#🖼️┃2d-tools

1 messages · Page 70 of 1

polar bluff
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I'm still pretty new to creating humanoid pixel art - any thoughts, recommendations, improvements?

primal badger
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Hi can i ask for this, how do I make my camera settings like the one on the left with the grid

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Currently, it's like the one on the right

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which I find it hard to position the object with respect to the camera

still tendon
#

I'm trying to do 2 things.
1: I'm trying to get the Bionomic Commando font to have sharp edges
2: Im trying to get things to snap into 2D Places
But 1 I cant find a option for that and 2 even when I hold Ctrl it wont snap move

elfin sandal
#

open the sprite in sprite editor, go to slice, grid by cellsice

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or you might have to do it manually in this case

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

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i need a red and a green one now

silver valve
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what is a good programm to create 2d pixel arts ?

wet grotto
#

how do i prevent my sprites from clipping though eachother?

modest cargo
deft mauve
#

I needed to switch from the Universal Render Pipeline back to the default renderer, but when i did all my particle system textures turned to pink, how do i fix this?

scenic latch
#

has anyone run into this problem when using auto tiling you have to put the left wall tile, not the right?

covert whale
torpid coral
#

Is it possible for a rule tile to paint to a different tilemap? Im basically trying to seperate my walls and ground tiles but want the functionality of auto generating walls at runtime? Any ideas?

tired turtle
#

I'm looking for a 2D platform, any in mind?

modest cargo
rare ravine
#

can someone assist with my first attempt at baking a nav mesh?
i've created a tilemap, and i'd like to set all the tiles that aren't the road to not be walkable, and then have my monster walk down the road.
but currently, it says "Select a MeshRenderer or a Terrain from the scene"
if i try to add a MeshRenderer to my tilemap, it says it conflicts with Tilemap Renderer

rare ravine
#

i figured out i had to add an experimental package, which allowed me to add a NavMeshModifier to my TileMap, and that let me perform a Bake...but there is just one tiny spot of walkable area right in the middle of my terrain??

elfin sandal
#

have u tried looking into that?

rare ravine
#

thats what im looking at right now!

modest cargo
rare ravine
#

doesnt look like much but i got it working !!

green fern
#

is there a way to get a traingle sprite in 2D? Or do I have to use 3D sprites for this?

modest cargo
lament rose
#

How can i conect two points with a visible line(kinda like DrawGizmos)

modest cargo
lament rose
#

Thx

lament barn
#

hey, anyone know if there's a way to make rule tiles detect tiles from other tilesets?

#

i wanted to make a spike rule tile that applied to the foreground automatically, since there's 4 kinds of spikes and i wanted to use the random output option of the rule tile, but since rule tiles don't seem to be rotatable and i cant find anything on different tilesets interacting i'm stumped

#

should i just make copies of the sprite rotated in each direction and place them manually?

green fern
fierce scroll
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Is there a way to change the initialization order of the objects a tilemap creates? I'm using GameObject prefabs as tiles. Those objects have a script with an onEnable() function which has a dependency on the game world already existing. Outside of the tilemap I solved this by setting the script execution order so the game world script enabled first. However, a tilemap seems to call onEnable() for its tiles (i.e., the instances of the GameObject prefab) first, ignoring the execution order I've specified.

light elk
polar bluff
light elk
#

n the book pixel logic is really good

neon onyx
#

Hi, can someone please send me a tutorial or a script for a swinging system around some point? I've been trying to do this from tutorials and stuff, but I get always error saying that it cannot create a 2d joint because it's connected to the player itself.

solemn latch
neon onyx
#

but the rope doesn't have to be advanced, it's fine if it's just a line

solemn latch
#

You're not breaking any rules by asking in here, but you'll probably get better help there.

#

Also would probably help if you can describe what you're specifically trying to do

tribal sage
#

Why when I try to slice it doesn't slice

modest cargo
#

There are other slice options and you'll probably want a sprite with a transparent background anyway

tribal sage
#

I just realised that

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What is the best way you recommend to remove the background?

modest cargo
tribal sage
#

There are many options rn

modest cargo
#

Awful to use but the most capable out of the free ones

still tendon
#

I AM AT MY WITS END!

solemn latch
# still tendon I TRIED **EVERYTHING** to make my STUPID movement work but does it, **NOPE** htt...

Probably something like ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class player_movement : MonoBehaviour
{
[Min(1.5f)]
public float movement_speed = 1.5f;

private Rigidbody2D player;
float totalpos;

void Start()
{
    player = GetComponent<Rigidbody2D>();
}

void Update()
{
    totalpos = Input.GetAxis("Vertical");
}

void FixedUpdate()
{
    Vector2 v = New Vector2(0f,totalpos);
    player.MovePosition(player.position + v * Time.fixedDeltaTime);
}

}```

#

Though I prefer to use velocity rather than MovePosition.

still tendon
#

Thanks mate! =3

marble dome
#

I have used Unity for over a year and all of a sudden I can no longer assign textures to sprites. Anyone have any idea why this might be happening?

rapid drum
#

The texture type is not set to 2d & sprite or whatever it's called

runic portal
#

How do I scale my UI Accordingly to each device?

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Something with mine is just a tad bit off

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Expected

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Reality

runic portal
#

Okay I got it working

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Now how do I fix the scrolling though?

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It feels laggy

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Like stuttery

elfin sandal
#

idk

solemn latch
#

Depends on what is causing the lag. If might be performance, it might be a problem with the controls.

solemn latch
#

If your PPU is 16, then you'd move 1/16 of a meter(1 unit) to move by approximately one pixel.

#

Or 0.0625

solemn latch
#

That would probably depend on the pivot

worldly cypress
#

when i import a transparent image (i think its transparent) from krita... well its not working... PLS HELP MEE

worldly cypress
dreamy pier
#

making sure it a png

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And set the texture type to sprite(2D and UI)

worldly cypress
#

oh

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but when i import a png

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it says not supported

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lemme try again

worldly cypress
dreamy pier
#

Glad it helped

worldly cypress
dreamy pier
#

click the sprite -> inspector -> filter mode -> point(no filter)

worldly cypress
#

oki

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it worked

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you tysm

dreamy pier
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don't know what are u saying but thanks : D

worldly cypress
#

no it actually disappeared when I clicked off of it (deselect it)

elfin sandal
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because i think that circle only shows up in UI

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might be a gizmo you can toggle

modest cargo
feral karma
#

why is that when i make a background layer, the objects in the background turn black

solemn latch
#

Share with us

arctic whale
#

maby someone have a 2d healing texture for a retro game

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something like a plus

solemn latch
#

feral karma
#

whats a good tool to make 2d tiles for a 2d game

elfin sandal
#

aseprite

still tendon
#

Hey

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Can we make a shader instead of using a pixel perfect?

