you rigging the sprites in unity, or...?

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Maybe give an example?

paper pendant
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multiple layers of flipbook animations if that makes sense

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i'd rather not use ik and rig them in unity

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by composite i basically meant multiple layers of flipbook anims

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maybe its more accurate to say composed or something idk

solemn latch
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Composite is accurate enough, just that it could refer to various things 😄

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There are a few possible options. You could combine the sheets in a shader, you could just have multiple sprites on top of each other in the scene, or you could combine the textures with a script.

paper pendant
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i might do option B for simplicity

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im thinking of stuff like clothe options, hair option, gun and items, etc

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maybe ill have to use code to create the sprites on the fly

frail minnow
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is it possible to pause/stop animated tiles?

solemn latch
empty coral
solemn latch
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That is really weird.

keen siren
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Is there a way around textmeshpro's problems with evading pixel perfect camera?

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You can "fix" it but as far as I know it's a cheap fix involving "locking" the textmesh position and working out the pixel-perfect values manually but I don't want to because it's obviously broken. I was thinking about creating glyphs for my own text sprite system

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Well I heard the suggestion "use legacy text" but I'm likely to want to port my project to other platforms

sly iron
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my tile brush isnt working, can someone help?
like, i got everything correct, but when i will paint the scene, the sprite doesnt show up

gaunt wyvern
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im trying to make a tileset

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but tile pallete isnt letting me make new palletes

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im putting them in a folder and they just dont appear

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nevermind

warm mango
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is it just me, or is the scene and game view showing different colors for the UI

winter nest
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its you

warm mango
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i feel like the hair at the top and the skin tone is darker

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maybe it is me haha

solemn latch
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The black background probably makes a big difference

warm mango
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Actually, I noticed its my monitor..im looking at the image now on my laptop and I see they're clearly the same xD

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now i just feel like im crazy ahha

solemn latch
frail minnow
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  Collider2D[] tileColliders = Physics2D.OverlapCircleAll(transform.position, 2f, LayerMask.GetMask("Floor"));

Hi anyone can help me? I want to get my tiles with OverlapCircleAll but Its returning an empty array.

chrome grove
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How would you go about creating a ring that scales, but keeps the same thickness?

next sierra
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Yo guys, i want to make a wall go up like, my player goes through a invisible square and a wall goes up, do i use transform.position?

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ok im dumb i did it

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nvm ty anyway

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idk if its very correct but it worked, in case anyone needs it ```public ativadorprimeirosmexe ativ;
float speed = 2f;

void Update()
{

    if (ativ.ativador == true)
    {
            transform.position = new Vector2(transform.position.x, transform.position.y + speed * Time.deltaTime);
    }
    if (transform.position.y >= 14f)
    {
        transform.position = new Vector2(transform.position.x, 14f);
    }
}```
solemn latch
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Or create it procedurally

uneven wadi
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hey

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i need help 😦

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i tried to add assets with tiles but they are super small?

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how can i resize em

paper pendant
# uneven wadi

in the sprites import settings try setting the pixels per unit to the width or height of the tile

eager ravine
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I was animating something but misclicked a key and now it's stuck in 3d?

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how'd I go back to a 2d plane?

solemn latch
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The 2d button in the scene tab.

topaz crater
ionic tapir
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I mean that every part of his body is a single piece and it's rigged to be a ragdoll

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and in a code you manage to animate it in this way

cobalt raptor
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looks like IK active ragdoll to me

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not a single piece, it's like a paper puppet with hinges at the joins

topaz crater
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I think I got it, I'll try something tomorrow when I got time, thanks

solemn latch
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Doesn't really look like a ragdoll at all. It looks like there's physics on the arm when you release it but the rest seems to just be animation and IK.

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Probably not even 'real' physics but just a damped oscillator like the springbone from unitychan or animation toolkit.

topaz axle
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nevermind found out how

severe aspen
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This is a pretty basic issue

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Does anyone know how to adjust this

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Sprite Editor doesn't change anything with it I think it has something to do with the tile palette

paper jetty
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This metroidvania game is achieving a fake 3d effect with its ground platforms anyone know how this is done? My guess is perhaps heightmaps/depth maps and shadergraph.

earnest cliff
#

Hey guys,
Little newbie question here :
I'm trying to make some circles or capsules, as part of the UI of my first game.
When I create a new 2D Cicrcle or Capsule, its dimensions are ridiculously small.
I mean, they are 100 times smaller than they should be : I can see the blue dots and the white selection rectangle around my Circle, but the Circle is 2px big inside a 100 px selection thingy ...
You guys have any idea why ?

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I was thinking about a wrong "Pixels per unit" ratio of a "scale" problem, but there does not seem to be a "Pixels per unit" input for these, and the "scale" is at 1 (and embiggens the selection area too when I increase it)

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you can see the green circle and capsule on the right of the big red rectangle. They should be as big as the rectangle ...
Please Help ! 😄

chrome grove
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Right now, this is hand animated. But I sort of want to do something similar via code. Example being: Given any shape as a base, do this animation or something similar. I was thinking a shader? But I don't know if I could get a similar looking result.

Thoughts?

tranquil sierra
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is there a way to make the colliders a bit more precise?

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ie, having the slant closer to what it actually looks like on the sprite

chrome grove
tranquil sierra
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i really dont want to make a edge collider for the entire map

chrome grove
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Honestly doesn't look at that bad though, is the player ever going to be close enough to notice the edge is 2 pixels off?

solemn latch
chrome grove
solemn latch
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You can remap that so that any single color on that is white and the rest black

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And if you animate the remapped gradient, you get a band sweeping along whatever shape the first gradient takes

chrome grove
solemn latch
vestal briar
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Hi I am struggling for 3 days with adding bones to a single sprite sheet in PSD format can you please help?
It happening after I apply changed in weights and do the Create bones
The sprite becomes corrupted

solemn latch
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My suggestion for a rig like yours is to not use auto-weight at all, but rather to fill the entire mesh with the main body bone at max weight and then paint the limbs on top of that with normalize on.