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Pixel perfect make animations look cripsy in movement

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And maybe it pixelate think that should't be pixelated

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Cause of stacking denied

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But the my real question is can a pixelated shader ruin performance ?

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This shader will be applied to many sprites

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That have ik

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For legs placement

desert fox
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there was a very appreciated 2d vector light system for unity few years back

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can someone tell me it's name

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because I don't think it's the same as Universal RP

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I think I saw it watching about Ori

worldly cypress
#

guys thanks for replying

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this is how it turned out

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now im scraping my brain cells to do the coding

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but i suck at line code

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so i went to visual scripting

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AND ITS HARD TOO

eager ravine
#

mistake on sorting gameobjects but
how do I animate the parent head object without affecting the torso child object?

abstract olive
#

If you're transforming the object in any way, the children will follow. Separate the two objects.

eager ravine
green dagger
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2D Gore (Like people playground) Where would i get started?

solemn latch
solemn latch
eager ravine
#

doesn't affect the animation much

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unrelated but is there a feature in unity that disables/hides the z-axis?

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it's stumped me a few times when I thought my code wasn't working,
but turns out the z-axis is set to some random number

solemn latch
eager ravine
#

Ah gotcha thanks

craggy lava
#

What is the tilemap angles? My friend need the angles to drawn isometric assets

queen hatch
#

How do I modify a Box Collider 2D from it corners/vertexes in the Scene View?

honest whale
#

Why can't I enable read and write on the sprite sheet?

modest cargo
modest cargo
distant pecan
#

Recently i've used Unity's animator for a 2D project for the first time in a long time, and i just realized how bad it's workflow is, due to that, for anyone wanting an better animator workflow for 2D games:
https://github.com/GabrielBigardi/Unity-2D-Sprite-Animator

GitHub

Performatic, simple and easy animator for 2D games - GitHub - GabrielBigardi/Unity-2D-Sprite-Animator: Performatic, simple and easy animator for 2D games

dim wraith
#

Has anyone here used the Unity.VectorGraphics package?

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need help understanding how to interact with it inside of a monobehavior and script changes to the vector images and such. Having trouble with the mixing of interfaces between Monobehaviour and IFill etc.

solemn latch
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I have not, but I was under the impression that it was an asset processor so the actual asset would be a texture and not a vector?

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(in the build)

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I might be incorrect about that

quiet nest
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whats the difference between using individual images and a tilemap?

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performance wise etc

desert fox
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You load a tilemap once

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so whenever your shader / script requires an image, it obtains from the loaded tilemap

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hence you save space on the memory and response time during the loading process

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or if you're updating in certain range for instance

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it would mean a lot to use one or the other

fluid wave
#

Hello, sorry to bother any of you, I have a question regarding an animated asset in a loop, that I need to move around randomly, I believe there is a way to run the sprite animation in a loop while moving it around but for the life of my I cannot seem to find how

tribal pasture
#

I know this is a stuipd quiestion but can some one help me learn movement cause ive watched so many videos and i just can figure it out

solemn latch
solemn latch
solemn latch
fluid wave
solemn latch
#

You can just make a script to move it around separately from the animation?

proven jasper
#

sorry for the stupid question but i don't know how or where can i create something like textures for 2D game
i downloaded unity yesterday and i watched a bit of a videos about unity, but i don't saw how to create textures or own custom character without downloading already maded textures and player models (btw sorry if i make mistakes, my english is not perfect)

jolly narwhal
#

You have to make them in some other program and import into Unity.

proven jasper
#

oh okie then imma try using photoshop

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thanks tho

solemn latch
#

Photoshop is what I use, usually.

thorny laurel
#

How does one create a grid in the sprite editor so that you can use it to snap to while outlining

fluid wave
#

you can create a tilemap

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but you might need to fill it with a tile palette

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@thorny laurel

thorny laurel
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Was there an easier way?

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And if I have one sprite sheet that is similar to another is there any way for me to get the outlines for one and paste it on the second

fluid wave
#

I think this video might help you, he uses a 3rd party software that help in the creation of titlemaps and make them easier

light relic
thorny laurel
fluid wave
#

learning pains

thorny laurel
#

what can ya do

north cairn
#

Is it me or are my isometric tiles... not isometric?

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I can't get the tiles to lock into the grid properly

north cairn
#

This is what happens when I try to connect them

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This is what all the tutorials get right off the bat

solemn latch
last berry
#

hi, was trying to add a 16x16 p crosshair to my game then scaled it by .5, it looks good but when moving it distorts a significant amount
any way to make it distort less?

solemn latch
last berry
#

a sprite

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the lines get thicker when moving

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weirdly the less I move the worse it is

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when I move it constantly it doesn't really affect it much

solemn latch
#

That is an issue with point filtered sprites that aren't using pixel perfect.

rose scroll
#

Hey, I'm looking how I can split one image (with multiple poses of my sprite) into multiple usable sprite tiles, but don't know the exact naming of that action so can't find any helpful information online, can somebody point me in the right direction?

rose scroll
last berry
#

when you port it into unity put sprite mode to multiple then crop out the tiles in the sprite editor

rose scroll
#

Ok thanks I'll look into that!

solemn latch
north cairn
solemn latch
#

Because I measured the angles in your screenshot. 0.57735 is the ratio you need for 'true isometric' tiles like you have.

north cairn
#

thanks a lot:)

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Any idea what to do about this?
I tried playing around with the tilemap settings but it didn't work very well (as seen in the picture)

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End goal is something like this:

north cairn
#

Yeah I literally have no clue what to do. I know the towers + trees are best on a second tilemap, but how do I make unity only render the top of chunks?

north cairn
#

I tried changing my tilemap sort order but none helped

solemn latch
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I've not actually used the tilemap package at all so I am only going off of what I've read in the manual

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Sorting order is the usual method

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Are your pivots in the right place?

round shale
#

Is there anyway to separate the BoxCollider2D into layers so it doesn't collide with other sprites with bc2d as well?

round shale
#

Thank you

scarlet eagle
#

Hey guys in my project there have a bug..the bug is when the player jump and fall off he go through the tilemap and the player gone from the main camera...also coded separate tiles like floor tiles and colliders tiles...is it have any solution ? and using capsule collider for the player

lean estuary
#

You find palette grid on the palette asset. This could be confusing

quiet nest
#

Can you dynamically draw polygons for screen assets?

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I want the colors of some game elements to be customizable

craggy lava
north cairn
#

This is what it gives

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Sorry if this is obvious but I am unsure what to change

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I changed layers, sorting order, 2 tilemaps, and none worked xD

lean estuary
#

What's you sprite size for the tile?

north cairn
#

250x235

solemn latch
lean estuary
#

You can see they are 2.5 times larger than the tile space. Yea, so set cell size accordingly. x cell size = 0.250 and 0.128 I think

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Point is the bottom part of the sprite should fit

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When you set correct x size set half of that to y

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And pivot point of the tile sprite should be set to the middle of the perceived surface

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Following a tutorial explaining this in detail with examples would be the best. There are plenty of those.

north cairn
#

Alright thanks alot:) I'll see what I can find

lean estuary
# north cairn This is what it gives

Also don't know what's happening there, they all should be on the same layer. They should be sorted properly if they have the pivot point setup in the same place, see previous message where it should be.

north cairn
#

yeah i'll look up how to change the pivot

lean estuary
#

So those top grass pieces have pivot point too low if they are on top

craggy lava
solemn latch
lean estuary
#

Your locked reference scale is too high to fit the screen. Set free Aspect.

craggy lava
#

Take a look pls @solemn latch

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Isometric titlemap

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Default one

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No Changes on scale

amber gate
#

Hopefully I am posting in the correct section. Dumb question of the day. I need to create acre size sections , 70x70 units, and there will be more than one. These acres will be gardens. I see how to create a plane in 3D but can not figure out a way to do it in 2D. I have googled the question several times and must not be wording it correctly.

solemn latch
#

I'm not downloading your game onto my phone, no matter how many times you ping me.

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It likely has nothing to do with tilemaps. How do the sprites look just dragged into the scene?

craggy lava
#

Its Just the sprites

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That iam having problems with

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:/

round shale
#

Is there anyway an object can ignore one of the object's boxcollider2d?
I have an object with 2 boxcollider2d and both has their own function. Is there a way for another object to collide with that object but ignores 1 of the boxcolliders?

solemn latch
#

And put one on a different layer

round shale
#

thank you

round shale
solemn latch
#

Um, which part is giving you difficulty?

round shale
#

putting the colliders on separate child objects?

solemn latch
#

I mean, you make child objects and put your different colliders on them. So you can have different properties on each one?

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Put them on different layers, etc

craggy lava
#

@solemn latch pls bro

solemn latch
#

I am not your fucking bro.

lean estuary
craggy lava
lean estuary
#

!warn 943821597201031189 Do not antagonize people helping you. If you don't know people's pronouns use non-gendered ones.

barren orbitBOT
#

dynoSuccess MetaAbuser#3654 has been warned.

craggy lava
#

i said sorry sir

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how its wrong

lean estuary
#

@craggy lava Suggest you research on your own time what are gender neutral pronouns... If you want to talk to people.

craggy lava
lean estuary
#

!mute 943821597201031189 1d Some time to research how read neutral gender pronouns are.

barren orbitBOT
#

dynoSuccess MetaAbuser#3654 was muted

lean estuary
#

*real

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And not to be an ass as well...

solemn latch
#

I was thinking more of a 'I'm not your buddy, pal!' but that works too I suppose 😄

neon onyx
#

Hi! I have a hard time rigging a 2d pixel art character in my game. I'm rigging for the first time and don't know anything about rigging a character. I'm following Brackey's tutorial on how to do this but still looks awful. Any help would be appreciated.

ebon dock
#

I have a script derived from Tile. I can Asset > Create > MyTile and now i have an instance in my assets that I can customize through the editor. but how do i then use that Tile (not a monobehavior) in the other script that needs it?

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am I supposed to put that Asset in Resources and Load it that way?

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Maybe I'm going about this the wrong way. I want users to be able to change tiles by clicking on them. I have a scripted tile that draws the right thing when it's placed on the grid (works via the editor). I'd like my users to have the same ability.

lean estuary
#

If you are using tilemap to set the tile to coordinate it should be working the same way as if you place it manually in editor

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Tilemap also has methods converting from world coordinated to tile coordinates which you can use to identify click location

ebon dock
#

i can get and set tiles. I can't seem to make an instance of a Tile that I store and then set into a tilemap. I have used Asset > Create to produce an instance, but IDK how to obtain that instance from within the game at run time.

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sprites, scriptable tile, instance in bottom left; instance details right.

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I have another script attached to GameController that is trying to tilemap.SetTile(x) but I can't find how to set x to Blueprint Tile Inst.

lean estuary
#

You can't create an asset. but you can instance and modify existing one

thorny laurel
#

is there an easy way to erase small defects in the sprite sheet? Like specifically editing singular squares other than exporting it and reimporting it?

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I'm referring to the small defects caused by surrounding sprites in the sheet

solemn latch
#

@thorny laurel increase the padding in your sprite sheet?

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@neon onyx sadly there isn't a particularly great tutorial thst I've seen: the brackeys one is maybe the worst though.

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You seem to have the basic idea down, though; what seems to be the difficulty?

dusty mirage
#

Anyone know how to rotate a sprite in the tile pallete

round shale
north cairn
#

I am working on a Tower Defense game with grid placement. Is there a way to make it so when the player places a building, it locks the position to that of a piece on the tilemap?

obtuse moth
#

got a little bit of an issue with tile palettes, basically it's not letting me place down any new tiles and I can only use the picker on already placed tiles to select them, even though this is my only palette, am I missing something?

solemn latch
north cairn
thorny laurel
#

and would padding add space between the squares? or would it take out a bit of the outsie

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side*

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this is how it looks, but some of the small pieces bleed over into the other sprites

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also how would you add natural lighting to this?

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is it possible with 2d?

neon onyx
solemn latch
neon onyx
left aurora
#

How do i slice these two spritesheets ? Whenever I try to slice them , sprites of one spritesheet are of diffrent size than the other ?

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the second spritesheet has a trail of dust making it longer , so how do i make the sprites of same size ?

solemn latch
left aurora
#

so it will be ok in the game if the the sprites are different size ?

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if they are not the same size , the blue lined rectangle changes its shape

solemn latch
#

It depends on what you're doing with it, but as long as the relative pivot points are in the right place it is usually fine.

thorny laurel
#

how come there is no "all packages" tab in package manager? is that a setting you need to enable>

#

trying to follow with this video

north cairn
hard nimbus
#

for some reason there are small lines spawning randomly between the tiles (I'm using a tilemap)

thorny laurel
#

also there is no option to create a rendering pipeline in my unity

north cairn
#

it should be in the unity registry

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okay

thorny laurel
#

this is the video but theres no option for rendering for me

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and in components > rendering, everything is blanked out

north cairn
thorny laurel
#

im blind?

thorny laurel
north cairn
#

search for "RP"

thorny laurel
#

which one do you think i should install

north cairn
#

probably the Universal

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or core if lighting isn't very important in the game

thorny laurel
#

its just for extra small effects

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ill install core

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make it look slightly more cool

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okay cool its installed

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still no option to create a pipeline

north cairn
thorny laurel
#

yessir

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im trying to install universal

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see if that works

thorny laurel
#

like it shows in this video

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unless one of those is the same thing

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would it just be the first option?

north cairn
#

Try the first one

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yeah try that

thorny laurel
#

cool

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okay it created the files, but ill have to figure out how to use them lol but thank you

thorny laurel
# north cairn Try the first one

alright so i upgraded my scenes and stuff, followed instructions, but my scene is not black and no lights are affecting anything

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unsure

north cairn
#

Can you watch this to make sure you did it correctly?