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Normalize doesn't seem to work correctly for erasing, only for painting.

vestal briar
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@solemn latch Many thanks for your replay yesterday in 3am i found out was the problem after did the process many times.
After I Set the geometry I went ahead stright into the weight brush without applying the changes of the geometry first

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Once I hit apply and only then go to the weight brush it works with no issues

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I did not quite grasp the concept of "normalize" yet

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maybe you can shed some light on this please?

static violet
static violet
chrome grove
solemn latch
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@vestal briar normalization tries to keep the sum of weights on a vertex at 1, to avoid weird behavior. It does this by increasing the weight of other bones when you reduce one, and vice versa... but if you only have one bone it doesn't know what to fill in with... and sometimes when erasing you can remove all bone influence from a vertex.

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Normalization isn't required but it is usually a good rule of thumb

noble wasp
#

what is wrong with the tilemap? I can't get rid of these blue lines, I tried everything I found on google but nothing seems to work

dusk edge
#

Can anybody with experience with Sprite Skinning help me please? I don't know if this is a long-standing Unity bug or if I'm doing something wrong... But I have very patchy results using "Auto Weights". Sometimes it works as expected, but very often it behaves like in this screenshot where it JUST weights everything fully to the root bone only and ignores all the other bones. Any ideas??

solemn latch
# dusk edge Can anybody with experience with Sprite Skinning help me please? I don't know if...

I usually see that happen when either there are mesh changes that haven't been applied or when a bone is selected. You can manually add bone influences to the mesh and try again, too.

Generally speaking, I suggest having at least one vertex near the pivot of each bone, to help the algorithm.

All that said, I don't prefer to use auto weights (though it should be better than the result you got!)

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Generally, the way the auto weight works works best with some interior vertices to 'travel' along.

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Do you have 'Associate Bones' checked in the auto weight wizard?

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This sort of setup usually works(and you can delete excess points afterwards if needed.)

dusk edge
solemn latch
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Awesome. I still suggest manually editing the mesh manually for the final result of course.

delicate jackal
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Whenever I make a tilemap collider it just decides not to exist even when making a brand new project under a different installation

solemn latch
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@next sierra wrong channel.

next sierra
solemn latch
#

I don't actually remember the question. but use your best judgement I guess

next sierra
#

Oki

unkempt dove
#

Hello, I'm a beginner in unity and I am trying to create a 2D platformer game. I am using tile palettes as a map for my tiles, but as for the background objects, I don't know if i'm supposed to have them in the tile palatte or just place them in the hierarchy in the scene. Cause what if I use the same background object two times, there will be two of them in the hierarchy.

solemn latch
#

Is that a problem?

unkempt dove
#

Kinda, would'nt be nice to have it organized in a grid tilemap? These are object which is not intractable with the player, there just background usage.

solemn latch
#

Anything with its own transform goes in the hierarchy.

#

You don't have 'two of them' in the hierarchy, really. You have two instances of it with different transforms.

#

If you want it under the tilemap, make it into tiles.

mossy hound
#

is there way to generate sprites through code

Like a 2D array sort of

solemn latch
mossy hound
solemn latch
#

Oh yeah, of course you can. Just like any other array of instantiated objects.

frail sequoia
#

Hello, I think I posted in the wrong area earlier I need some help with exporting bones. ;;

I created an animation using bones successfully however, I'm having a hard time exporting it and importing it into a new project. I figured out how to get the sprite, the controller, and the animation over, but I can't get the bones to export. Is there something I need to have checked or do in order to get them into another project?

mossy hound
solemn latch
#

How are you copying them over? The ideal method is to save the prefab into a package and import the package into the new project- that keeps all links and dependencies intact.

frail sequoia
craggy compass
#

hi

#

I'm making a game in which I want to make a jump that varies according to the angle of the character, is there a simple way to do this or will I need atan2 and etc?

eternal hamlet
#

is it best practice to have an empty border around your sprite sheet to avoid graphical glitches?

craggy compass
#

I found a way here

#

pato is the gameobject name

eternal hamlet
#

does anyone know if they are planning on improving the sprite editor any time soon? it's been lacking basic functions like multi-select, tile snapping etc for years...can't imagine it would take much to add these in

solemn latch
#

Seems unlikely.

grand cove
#

Helloes!
Planning to make a 2D game where the assets scale up as the game becomes harder.
So does vector images work with unity or should I use some other kind of feature to keep edges smooth and sharp?

solemn latch
#

@grand cove you can import vector art to unity but it is then converted to raster. You could look into SDFs (like used for textmeshpro) for scalable sharp artwork.

grand cove
#

Is it less performant than PNG's?

#

Since I'm planning to use the entity system for it in a bullet hell.

solemn latch
#

As far as I know, it is exactly the same once you import it.

thorny cosmos
#

Hey I’m looking for options for sprite normal maps. I’ve got a lot of animations to work on, and I’m looking at the auto generator programs but based on the results I am skeptical on the quality of the results I need. When looking at something like sprite illuminator I haven’t found a guide on how to test it for animation sets so it’s all consistent. So far SpriteDLight seems like the economical choice, but I’ll loose the control I’m gonna need. And most of what I’m reading is people talking about them 7 years ago. Are there more modern solutions? What’s the go to program? Any advice is appreciated

robust elbow
#

Hi I'm a new game dev. And I have to make graphics for my game. I'm very bad at anything to do with painting. Who might have an idea for how I can create graphics without drawing knowledge?

jolly narwhal
#

If you want to make the graphics yourself then there's no other way than learning how to make graphics

robust elbow
#

but there is a way to make graphics with no drawing?

#

or maybe simple drawing?

jolly narwhal
#

By getting someone else to make the drawings, or using ready-made graphics

modest cargo
#

-low resolution pixel art

fading helm
modest cargo
#

Knytt Underground cleverly combines photos and minimalism to get around the need for drawing many assets

solemn latch
#

Thomas Was Alone used boxes for everything.

strong mica
#

is there some trick to configuring a rule tile to account for 1-wide vertical walls to differentiate between left and right?

#

my only idea was to check if there's a rule tile exactly the room width across from it, but you don't seem to be able to check than many neighbors out

strong mica
strong mica
#

guess it's a tough one ahah

solemn latch
strong mica
#

I don't think there's a way to pass metadata to rule tiles unless I were to completely rewrite my own implementation of them

#

unless I'm missing something, it looks like they can only interact with other rule tiles of their own type; I can't write a custom rule like "if x tile is in y position relative to you, use z sprite"

strong mica
#

oh I think I have an idea? maybe putting an invisible vertical line of rule tiles in the middle of every room so that there will always be a set horizontal position to check for

#

or alternatively one rule tile in the center, but that would probably require much more rules

#

well I've noticed a flaw in that logic already: a vertical line of rule tiles is.. exactly what I was trying to create a rule for lol. I suppose I'll just try the single invisible tile and many rules option

#

that looks like it worked! a bit cumbersome, but definitely works :D

cobalt raptor
#

that is nutty

#

you can write rule tiles as a script

#

that would allow you to query adjacent tiles as much as you like

strong mica
#

wait really?

cobalt raptor
#

pretty sure

strong mica
#

I haven't been able to find any documentation on rule tiles code-wise whatsoever

#

just inspector stuff in the editor

cobalt raptor
#

yeah it's pretty sparse

strong mica
solemn latch
#

I mean, if you are procedurally generating the rooms it kinda feels like you could just tell it what tiles to use explicitly instead of using the rule tiles

cobalt raptor
#

that also

strong mica
#

I figured rule tiles would be a lot easier than hardcoding everything in the long run

#

hopefully my work paid off

#

my "procedural generation" is really rudimentary and I probably should have written it from scratch instead of following a tutorial lol

cobalt raptor
#

lol but you are hardcoding it

#

just in a different way

#

what happens if you want to make your rooms a different size?

#

your rules break

strong mica
#

well it's like a binding of isaac-esque game, so each room is the same size

#

I know it's definitely not the best solution, but it works for me at the very least

solemn latch
#

The point is that you are using a system to place specific tiles, and using rule tiles inside that. So your room system 'knows' which tiles you actually need better than the rule tile does.

smoky hinge
#

hi, anyone using SpriteShape tool, do you know if there is a shortcut/hotkey for "start editing the shape" ? (I was expecting the Y of QWERTY but it does nothing and cant find it to configure either)

mighty dirge
#

this isnt really an art specific problem but whenever I make a tileset and select a file for it to go, unity freezes

#

there isnt anything really there I just started a project

mighty dirge
#

it also is not just with tilesets, whenever i select a file it freezes

royal fjord
#

hmm so using tilesets and tilemap on unity. Got a question, how would one replace a pre existing tileset without having to redo the whole level?

dark atlas
#

Is there a way to turn box collision 2d on for tiles by default

karmic bridge
twin terrace
dark atlas
#

sorry i'm new to this, its just an extremely basic platformer so when i put the tiles down i want them to be able to be jumped on without having to add collision each time

karmic bridge
unique oar
#

Hello!
I don't know much about the animation system Unity has but I am working with some sprites and I am trying to make a certain animation loop from the second sprite when it ends and not the first
I searched around but the stuff I found didn't help me
Is there a chance I may have to do this with coding instead?

#

Also if I ask on the wrong channel I am sorry and I can delete it,I just asked here since I am dealing with 2D sprite

solemn latch
#

Run the first animation, then move to the looping version.

unique oar
viscid whale
#

can i change a material to a sprite renderer?

unreal pendant
#

I have made this custom healthbar fill. I want to so that when I lose hp it will kinda remove the image from right to left. Right now it just stretches it smaller when I lose hp.

#

nvm I fixed it

shy jetty
#

if my character falls a long ways it flattens out like its rotating on a 3d plane, this makes no sense please help

plain ember
#

(im just using deltarune sprites for a project) So I followed brackeys top down movement tutorial https://www.youtube.com/watch?v=whzomFgjT50 and I am just wondering how I can make the sprite stay facing a direction

Let's have a look at the easiest and best way to make top-down movement in Unity!

Get costumized art for your game with Outstandly! https://www.outstandly.com/art_for_games/?Brackeys=love

👾 JOIN THE GAME JAM!! https://itch.io/jam/cgj

Thanks to everyone participating in the planning of the jam:

BlackThornProd: https://bit.ly/2GqgkqO
Dani: ht...

▶ Play video
#

instead of always facing the camera

grizzled stump
#

i am having trouble

#

my characters look like this

#

the sprites are 16x16

#

i am making a 800x600 game

tranquil vine
#

anyone know why my character looks all dotted like this when i add him in?

#

im using pngs as sprites and idk why it does that

#

hes supposed to look like this

proven badge
#

is it possible to make custom materials?

#

for like a tile pattern instead of a solid color

proven badge
solemn latch
tranquil vine
#

yeah it was mostly fixed by enabling mipmapping

plain ember
#

instead of facing the cam again

pulsar void
#

i see. i think u should make a private float direction and lets say when the W key is pressed direction = 1 or if the D key is pressed direction= 2. then just make it so the sprites face the direction of the number

plain ember
#

I am very new to unity

pulsar void
#

ill try to get a code example brb

plain ember
#

k

pulsar void
#

some like that except there are no compiling errors lol

plain ember
pulsar void
#

KeyCode.RightArrow

plain ember
pulsar void
#

u need to make a privatre float

#

private float direction;

plain ember
#

oh yeah lol

#

ok I got the numbering thing correct

#

now the main question is how to add it to this https://www.youtube.com/watch?v=whzomFgjT50

Let's have a look at the easiest and best way to make top-down movement in Unity!

Get costumized art for your game with Outstandly! https://www.outstandly.com/art_for_games/?Brackeys=love

👾 JOIN THE GAME JAM!! https://itch.io/jam/cgj

Thanks to everyone participating in the planning of the jam:

BlackThornProd: https://bit.ly/2GqgkqO
Dani: ht...

▶ Play video
pulsar void
#

maybe make so if the direct is 1 (north) it switches to the forward sprite

plain ember
#

?

#

provide example?

pulsar void
#

if (Input.GetKeyDown(Keycode.UpArrow))

#

oops

#

if (Input.GetKeyDown(Keycode.UpArrow))
{
direction = 1;
}

if (direction == 1)
{
switch to forwars sprite
}

plain ember
#

this.gameObject.GetComponent<SpriteRenderer>().sprite = spr_kr_up_0;

#

but because of the animator, its still returning to the facing down sprite

pulsar void
#

o

mystic vale
#

Hi, guys, I am using tilemaps (and rule tiles) to make my platforms here. However, there is some weird issue where the tiles get gaps in them, but only when the camera is in a certain position. So when the camera moves, gaps randomly appear for a second and then disappear. You can see it in the video. I tried some common fixed from Google for gaps in tiles, but it didn't work.

solemn latch
#

Which fixes did you try?

mossy hound
#

i have a tile map question

I never implement it before but For sections of a tile map if you want to add code to it. are u going to have to go across every tile u placed and add the functionailty?