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it's very short and informative

thorny laurel
#

I did the upgrade pipeline

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Took like 10 minutes lol

north cairn
#

This is so funny I had to share it here

still tendon
#

anyone know how to make my ui scaled to any phone resolution

mossy venture
#

I'm worried I'm in the wrong channel for this but I'm not sure where else to ask, I have this topdown tileset I made and I need help on how to setup the rule tile in a more advanced way for this to work

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I think I thought of a solution actually

mossy venture
#

nope, my solution isn't working as I thought it would

delicate moat
#

I've been having so many issues with hinge joints in unity 2d. I have put together a hinge joint rope with box colliders that are set to trigger. All rope segments have a tag "rope". I wrote a script that detects if the player is in a box collider and it has the tag "rope" and allows it to climb up it using velocity. The player will bob up and down before climbing up the next box collider and I am starting to really struggle with it. Any help is much appreciated.

solemn latch
solemn latch
delicate moat
#

They do overlap, especially when the rope moves

solemn latch
#

Are you doing any debugging of the collisions to see what is being detected when you have the 'bobbing'?

still tendon
#

uh i doubt its supposed to look like this?

solemn latch
still tendon
#

😂

leaden garden
#

I try to import my Sprite in the scene but it isnt imported properly and only the head is imported

mossy venture
solemn latch
# leaden garden

Did you drag the prefab into the scene or just the single sprite?

leaden garden
#

not a prefab

solemn latch
#

You sliced it into multiple sprites?

leaden garden
#

yes

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to rig it

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it asks me to create a animation whenver I drag it in the scene

solemn latch
#

If you multidrag multiple sprites at once into the scene it thinks you are dragging in animation frames.

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Bring them in one at a time

leaden garden
#

I did

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the entire image

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which is stored in one

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.png

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it still thinks that whatever

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ill try

solemn latch
#

The IMAGE is the source data. You have made multiple sprites out of it and unless you're using the psd importer to bring it in as a prefab then unity will treat it as separate sprites.

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If you want them to be all one 'piece' then you would just rig the pieces as a single sprite.

leaden garden
#

thank you adding them to the scene one by one worked

woven crow
#

so I have my sprite sheets + animations set up

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I have my (new) input system set up (I think)

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what would be the best way to go about combining the two?

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the genre is fighting game kinda

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idle, jump, attack, etc

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motion input specials, command normals

solemn latch
woven crow
#

the animator state machine I kinda have set up so I'm good there, I think

delicate moat
thorny laurel
#

is there a reasonable size that you'd say you shouldn't go over when making a map, like a city or something?

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or does unity handle large scenes well

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ie should i split my city into small scenes somehow, or is it okay to have a massive scene

solemn latch
solemn latch
lament rose
#

I want to make smth like an infinite ruler, like a line would stretch infinitely and Numbers would rise in value and height. Any idea how

thorny laurel
delicate moat
scenic latch
#

is there a way to make certain tiles have a different sorting layer?
my entire door prefab is sorted below the player
i would like the top half above so the player looks like its going under

woven crow
#

I'm having a hard time trying to figure out how to make sense of documentation
can anyone recommended which pages I should be looking at when trying to code the movement, jump, and attack animations, etc

dull mortar
#

hey, does anyone know how to fix this gap?

solemn latch
solemn latch
dull mortar
#

1 tiled texture

#

i fixed it anyways

hot quiver
#

how do i mirror something in gimp

solemn latch
misty monolith
#

question about 2d tiles/extras scripting

#

I use the Tilemap.SetTile method to set a (RuleTile) tile wherever the player clicks, but all the tiles placed by the player remain in the scene after it's no longer running, like the tilemap asset was somehow permanently changed by the method

misty monolith
#

I should also note that those added tiles cannot be (most of the time) removed in the editor, but that may have nothing to do with my problem and just be a package bug or something

north cairn
#

Is there any way I can get the collider for each separate tile on the tilemap?

#

If any of these colliders are touched, the collider returns the position of the grid itself, not the tile

#

how do I get the tile's coords?

#

welp ig i'll place nodes then

solemn latch
#

I believe that tilemap has a method to get the tile at a coordinate

#

So you detect that you touched the tilemap and then pass the position to the method to get the tile

opaque flint
#

Hello, is there a way to show my tile palette the same way as i see it in my scene view ?
It is a 3d prefab used as tile

fierce coyote
#

does anyone know how to disable a rule tiles updating via code

kind sundial
#

Strange question but im trying to go through a game's assets for preservation and after extracting the games textures seem to all look like this

#

is this on purpose for something within unity where they look normal when applied to something? Or is there a way to fix this

solemn latch
#

No way to really tell, especially from the thumbnails.

toxic holly
#

Hey guys, Can this fat goose fly and turn with Unity 2d skeleton animation

opaque flint
#

Hello, i'm working on a 3D strategy game and i need an hexagonal tilemap, i made a tile model and i created a TileBase class, i want unity to place the gameObject at the tile's position and remove it when replacing the object, i have a problem where the object doesn't get placed but is visible in scene, I tried everything i was able to think of

hard wind
#

so, idk where to ask i think here. i got a problem with the Tile palette, i got a tiles with different sizes, some are 128x128 some are 64x128. is there any way to make a good grid for this? as currently its not rly working.

opaque flint
hard wind
opaque flint
#

find the file of your sprite

#

in the tile palette prefab

hard wind
#

also what cell size should i set the grid ?

opaque flint
#

i don't know

#

depend of the project

hard wind
#

its like that rn, kinda wrong i'd say 😄

#

if i take a 128x128 tile

opaque flint
#

yes, try to increase the pixel's per unit of these sprites

hard wind
#

let me search google where exactly it is

opaque flint
#

where is your tile palette stored ?

#

send screen of the project tab please

hard wind
#

do i wanna set this to manual?

opaque flint
#

not, this is good

hard wind
opaque flint
#

in the "atlas" find the oversized sprites

#

you should find the pixels per unit variable in the editor

hard wind
opaque flint
#

yes, here increase the value

#

only for the oversized sprites

hard wind
#

oversized sprites are the 128x128 ones?

opaque flint
#

"Atlas" has a lot of child in this childs, find the 128x128 ones and change their pixel's per unit value

hard wind
#

theres nothing to change in the childs of the atlas

opaque flint
hard wind
#

ye

#

the screenshot above

#

is what i get when i click ther

opaque flint
#

oh, i don't know anymore sorry

hard wind
#

😦

opaque flint
#

i thought you were able to change them individually

hard wind
#

i might search for different tiles then with 64x64 only or something

#

even tho i like these alot

opaque flint
#

Hello, i made custom tiles for my game but they don't show up when i place them, they appear after some kind of update (saving/hitting play/undo)
Do you have an idea why ?

hard wind
#

anyone an idea why my tiles anret in the squares?

opaque flint
#

no idea

hard wind
#

i managed to fix it. but the problem is that the ones is 128x128 the other is 64x128. any way to get this working?