#

Or does it act as 1

#

Like unity treats it as 1 big sprite

grizzled stump
#

my tile pallette doesnt paste stuff

civic geyser
#

Did you ever manage to find a solution for this? I'm in the same boat. Got hundreds of animated tiles on my sheet and doing it like this would take ages. I find it hard to believe Unity hasn't got a smarter solution for this nowadays.

woeful mantle
#

Hell, ClickTeamFusion has a way to do this easily. I don't see how Unity doesn't.

civic geyser
#

That's unfortunate.. Thanks for letting me know!
Maybe some store asset fills the gap. I'd like to avoid writing my own tool for this purpose but doing it via the current available way is not an option either.

slim inlet
#

Why does it do the jagged thing? Also his eyes look like they're changing size even though they are both 1 by 1 pixel each.

grizzled stump
#

For some reason, my character wont render properly, pls help

modest cargo
#

Some seams can remain, which are color bleed caused by lack of margins in the tilemap
You can add the margins manually or let unity compile a texture atlas which can add margins automatically

grizzled stump
modest cargo
grizzled stump
modest cargo
#

No

grizzled stump
#

I just don't really understand what to do..

modest cargo
#

You need to read the instructions
if you want pixel perfect rendering, that is

#

Otherwise just live with the distortion

grizzled stump
#

But I did follow the instructions

#

Let me retry

modest cargo
grizzled stump
#

Done

#

I did everything following the instructions

#

It eorked

#

Hooray

modest cargo
# grizzled stump Thank you

There's a lot of weird issues you might face, especially when changing display/reference resolutions or when trying to scale sprites
When solving them, consider that the causes are rarely "technical" like usual, but a misunderstanding of the "rules" of pixel perfectness

grizzled stump
#

I understand

#

Thanks again for you patience!

mystic vale
solemn latch
#

Did you set up a sprite atlas?

mystic vale
#

Yes, that didn't work as well, forgot about that

modest cargo
#

If the color of the gap is the color of another tile (rather than the background) having an atlas with margins should fix it

#

Another options is o draw margins into the tilemap texture yourself and import it again

grizzled stump
#

I fixed the lines problem :D

grizzled stump
modest cargo
grizzled stump
#

it fixed the problem, all what matters

tribal kindle
#

Is there a way I can make animated falling leaves in a pixel art top down game?

#

Or perhaps rain?

solemn latch
#

I don't see why not?

granite parcel
#

Hey when I press the Main Menu button and return to the Main Menu and then return back to the game I can't move anywhere, but my Sprite switches to the direction its looking any reason why that is?

junior dawn
#

Hey gang, anyway to auto populate the Tiling Rules for Rule tiles?
or do I have to add them one by one each time?

stiff ridge
#

Hey ... I'm Gonna make my First game .. So first of all i need to design a 2d Character .. how where do i design it ? I want to make it simple

#

I'm asking for Easiest way or copyright free designs to make it faster

still tendon
#

its the easiest way to just draw a pixel character/object

#

There are also Asset's available on the Unity Asset store dedicated to drawing pixel art or other stuff within the Game Engine :)

green fern
grizzled stump
shy jetty
eager ravine
#

box collider seems to vanish when zoomed in, what's the issue here?

lean estuary
#

Try refocusing camera with f. Also this collider editing gizmo bug historically fixed by resetting layout. Could try that.

eager ravine
solemn latch
tropic haven
#

Any idea how I can fix this? The tiles are not overlapping...

solemn latch
tropic haven
#

I'm trying to get it so it doesn't overlap at all

#

So if I place a road tile over it, it wont look like Escher's art

#

I shouldn't say "properly", bad word to use; fixed the wording in it lol

tropic haven
#

The tiles are stacking on top, I just want it to overlap

white bone
#

Looks like it is a height issue, is it 2d or 3d objects?

#

Oh wait thats just an optical illusion making me think that. I believe that is a z buffer or layer issue. Not entirely sure how to correct it but if you look into that it should hopefully provide an answer

unkempt ether
#

Physics Material 2D disappeared

elfin sandal
#

can the new 2d pixel perfect render 3D models in perspective?

#

in order to make a ps1 style game

solemn latch
#

@unkempt ether it is under 2d

amber bison
#

Hello 👋 i'm wondering, is there a shortcut to use, when i use a tilemap brush, to press so my mouse stays on the X or Y axis ? i mean, to paint a complete row and that prevent the mouse to go either on X or Y axis

#

to prevent this happening 😄

lean estuary
#

You can select long rectangular area and use it as a brush.

narrow acorn
#

Hey, when i import a tileset into Unity the colors get messed up, could you help me with that?

modest cargo
amber bison
lean estuary
#

@amber bison There's Paint Filled box option

amber bison
#

Oh yeah 😮 i didn't use this at all

#

thank you

nimble light
#

With tile palette, how can I make so a sprite fits a specific tile size ? I have a sprite but it's way too big

lean estuary
nimble light
#

Oh ok it makes sense

#

Ty

#

And when I have some other sprites of different size, what should i do ?

lean estuary
#

With pixel perfect you don't want them to be different pixel per unit size fitting in the same tile, it would look weird.

#

If something twice the size you can still set it to a tile.

#

breaking it down to several tiles

nimble light
#

ok

slim inlet
#

Hi whenever my character is moving to the left the sprite is lagging. Plus in general the eyes which are 1 by 1 pixel look as if they're changing size when I'm moving. Why is this?

elfin sandal
#

do u have pixel perfect

slim inlet
#

no

elfin sandal
#

that's probably why

slim inlet
#

Should I just add pixel perfect then

elfin sandal
#

if u want

wind hinge
#

Dear people

#

I downloaded the Tilemap editor

#

BUUT

#

I can't open it through the window

#

I mean through Window

short reef
#

why dose this happen every time i tr y to make a 2d square

solemn latch
solemn latch
short reef
#

i fixed it by rotating the sqaure

elfin sandal
#

Is it possible to edit the render texture that the pixel perfect component creates when upscale render texture is ticked?

narrow acorn
abstract olive
#

Don't bait people. If you have a question, just ask your question and anyone who can help, will.

tawny geyser
#

how can i get hitboxes onto my tilemap objects?

tulip valve
noble wasp
#

Why do colliders don't collide when "isTrigger" is activated?

zealous briar
#

Because there are situations where you want to use them as trigger only

abstract olive
#

If you want to detect touching it, you can use OnTriggerEnter instead.

hazy isle
#

Why can't i press resume and quit whenever i go to the pause menu?

tawny geyser
tawny geyser
#

update: it worked

patent lark
#

Hi, guys. Can you help me, please, with Unity Tile Editor?

My tiles are painted correctly, when I use Flood fill with active brush tool and are painted shifted when I use classic Paint with active brush tool. Changing parameters makes incorrect one or another way

#

Looks like "Offset" here is applied while using "Paint" and not applied while using "Flood":

robust lava
#

can someone help me

#

?

left radish
#

Anyone got any good recommendations for 2d sprite creation? I wanna create some semi detailed sprites but am not sure what’s best to use for beginner

light relic
#

Same, any good ones for smoother art that isn't vectors?

light relic
#

Thanks!

#

Can you animate in it?

spice fossil
#

Frame by frame, yes

cobalt raptor
#

@still tendon push your ctrl and alt keys (one at a time and by themselves) and then try again

#

hm

cobalt raptor
#

ah

#

that is a problem

granite parcel
#

how can i stop game objects from pushing the player so for example the enemy when he is close to the player to push him in a direction? I just want them to both stand still

stiff anvil
delicate elm
#

what's the difference between the green border and blue border in sprite editor?

short crypt
#

is this cursed? its top-down perspective

viral ivy
#

Hello so when i take stuff out of my pallete they are very small when placed on the grid of the 2D game, how do I increase its sizes?

modest cargo
viral ivy
viral ivy
#

By clicking on the assets terrain and on this i got this value, now I just apply them and reinsert them in my pallete?

modest cargo
viral ivy
modest cargo
#

16 means the sprite is enlarged so that 16 pixels on the texture will fill one unit space exactly

#

3000 ppu means that a 3000x3000 sprite is the size of just one unit

viral ivy
sly totem
#

how to switch a tilemap from hexagon to rectangular

stark badger
#

I'm using AllIn1Shader to get an outline on my character but it cannot draw at the top or bottom, just inside the actual sprite. Is there a clever way around this except to add padding in the actual sprite ?

modest cargo
willow solar
#

anyone knows if tilemap sprite mask is a thing?
atm i can add a sprite mask gameobject to my ruletile which do works, but its not really good for performance

#

could also manually add spritemasks by hand over the tiles, but that would take some serious time to do + update if i make changes to my tilemap

elfin pecan
#

like

#

how do i split them

fair trellis
#

if you make the window bigger you will see it

elfin pecan
#

ik

#

but like u know

#

how do u crop

fair trellis
#

screenshot it

elfin pecan
fair trellis
# elfin pecan

did you change it from Single to Multiple? in the inspector

elfin pecan
#

it is changed

#

and

#

i also changed the unit

#

from 100 to 16

fair trellis
#

did you click Apply?

#

at the bottom of the inspector

elfin pecan
#

i did now

fair trellis
#

now open the sprite editor again

#

you should be able to click Slice

elfin pecan
#

thanks

elfin pecan
#

copy it

fair trellis
#

copy what

elfin pecan
#

the images

#

smol

fair trellis
#

you dont copy anything, you just use them

elfin pecan
#

like select them

fair trellis
#

you just put them into a Sprite Renderer or a Tilemap or wherever you want

elfin pecan
#

its top down

fair trellis
#

doesnt make a different if your top down or not, they all use the same thing

elfin pecan
#

im so new

#

i have a dum question

#

is it worth asking

fair trellis
#

yes

elfin pecan
#

where is the sprite renderer

fair trellis
#

its a Component

elfin pecan
fair trellis
elfin pecan
#

ok

#

a

#

thanksss

modest cargo
elfin pecan
#

why this happen

elfin pecan
#

ik editing is disabled

#

but how else am i suppose to place it

#

elo

modest cargo
# elfin pecan

There's supposed to be a sprite asset visible here
I'm fairly sure you're doing things in the wrong order

#

You really need to find a step by step tutorial how to get 2D assets into Unity

elfin pecan
#

and not from the sprite editor

modest cargo
elfin pecan
#

i upload it in the sprite

#

and its blurry

elfin pecan
#

i know how to upload them

#

now

modest cargo
elfin pecan
#

yay

#

workin

elfin pecan
#

abt the background

#

of the sprite

modest cargo
#

I don't know what the problem is, but usually backgrounds are removed in your image editor and transparency saved to alpha channel

robust lava
#

hi

#

i have a problem

#

idk why it s stuck like that

naive apex
#

Why does the animation speed not work with the animation window?

alpine verge
#

What is best tool to design/draw/paint UI elements?

cobalt raptor
distant swallow
naive apex
cobalt raptor
#

@naive apex because that's not how the animator works

naive apex
#

yes, I know, multiple animator can use the same animation but they can each have their own animation speed as well.
But, it would be great if I can just set a speed to the animation window and test it out there, instead of doing a workaround just to test it out.
Not to mention that play mode doesn't save changes, so I can only adjust 1 animation at 1 time, or take note of every changes.
It's tedious and unintuitive.

cobalt raptor
#

¯_(ツ)_/¯

steel totem
#

super beginner question, what is the best way to remove gaps between tiles?

cobalt raptor
#

You're going to have to be more specific

#

@steel totem

hollow patrol
#

I have a problem with my parallax and hit box. Can anyone tell me what the problem is?

steel totem
#

yeah this is what I mean

cobalt raptor
#

I don't see any gaps?