#

managed to got all working

#

i just did everything to 64x64 and now i place 2 tiles together

gleaming sun
#

hello, a question, do you know if with Unity I can do slashes in 2d?

clever pond
#

Hey I am having an issue with my tilemap. When i created the tilemap it worked fine. I continued to work on it now i can not seem to edit my tilemap anymore nor can i brush new tiles onto my scene. Any suggestion on how to fix?=

nocturne dagger
#

I'm gonna be using sprite.bounds.extents to get the top part of my sprites. It says that it uses the center of my sprite. Does it mean the pivot? Or the legit center center

solemn latch
#

The center of the bounding box.

spice hare
#

Yo so im like absolutely new to Unity, and I created a Square Sprite as a gameobject, how do I apply a texture to it instead of it just being a color?

#

ik im kinda stupid

#

tutorials just say to drag the texture on the gameobject tho it doesnt work

opaque flint
#

click on your image and make sure this is set to sprite 2d and ui

#

and then you'll be able to drag it

spice hare
opaque flint
#

it will make it smaller

#

lower the value and the sprite will be bigger

spice hare
#

Oh ok thanks!

thick dock
#

Actually, while you're here:

Seeking the wisdom of the elders.

We have these character faces with lots of details.

There is a red skin tone shader, and a green eye color shader.

On top of this we have skin details and eyes. (There are noses and mouths and eyebrows too, all colorable. And a set of winkles, freckles, etc that need to match the skin tone beneath them like a skin-color decal.)

The skin colors rely on any alpha above the skin to also blend in with the color mask.

I think having the skin details all baked as one sprite is our best bet, the solution on the right, #1. (Two overlapping alphas: eyes, head.)

Another dev wants the solution on the left, which is the skin details under the eyes, #2. (Three overlapping alphas: eye, eye skin details, head.) And they want to apply the eye skin details with an overlay effect and simply change the skin detail color to match the face with a color matrix.)

I think #1 is the best solution. Better performance. But they fear that the overlay won't color correctly with a color mask using the same shader as the skin.

What would you do?

wraith crypt
#

i was having issues with unity's tilepaletts where i cannot layer isometric tiles ontop of one another

lean estuary
wraith crypt
#

i believe it is

lean estuary
#

make sure sorting order is not flipped in settings

wraith crypt
#

where would i see that again

#

oh i see

#

it is correct

lean estuary
#

try others

wraith crypt
#

yes this is the only one that works

lean estuary
#

also with chunk mode

wraith crypt
#

chunk mode breaks it worse

#

i followed a video perfectly and this is the only point where it fails

lean estuary
#

Are your tiles extend from the floor down?

wraith crypt
#

dont think so

#

not sure what that means

lean estuary
#

I'm having hard time reading how a single tile suppose to look

#

They look fine right now if the were floor tile with wall under...

wraith crypt
#

suposed to be on top of the other ones

#

like this

lean estuary
#

So they are sorted correctly, it's just your pivot point is on top but it should be on the bottom part

#

or vice versa

wraith crypt
#

even if that were true it would effect all the tiles equally

lean estuary
#

not sure for which you are going

#

They are sorted correctly though

#

it's just they are not on the correct pivot

wraith crypt
#

pivot is correct

lean estuary
wraith crypt
#

thats how the video does it

lean estuary
#

TileMap is technically 3d, you are changing z level

#

So your 3d tiles are not sorted correctly?

#

Not sure about that then, haven't used tilemap in 3d. Make sure you are not missing something in the tutorial

cerulean bane
#

Hi everyone. Working on a 2D tile based game, and I'm wondering if there's a way of overlapping tiles in a single cell, single layer and single Z position.
What I want to accomplish is having a single set of tiles for an object (a tree, for instance) and being able to just draw a big square and let Unity automatically 'overlap' tiles according to Y position, instead of making new art of the tiles overlapped and then using these.

#

I'm guessing rule tiles would be the way to go

spare gull
#

I'm having issues with blurry sprites can someone help?

cerulean bane
lethal tundra
#

Hey guys just a quick question, is it possible to make a 2d pixel art style slashing effect in unity? or should I just draw it into the sprite? Because drawing makes it look very static

solemn latch
#

You'll need to be more specific. You almost certainly can, though it is hard to give specific advice for such a vague question.

lethal tundra
#

sorry Im not too sure how to describe it, something similar like this. I know with the 3d model then it would be easier, not too sure with a 2d sprite based animation

solemn latch
#

You could do that as its own sprite on top, or you could do it with a shader, probably using particles.

#

Lots of options

lethal tundra
spare gull
cerulean bane
solemn latch
#

Your sprites might just be blurry.

atomic slate
#

Hello! I'm hoping someone here could figure this out... When I paint this tile it looks right in scene view (left) but in game view (right) it seems to have an extra bit of white and I can't figure out what is causing this.

#

aha! Changing the camera projection to perspective fixed it.

still tendon
#

hello, I dunno if this is the right channel to ask or not, hopefully i'm not wrong, but, how can I overlap two sprites? the thing it's I have a character with a separate sword slash animation and I'd like to animate it

elfin sandal
#

sprite sorting layers

silver trench
#

Hi all. In 2D, are you able to copy a part of a Tilemap, and paste it?
I seem to be able to select an area (by pressing [S] in the Tile Palette window), and from there I can Move my current selection (with [M]) - but is it possible to copy-paste-move a selected area on your tilemap?

split portal
#

Does anyone know if Unity is planning on letting us have more tools in tilemap? a line tool would be great.

split portal
#

anyone know if there is a way i can save tilemaps as PNG images?

silver trench
#

You near a machine with Unity on it yet, @split portal ? 😄
Anyone knows how/if you can copy-paste an area of your tilemap? (see above question)

still tendon
#

I'm using Tilemap to set up my background, but I'm seeing black lines sometimes. Is this normal?

solemn latch
#

Pretty normal, since about 1/3 of the tilemap questions we get are about that.