steel totem
#

In the centre

hearty stone
steel totem
#

nvm ive fixed it, I needed a sprite atlas

cobalt raptor
#

ah

#

yeah, sprite atlas is an easy fix

cobalt raptor
modest cargo
steel totem
#

It fixed it in my case, although I'll probably switch to pixel perfect camera since that seems like a better solution

modest cargo
#

Which can be hard to tell apart

#

One is background showing through the gaps because the camera is rounding sprite renderer positions incorrectly
The other is other tile colors showing through the gaps because the sprite sheet is sampling pixels inaccurately

robust lava
modest cargo
robust lava
#
using UnityEngine;
using UnityEngine.SceneManagement;

public class PlayerMovement : MonoBehaviour
{
    [Header("Movement Parameters")]
    [SerializeField] private float speed;
    [SerializeField] private float jumpPower;

    [Header("Coyote Time")]
    [SerializeField] private float coyoteTime; //How much time the player can hang in the air before jumping
    private float coyoteCounter; //How much time passed since the player ran off the edge

    [Header("Multiple Jumps")]
    [SerializeField] private int extraJumps;
    private int jumpCounter;

    [Header("Wall Jumping")]
    [SerializeField] private float wallJumpX; //Horizontal wall jump force
    [SerializeField] private float wallJumpY; //Vertical wall jump force

    [Header("Layers")]
    [SerializeField] private LayerMask groundLayer;
    [SerializeField] private LayerMask wallLayer;

    [Header("Sounds")]
    [SerializeField] private AudioClip jumpSound;

    private Rigidbody2D body;
    private Animator anim;
    private BoxCollider2D boxCollider;
    private float wallJumpCooldown;
    private float horizontalInput;
    private Vector3 respawnPoint;

    private void Awake()
    {
        //Grab references for rigidbody and animator from object
        body = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
        boxCollider = GetComponent<BoxCollider2D>();
        respawnPoint = transform.position;
    }

    private void Update()
    {
        horizontalInput = Input.GetAxis("Horizontal");

        //Flip player when moving left-right
        if (horizontalInput > 0.01f)
            transform.localScale = Vector3.one;
        else if (horizontalInput < -0.01f)
            transform.localScale = new Vector3(-1, 1, 1);

        //Set animator parameters
        anim.SetBool("run", horizontalInput != 0);
        anim.SetBool("grounded", isGrounded());

        //Jump
        if (Input.GetKeyDown(KeyCode.Space))
            Jump();

        //Adjustable jump height
        if (Input.GetKeyUp(KeyCode.Space) && body.velocity.y > 0)
            body.velocity = new Vector2(body.velocity.x, body.velocity.y / 2);

        if (onWall())
        {
            body.gravityScale = 0;
            body.velocity = Vector2.zero;
        }
        else
        {
            body.gravityScale = 7;
            body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);

            if (isGrounded())
            {
                coyoteCounter = coyoteTime; //Reset coyote counter when on the ground
                jumpCounter = extraJumps; //Reset jump counter to extra jump value
            }
            else
                coyoteCounter -= Time.deltaTime; //Start decreasing coyote counter when not on the ground
        }
    }

    private void Jump()
    {
        if (coyoteCounter <= 0 && !onWall() && jumpCounter <= 0) return; 
        SoundManager.instance.PlaySound(jumpSound);

        if (onWall())
            WallJump();
        else
        {
            if (isGrounded())
                body.velocity = new Vector2(body.velocity.x, jumpPower);
            else
            {
                //If not on the ground and coyote counter bigger than 0 do a normal jump
                if (coyoteCounter > 0)
                    body.velocity = new Vector2(body.velocity.x, jumpPower);
                else
                {
                    if (jumpCounter > 0) //If we have extra jumps then jump and decrease the jump counter
                    {
                        body.velocity = new Vector2(body.velocity.x, jumpPower);
                        jumpCounter--;
                    }
                }
            }

            //Reset coyote counter to 0 to avoid double jumps
            coyoteCounter = 0;
        }
    }

    private void WallJump()
    {
        body.AddForce(new Vector2(-Mathf.Sign(transform.localScale.x) * wallJumpX, wallJumpY));
        wallJumpCooldown = 0;
    }
#

see ther is nothing worng in my code

still tendon
#

Lil question how do you type letters like that

elfin sandal
#

like this /```c [message

#

` 3 times

#

then the language name

knotty wadi
#

Hey, I'm trying to import a spliced png as a tileset but was wondering if it was possible to import it into the tile palette exactly as it appears in the png. Right now it just forms a block and it would take forever to sort all of the tiles.

steady radish
#

oi

knotty wadi
knotty wadi
#

This is what I am doing by hand, but I want to import the whole sprite sheet in this format so that it stays organized in the palette and is easily manageable if that is possible

knotty wadi
#

Update: for those struggling importing tile palettes as a layout, fill in every tile of your resolution size with a bright/different color and import the spliced image directly. Then go in and delete all of the magenta tiles from the sheet and files, keeps layout and only takes 5 minutes versus three hours.

naive apex
#

Is there a way to make one object bouncy and another not?
E.g. A have 0 bounciness, B have 0.5 bounciness.

#

Currently, after I use this setting, when A run into B, it will get bounced back a little

urban nacelle
#

Hey fellows.... apparently I can't make more than one transition from one state....how can I solve this issue ....I can't make a transition from hitted to die...is there another way I can do this please

#

Whenever I make 2 transition when I try adding a third one ...the option does not appear

solemn latch
#

@knotty wadi you can also just tell unity to slice on the grid, right?

past spear
#

hello! i think this is the right place to put this,
i accidentally started my project as 3d when i meant 2d, and now the tilemap is disabled,.. is there a way to reenable it?

solemn latch
#

Define 'disabled.' Is it in the project but not working, or not in the project?

past spear
#

i went to window -> search and got this

#

and when i click on it i get this

solemn latch
#

Do you have tilemap installed?

past spear
solemn latch
#

You probably were using a preset that had it included.

past spear
#

yea probably the 2d one lol, but i made it in 3d by mistake :P

split widget
#

Hey! i need to create a tile with a color around the hexagon (the border) how can i do it ?

#

i've an hexagon grid

urban nacelle
vivid iron
#

hey, so ive started working on a 2d game and for some reason, i click on the sprite editor button, and the button and the inspector tab icon flash blue as if clicked, but then nothing opens. Im using unity personal 2021.3 and yes ive also looked in the manifest, restarted the project, made new projects, got it set to multiple, got it set to 2d sprite and everything, as well as resetting the tabs, wtf have i done wrong, its the first thing ive done in the project so nothing has changed apart from importing one png! Please @still tendonryone, help me, ive spent days on this one stupid bug and im starting to think about moving to another game engine!

modest cargo
stark flame
#

Hi trying to make a skinned/rigged 2d gameobject, i have the bones set up, i have hit apply. all the resources seem to suggest this now magically becomes a prefab. it isnt and i dont have any bones added to the scene when i add it.
does any one know about this

ember orchid
#

why these small pixels get distorted in game view

#

like this oto

solemn latch
stark flame
#

found it 'Sprite Skin' thank you dunno why that was so hidden 🙂

sacred flume
vestal bridge
# ember orchid like this oto

It looks like you need to either use the pixel-perfect camera or render it at a resolution that works with pixel art

solemn latch
#

,,,,,,,,,,,,,,

tranquil ice
#

Hello,
I have weird seams in my tileset at certain camera positions, what could be causing that?

#

as this is how it looks when it randomly fixes itself

tranquil ice
#

(also, I hope I didn't post in the wrong channel)

sharp socket
tranquil ice
#

that should atleast stop the character from phasing into the geometry

sharp socket
#

well.. where should i click

#

sorry i just started

tranquil ice
#

and if you only have a tilemap collider 2d, try adding in the composite collider 2d component onto it

sharp socket
#

these are the ones i added

tranquil ice
#

no, not on the character

#

on the tilemap, the environment the character walks on

sharp socket
#

im so confused rn

#

should i add composite colliter to grass

tranquil ice
#

could you show me the object you used for the environment?

sharp socket
#

are you talking about these

tranquil ice
#

Ye, the „tilemap” object is what I’m asking about

modest cargo
#

*assuming the gaps are showing the background color instead of leaking color from other tiles, that'd be a separate problem

tranquil ice
modest cargo
#

Was the sprite scaling too big or too small

tranquil ice
#

Nah, I had pixel perfect all along
And sprites were so dang small that everything moved in such small increments that floats run out of decimal places

#

That’s what I get for leaving the standard 100 pixels per unit for a retro pixel art sprite lol

#

Setting that to 8 pixels per unit fixed all of that

solemn latch
#

@tranquil ice yeah, should add that to the faq

tranquil ice
solemn latch
#

Oh, not really an official thing, just that that question is frequent and solutions are good :D

tranquil ice
#

Ah lmao

elfin sandal
#

because the 2d renderer removes the ability to use a perspective camera

somber rampart
# elfin sandal because the 2d renderer removes the ability to use a perspective camera

You might be able to create another renderer, add it to your pipeline object, and then make a new camera and set the renderer to the new one. Although I've only done it with multiple 2D renderers (it was the only way I could figure out to get post-processing to happen at a higher resolution on top of the pixel-perfect camera set to upscale render texture) so there might be extra steps for 2D and 3D

elfin sandal
#

but isn't the renderer tied to the URP asset and not the camera?

#

so you can't switch it

hollow crown
#

You can have multiple, that's why it's a list in the asset

somber rampart
#

I'm pretty sure cameras have an option to select a renderer

hollow crown
#

Though if you don't need any of the specific 2D features provided by the 2D renderer you can also just use the normal renderer, which can still render sprites. Just doesn't have complex 2D lighting or the other specific things the 2D renderer implements

elfin sandal
#

unfortunately the 2d features are required

#

sucks that unity hasn't merged the features into urp yet

hollow crown
#

I am unsure whether that's their intention

timber finch
#

Hey, anyone knows what this style called? (I mean the web-like shape)

#

When your cursor approaches one of the vertices, there'll be a line forming between the neighboring vertices and cursor

#

Is there any asset that I can use to achieve this effect?

elfin sandal
#

linerenderer?

timber finch
elfin sandal
#

probably doesn't exist

solemn latch
#

The features it has are half finished garbage, and it removes too much other functionality.

solemn latch
elfin sandal
#

Or pixel perfect

ruby iron
#

hello .. i forgot how to fix this composite collider .. as far as i remember it was not that hard ... you have to click somewhere to edit the collider shape .. somwone know where to click? ;D

sacred flume
#

I am having pixel distortion with my character does anyone know the fix?

modest cargo
#

nor can it be rendered with subpixel variance in position

#

Pixel perfect rendering is designed to solve this, but requires some setup

timber finch
sacred flume
modest cargo
#

The scaling errors will show up in any window where it's scaled incorrectly

#

or if the camera is zoomed in, sprite scale is always relative to

solemn latch
elfin sandal
#

what's the alternative to 2d shadows

solemn latch
#

Or make your own I guess

#

Those are literally the first two results from google so there might be better ones

solemn latch
#

I've not yet found a complete, accurate, and up to date list of EVERYTHING that is and isn't supported by 2drp

#

Very frustrating

paper jetty
#

I've been using the the unity 2d shadow caster.

solemn latch
#

Though actually, you're one of the few people I know who've done a lot with the 2drp; do you happen to know a full list of what is and isn't supported?

#

I keep coming across bits and pieces but no outright list

paper jetty
#

I don't know. I've just learned what I can from picking through Unity's tech demos and youtube clips.

elfin sandal
#

i just wish unity would make the 2d renderer customizable

solemn latch
#

I wish they'd just make it part of the normal URP through render features

#

(And fix the broken tangents on *&$$% sprite renderers, which would just fix normal mapping without any special features)

still tendon
#

Is there a way to unpackaged these sprites after I sliced them from the sheet? I would like to use them in different animation cycles

modest cargo
#

You aren't restricted to just one sprite sheet per animation

umbral olive
#

hi, I use URP for my unity 2d platform game. I used postprocessing too. now game is bit lagging in unity. I want increase performance. I make some objects static as well. Can I bake lights for that. Also I saw Occulsion culling window, is there something to do with

umbral olive
# still tendon You got low specs?