#

The most common solution is to add padding to your tile textures or make the sprites slightly larger than the tilemap tile size.

modest cargo
cold marten
#

might need some helpe, it-s not letting me creating transitions from default animation

still tendon
#

Hi, i dont know if this is right place to ask but, is rigidbody2D reason why my character flips? And if it is, how do i disable it?

solemn wraith
#

hey if I have a sprite with a solid background color, how do I mark that color as the transparent color for my sprite?

solemn wraith
#

Oh. Yeah I went back into my image editor and made it clear there. Thx tho

solemn latch
#

@opaque girder don't worry about the size of the ui- that is by default 1 meter per pixel so it is way too large for regular non ui objects.

#

The scale(or pixels per meter) will indeed affect the physics and look of things, and the default is a bit high for pix er l art but decent for high res sprites.

#

Just try to think of it as being entirely separate from the rest of the scene. If you need to see how it looks with the game world look at the game view.

muted night
#

Why can't maps make themselves

lean estuary
#
GDC

In this 2019 Math for Game Developers session, Freehold Games’ Brian Bucklew and others walk through the novel, multi-pass approach used to generate ruins in Caves of Qud, based on the procedurally generated cultures that once occupied them.

Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: https://gdconf.com/passes-prices/...

▶ Play video
muted night
#

I'll trt this and answer in 2 Hours when i figure it out

#

Already back

#

Don't want to be mean it looks cool but i don't think it'll help me

lean estuary
spark kiln
#

Using the PSD Importer to have a character in my game. I'm trying to create a shader outline around the character sprites but it's being cut off by the tight mesh around the sprites, which is expected. However, the "Extrude Edges" value that would presumably solve this does absolutely nothing? Is it broken or am I missing something?

#

Can't find anything on this

edgy pecan
#

hi guys, can i ask isometric tile grid questions in herE?

solemn latch
#

Probably.

edgy pecan
#

I'm struggling to understanding the height level for isometric tiles, ive followed youtube guide and done some reading but i can't understand that part ive cirlced in red, im drawing those tiles on the same z axis but they dont look like they are on the 'ground' level which i hve labeled

granite parcel
#

how can i make these not random and in order i tried to sort them but when i reloaded the game they were just random

amber slate
#

how do i resize the logo?

modest cargo
# amber slate how do i resize the logo?

You can tweak some of its appearance in Project Settings>Player>Splash Image
But not by much
You'd have to get a premium licence of unity for full control over it

amber slate
#

oh

#

very sad

weak tulip
#

Hello everybody, does anybody know to fix this issue im having with ui overlaping itself

weak tulip
#

?

neon onyx
#

Hi, how can I make good 2d pivot points on my character? My character looks like this right now:

still tendon
#

i made my 2d tileset and now export in unity ,now i tryy to paint the pixel is not fitting on grid , what should i do

elfin sandal
#

Does the tile class have an update method?

#

I want to animate tile transforms

#

How does tilebase.getanimationdata get called? Can i use that for custom animations?

elfin sandal
#

Is everything about tilemap's code just kept secret?

solemn latch
solemn latch
elfin sandal
#

i know they show some functions but there's not enough to make a customized tilemap

#

gotta do a bunch of work arounds

solemn latch
elfin sandal
#

yea

fallen forum
#

Anybody know why the transparency of this png looks so different in the actual image compared to the Image on the Canvas?

#

the glow looks super blown-out on the canvas image

tawdry tiger
#

A question for everyone, can you name me an app with which I can draw 2D figures?

frozen grove
#

does anyone know how i can get frames from blender and turn them into a 2D animation?

zenith garden
still tendon
#

ok thx

elfin sandal
#

I'm trying to register tile posititions in a monobehavior so they can be edited during runtime
with the tilemap
but the array keeps getting reset when the game starts
here's my scripts
https://hatebin.com/zrseusaqvy
https://hatebin.com/eypjwtriiq

public void RegisterTile(Vector3Int tilepos, int Index)
    {
        TilePositions = new Vector3Int[1];
        TilePositions[0] = tilepos;
        print("registering tile at " + tilepos + " at index " + Index);
    }

//this code does get called in paint while the game isn't running
//but when the game starts the monobehavior says there is no array
tiny nest
#

Can someone help with this?

cobalt raptor
#

you need to modify the pivot of the sprite to align it to the grid

tiny nest
cobalt raptor
#

it only takes up one cell

#

but has a large sprite

#

if you want each corner to take up their own cell they need to be their own tiles

tiny nest
#

Unless I'm doing it wrong

cobalt raptor
#

when selecting in the palette you can click and drag to select a range of tiles to place

tiny nest
cobalt raptor
#

that is one way to do it, yes

tiny nest
#

there is another?

cobalt raptor
#

that is the easiest way to do it, I should say

#

yes, do that

tiny nest
#

is there a more complicated but better for long term way?

cobalt raptor
#

no, that's fine

tiny nest
#

alright then

#

let me try

#

but wait, I can't select the object as one without selecting 4

cobalt raptor
#

correct

tiny nest
#

and there is no way to fix that?

cobalt raptor
#

only by making it a single tile

tiny nest
#

well it currently works

cobalt raptor
#

👍

tiny nest
cobalt raptor
#

you can build a custom brush script that would do something like that

tiny nest
#

and would that make it not have this much clutter for 1 block?

cobalt raptor
#

no, the clutter would be there in the assets, it would just be handled by a script

#

the other way to do this is to make your tile have a 2x2 sprite and a 2x2 collider

#

and offset the pivot so it lines up

#

collision-wise it would be the same

tiny nest
#

makes sense, but it wouldn't be directly related to the tilemap object

cobalt raptor
#

not sure what you mean

tiny nest
#

like I would have to parent the sprite to the tilemap object instead of it being a brush on a palette

cobalt raptor
#

that shouldn't be necessary

tiny nest
#

I see

#

oh btw, do you have any tips for me to organize my assets?

tiny nest
#

or can I set some sort of "group" instead of a full on folder?

cobalt raptor
#

that is totally up to you how you want to organize it

tiny nest
#

I see, thank you Mad.

#

could I ping you another day if I have questions?

cobalt raptor
#

I'm not on frequently these days

#

best to ask the channel

tiny nest
#

ah

#

alright then, thank you anyway

elfin sandal
fading tusk
#

does the 2d animation it not support root bones?

solemn latch
worn zealot
#

You CAN programmatically assign a 2d bone as the 'root' but it is a convoluted process.

remote sapphire
#

Hi i have a question. I tried to make a endless runner with tile palette. I set the start position to the end of the old map part but whenever I want to paint a new platform the position changes );

#

How to fix that?

#

I set the position of the folder from this (LevelPart1) to the end but after I paint something it changes ):

#

pls ping for answer and tell if more information/pictures are needed

charred spoke
#

Hi i was trying to get auto tiling and i dont know how to create the rule tile, as the unity manual says Create > Tiles, now, wheres is "Tiles"?

elfin sandal
#

Download 2d extras

modest furnace
#

So I'm relatively proficient in Photoshop/Illustrator, but every video I've seen of game devs drawing 2d sprites, always uses some software specifically meant for that. What is that software called? I know I've seen it recommended somewhere but don't remember the name. I don't know if this is the one but see the picture for a screengrab of the software from a video I watched.