I think its lagging when I make it, since I got the game out put...It is fine. But I want is that to do all to increase its performance. Is there any other thinks to do. I reduce some images quality and made static objects static. I use some particle systems all over the game too. I have heard some game developers disable game objects when they are not in camera view...is there any think like that

solemn latch
#

@umbral olive most of the performance optimization tools are more geared to 3d, but you can definitely open up the profiler and see just what is causing the lag.

umbral olive
solemn latch
#

It is complicated, but unfortunately there are a lot of things that could potentially slow a game down and it is a lot easier to have the profiler tell you than to go through every possibility manually.

grim stream
#

Hi, I'm currently fiddling around with the Isometric Tilemaps feature, and I've run into an issue I'm not sure how to solve. You can see in the image my issue. The behaviour I would like to have is that the moving orange cube is always on top of the green (I have solved this before by making the green a lower sorting layer, but that dooesn't solve the larger issue) and also for the orange cube to move in front of and behind the grey blocks in a way that makes sense. I can take screenshots of all of my rendering settings for the tiles, moving sprite, tilemaps, and tilemap renderers if that would help.

solemn latch
#

And if you are using chunk rendering the tiles need to be in the same atlas to be chunked correctly

grim stream
#

This is currently what that looks like for me. In the tutorial I was looking at in the unity docs, it said to put my z to -0.26 if I'm using Z as Y, which I am.

solemn latch
#

I've not used the tilemap tools at all personally so I'm only going off of what other peeps have said.

grim stream
#

That looks like an excellent resource, thanks for the link.

solemn latch
#

Lemme know if it helps, so I'll know whether to link it next time someone asks 😄

lean estuary
#

@grim stream Do all of your tiles have anchor on the bottom? I think that's the requirement for isometric style

#

Only the tall ones should have it in the middle, so you can get behind them

neat hollow
#

how am i supposed to do/split the edge part ?. I split them to 4 but 2 are identical, and even those 2 dont align properly with horizontal and vertical part provided

#

new to processing tileset sry. edit: it is supposed to be a whole big tile, took me an embarrassing amount of time FailFish

deft pike
#

How do I make my tile terrain not fall out of the sky when I press play?

#

Its probably very simple but I just started today

hollow crown
deft pike
#

I think I fixed it but now my character is just floating above the ground ever-so-slightly

golden root
#

Hello. I am looking into rule tiles so I can draw my tilemaps quick and easy but I don't think I can configure them to do what I need.
Problem is, in a given tile I want to have a direction associated to another specific tile.
Let us say tile a will have b on the right and c on the left and so on
c<-a->b
a<-b->c
b<-c->a
and have edges c->d e<-a
As far as I understand it, normal rules just let you define edges an a repeating tile in the middle? Am I missing something?

neat hollow
golden root
grand oracle
#

i'm not sure where to ask this, but i want to have a pixelated line to be drawn from point a to be. anyone know where to get started on this?

#

basicly i need like a pixel perfect line

foggy reef
#

hi guys im trying to make custom box colliders that is like inside my grid and that part doesn't have an object i just need to create custom collision i tried to make custom box colliders on it but it didn't work.

#

the custom I tried to use

grand oracle
#

wdym it didnt work

foggy reef
#

my player would not collide with it.

grand oracle
#

this seems like a physics thing. also make sure that it is set to simulated and that the player does not ignore those collisions

foggy reef
grand oracle
#

you should probably try to fix it not colliding

#

and that isn't really a 2d tools topic

foggy reef
#

there is so many different topics I have no idea where exactly to post things lol

#

maybe im just a dummy 🤔

grand oracle
#

does your player have a collider?

foggy reef
#

yes

#

he collides with everything on my actual tilemap

grand oracle
#

does the building have a rigidbody

foggy reef
#

the collider does

grand oracle
#

idk then

#

sounds like a basic issue, i recommend just googling around

foggy reef
#

Is this a problem? I had just made an empty game object I thought the colliders would work regardless if it was attached to an actual object

grand oracle
#

it shouldn't be

foggy reef
#

I'm an idiot, it was on the wrong layer

strange root
#

I'm trying to write a shader that essentially does 2D bulge deformation - move each vertex of the object in the direction of its normal, so the whole thing sorta "puffs" up.
however, it seems like 2D objects (specifically, i've tried primitive shapes with sprite renderers and tilemap renderers) have identical vertex normals as if they were a plane. I was hoping they would have normals like this:

#

i'm struggling to think of any solution to this problem, so i'm kinda just posting in the hopes that someone has a hail mary idea

modest cargo
#

Meaning just add a tile to every empty space next to a tile

#

I don't know how that's done usually with tilemap data, but in graphics terms that'd be a morphological filter

cunning basalt
#

hello i am using unity 2017 and i would like to know how would i be able to do 2d lighting?

craggy lava
#

guys anyone have a isometric square like that idk how make it lol i just need to test my placement system

solemn latch
#

@strange root you can add a secondary texture that has the normal direction you want.

#

Your tiles are already split up by direction so...

cinder sphinx
# cunning basalt hello i am using unity 2017 and i would like to know how would i be able to do 2...

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▶ Play video
#

pretty sure it will work for that version

solemn latch
#

Should be basically similar but the actual component names have changed.

cunning basalt
#

3d lights in a 2d scene kinda sucks so the URP stuff is pretty useful

split portal
#

Psd importer

#

I guess I 'll have to upgrade

haughty magnet
#

Using the sprite-lit-default shader then going into sprite editor doesn't show the drop down in the secondary materials

solemn latch
#

I'm on 2021.1 and it works fine for me

#

I'm only on 5.04 and have the secondary textures

haughty magnet
#

5.04 of which package?

solemn latch
haughty magnet
#

I used the 2D (URP) project template in my case

#

I'm just trying to get the normals to work.

solemn latch
#

Oh, well, I dunno about that. I don't use the 2d renderer.

#

But it still won't give you normals on your sprite mesh

#

It just does shading

haughty magnet
#

There should be the option for the secondary texture just doesn't come up.

solemn latch
#

Sounds like it might be a ui issue, hard to say

haughty magnet
#

You'll notice i'm missing the reference dropdown menu

solemn latch
#

I am not sure what you mean; that looks correct

haughty magnet
#

change light to spot and make sure normal maps are turned on

#

and you can just plug a new material and use the Normal Map slot instead of the sprite editor.

lusty olive
#

Is there a way to make a 2D sprite be the same shape as a 2D poly collider or in general just change the shape of a sprite freely?

solemn latch
lusty olive
#

Yea I found sprite shape while looking around

spark minnow
#

How can i put in a sprite being the same size of an already existing sprite? Of a 2D sprite