Second, I'm assuming a lot of these designers are also proficient in PS/Illustrator yet they still choose to use it, so I assume there is a reason for it so I'm not wrong in probably switching to it?

Thanks!

fiery crown
#

Nvm, it's not for sprites in general, sorry.

modest cargo
# modest furnace

This is called Aseprite
It's pretty cheap but there's also a free, less complete version of it by the name of Libresprite

#

PS and Illustrator are quite painful to use even if you're proficient with them, and weren't designed with pixel art in mind

dreamy dune
#

Ñ

#

😱

strong zodiac
#

Hi, could someone help me with a problem? When I go to a certain part of my tilemap it doesn't appear (even tough nothing is being changed, nothing get's disabled or change layers or change Z position). It only happens when I try to use a multiscene workflow, but if I put the tilemap on the base scene (the one with the player, camera, etc) it never disappears

spring grotto
#

I can’t find a good movement script I’ve tried to make my own but I took a break for 5 or so months and lost my scripts anyone have a good working movement script for 2d

tiny nest
tiny nest
#

I am using a tilemap here, and the collider isn't smooth, how do I fix this?

tiny nest
#

Anyone?

charred spoke
tiny nest
modest cargo
modest cargo
tiny nest
#

And even then, I'm trying to find a way to make the player controller not cause me to slide on them but instead tilt the player to tres the slanted tiles as normal horizontal ones, similar to how Strike Force Heroes 3 does it

tiny nest
modest cargo
still tendon
#

Any tips for making sprites look better? I'm trying to make a mobile game and they don't look good.

worn zealot
#

Those look the same to me.

spring grotto
tiny nest
spring grotto
#

Oh

tiny nest
sharp apex
#

@still tendon You could try to import the SVG package and make all the UI buttons as vector graphics. As for the sprites, ensure you follow the recommended setting guidelines for mobile...

rich saddle
#

Need help, when start playing on the phone, the textures become very blurred, how to fix it?

still tendon
jaunty girder
#

i am getting these transparent parts while making a tile map

#

how do i prevent that

#

i am also completely new to unity but i used unreal for 3 years

modest cargo
jaunty girder
#

i did at the left panel

modest cargo
jaunty girder
#

Grey area is the world color so it is transparent

#

I dont use background

#

As a image

#

Its a tile map as well

#

I shouldnt do it like that probably

solemn latch
jaunty girder
#

It is alpha masked

#

yeah i made it

#

after i restarted it worked

raw flax
#

hi there ! I have an issue with my tiles. I put a collider on my tiles and the ground is flat. My player can only move horizontal, but sometimes he do a little jump without reason. Someon can help me ?

old beacon
#

hey im trying to make a terraria resource pack for the first time in aseprite and 1 pixel on the sprites in the game are 4 times the normal size so i thought i should scale the sprite down to 25% but it just made the resolution worse. Any suggestions?

old beacon
#

nvm

maiden moat
#

Hi all, I'm trying to update a sprite sheet in my project (I usually do so by replacing the file so that I keep my existing sprite references).

Whilst trying to slice the new tiles, I noticed that 4 tiles (the dark grey ones to the right) cannot be detected normally. They are only included when I ask to "Keep Empty Rects". Does anyone know why this happens and if there's a fix for this? Feel free to @ me here where necessary, thanks!

maiden moat
# maiden moat Hi all, I'm trying to update a sprite sheet in my project (I usually do so by re...

Additional Info: I've found that I am unable to manually slice new rects as well, drawing a new rect anywhere on this sprite sheet simply selects the tile titled "DungeonTiles_113"

I should also note that I faced this issue last night and brute forced a fix by ticking "Keep Empty Rects" and deleting the actual empty rects. This resulted in index gaps between tiles (e.g. DungeonTiles_113 jumps to DungeonTiles_200)

Edit 1: Reimporting all assets has not fixed the issue, will try upgrading from 2021.3.1f1 to 2021.3.4f1 next

solemn latch
maiden moat
#

I've also tried the "Safe" method to no avail

#

I've also tried Cell By Cell Count, no good either

#

I added a test tile (bottom right) to see if it would change anything. The Sprite Editor sliced the new tile for me, but ignored the problematic tiles.

solemn latch
#

Odd. Is there anything weird about the alpha channel for those tiles or something?

maiden moat
#

I don't believe so, every pixel is either 255 or 0 for the alpha value

#

It seems that the coordinates are blacklisted or something, I copied over an existing sprite to one of the tile coords and it's not recognised either

#

This seems to be an isolated issue, I'm able to draw new rects in other sprite sheets

#

I'm thinking that something is wrong with the .meta file for this asset, but I'm not sure how to delve deeper

#

Might try deleting the .meta file as a last resort, but that's quite undesirable as slicing the sheet from scratch will rearrange some sprite names. This will mess up my rule tiles.

maiden moat
# maiden moat Additional Info: I've found that I am unable to manually slice new rects as well...

Update: I deleted every sprite reference not in use (I've only used sprites from a safe state so far) and resliced the sheet. Everything seems to be ok now. When I checked the .meta file before this, I noticed numerous ghost references to sprites that I deleted when I brute forced the "Keep Empty Rects" method (see reply for info). I suspect that those ghost references somehow interfered with the slicing.

I'm also able to slice manually now, so that's neat!

Thanks for the help Pinballkitty!

solemn latch
#

Ah, good!

cerulean condor
#

how do i change opacity of a sprite shape?

coarse sparrow
#

uh so

#

you see where it says "A" in the Color panel

#

that slider controls opacity

#

@cerulean condor ^^^^

#

hope it helps

cerulean condor
#

i mean i showed the screenshot like this because

#

that's what i did

#

i set "A" to 0 and it didn't make it invisible

coarse sparrow
#

oh what

#

thats really weird hmm

#

maybe another solution could be just turning the spriterenderer off

solemn latch
#

Are you using a material with vertex colors?

cerulean condor
#

what's that?

#

i'm using unity's sprite shape so i dunno if it would use vertex colors

solemn latch
#

In the Spriteshape you add materials.

#

And in the material you choose what shader to use

#

Most sprite materials have vertex colors enabled and that is what the color property of the renderer sets

solemn latch
#

But most others don't

neon matrix
#

not sure where i ask this

#

but like i added an ms paint sprite

#

as a placeholder

#

the thing is,

#

it's much bigger than the default square sprite

#

when i loaded it in

#

it just outfit the collider by like a lot

#

i was wondering if there were any other ways to

#

fix this

#

other than by changing the scale

cerulean condor
#

so i guess it is a material with vertex colors?

solemn latch
#

And it is a transparent shader?

solemn latch
#

@neon matrixIn the import settings you can change the pixels per unit

neon matrix
#

import settings?

solemn latch
#

For the sprite

neon matrix
#

this place?

solemn latch
#

It does say pixels per unit there, right? I can literally see it in your screenshot.

neon matrix
#

yeah it's just

#

wait "import settings" right there

#

lol i can't read

cerulean condor
#

cause these are the shaders i got

solemn latch
#

Hm, if you're using that material you should be fine. Very strange.

#

What renderer are you using?

cerulean condor
#

given it uses lit, Universal Render Pipeline

solemn latch
#

I was making sure that you weren't trying to use a urp material in built-in.

#

I've not actually tried sprite shape with the 2d renderer

#

Wonder if there's a bug.

cerulean condor
#

from what i saw in 2018

#

yes

#

the info is confusing

#

because it implied that alpha channel wouldn't work at all

#

but i tried a non spriteshape sprite

#

and its alpha channel worked

solemn latch
#

I don't use the 2d renderer because it is shit

#

So I wasn't aware of the problem offhand

spiral monolith
spiral monolith
#

like

#

see through

#

now i have a new problem

#

why is it all pink now

surreal valve
#

it would help if we know what was wrong

#

what is it supposed to look like

spiral monolith
#

uh not that

surreal valve
#

that isn’t helpful

#

if you cant even tell us what its supposed to look like, how can we help?

#

what even is it

spiral monolith
#

green

spiral monolith
surreal valve
#

is it a tilemap?

spiral monolith
#

ye

tiny nest
#

is it possible to add multiple polygon colliders on 1 tilemap? it appears to me as no

tiny nest
surreal valve
#

maybe your scaling is wrong

tiny nest
tiny nest
#

@surreal valve explain?

spiral monolith
tiny nest
spiral monolith
#

ok

cerulean condor
solemn latch
#

Well, they seem to have a kindasorta fix posted, though obviously I can't test it

#

At least you know it is a known issue

cerulean condor
#

what version did they put the fix?

solemn latch
#

in the forum post

solemn latch
#

Grr, the 'apply' button is instead 'reverting' randomly. It throws this error when it happens: ```ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
UnityEditor.U2D.Animation.MeshCache.GetWeight (System.Int32 index) (at Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs:87)
UnityEditor.U2D.Animation.SpriteMeshDataController.GetMultiEditChannelData (UnityEditor.U2D.Animation.ISelection`1[T] selection, System.Int32 channel, System.Boolean& enabled, System.Int32& boneIndex, System.Single& weight, System.Boolean& isEnabledMixed, System.Boolean& isBoneIndexMixed, System.Boolean& isWeightMixed) (at Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteMeshData/SpriteMeshDataController.cs:419)
UnityEditor.U2D.Animation.WeightInspector.ChannelsGUI () (at Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs:58)
UnityEditor.U2D.Animation.WeightInspector.OnInspectorGUI () (at Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs:40)
UnityEditor.U2D.Animation.WeightInspectorIMGUIPanel.OnGUI () (at Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/UI/WeightInspectorIMGUIPanel.cs:41)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <6aef74cd6e9c4a708ea4a51c97de39d4>:0)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

#

In the sprite editor.

light elk
#

hey @solemn latch you know does unity 2D animation package have sprite deformation?

modest cargo
modest cargo
light elk
#

well it looks the tech release have it not the lts 2021?

solemn latch
old dust
#

could anyone help me with the pixel-perfect camera component because it keeps talking about the odd number resolution

#

Does anyone know how to fix it

#

please ping me if you do answer

solemn latch
old dust
solemn latch
#

SO FRUSTRATING

#

This didn't happen at all in my last project and it is happening over and over tonight

solemn latch
#

Look at this crap

#

Happens at 00:26

solemn latch
#

<@&502884371011731486>

solemn latch
#

It shouldn't have too many problems.

#

You can combine multiple sprites into a layer group which makes it a lot easier to do that kinda thing

distant swallow
#

Idea came to mind: create a set of objects from an inscription
Script from the texture of the second camera looks for the color of the pixel, if black, then creates an object for it. How would you do it differently?

solemn latch
viral gorge
#

Guys.

#

How do I resize the grids to fit my sprite size?

#

This image is originally 16x16 or 32x32

#

How to draw them on grid?

opaque summit
#

Using a tilemap allows you to draw in a grid

viral gorge
#

I haven't used unity in a while.

opaque summit
#

I don't have unity open but

#

in the hierarchy

#

If you right click and go into 2d, you will have an option to use tilemaps and then rectangular

#

And if you press on your sprite image you should be able to resize them to their proper pixel size. So the default size is 100 for every sprite but you can put it back down to 32 or 16

#

Unless your sprites are very tiny in the first place then keep it at 100

viral gorge
#

Why does my character spawn on air?

modest cargo
viral gorge
#

Wait @modest cargo

modest cargo
#

I am stopped dead in my tracks

sick mauve
#

Hello, I am loving the ability of the Sprite Editor to provide custom physics for my tiles. I have a lot of custom physics to provide, as the automatic system doesn't like the sloped floors of the pixel art I am using. That's fine, I don't mind drawing physics BUT I find it tedious to have to limit myself to 1 cell at a time. I have 512x512 tilesets set to "Multiple" and then Split by 32x32 chunks. The sloped floors take up many tiles and it's a bit tedious to draw physics in individual cells, then attempt to match them up to their neighbors.

What I want is to be able to draw the physics across multiple tiles at once, and have the system automatically split this up according the splice pattern. Is this possible?

EDIT: I am ok with 3rd party tools. If it is not possible, I am considering writing a program capable of splitting one set of physicsShape data in the .meta file of a texture set to Single mode, then copy that data over into many physicsShape data sets for each tile in a .meta file of a texture set to Multiple mode.

solemn latch
sick mauve
#

I will try! I can't promise it wouldn't be command line and super hacky!

sick mauve
solemn latch
#

Can't be worse than my failed attempts to add modules to the sprite editor

light elk
#

is unity learn or the blog for learning the 2D animation good enough or suggest some kind of other resources?

solemn latch
#

The manual

#

Because there is a lot that the 'learn' stuff doesn't cover, or which is out of date.

tranquil sierra
#

is there an easier way to copy the collisions for all of the top bits to the bottom bits?
edit: ive made a macro to where it clicks paste every time i press the V key

crude matrix
#

Anyone used the 2D animation package? Why is Sprite Resolver component always greyed out?

#

I am following the docs but cannot change the category

crude matrix
solemn latch
#

I really hate what they did with sprite resolver

#

So pointlessly bad

modest cargo
#

<@&502884371011731486>

abstract olive
#

@supple talon There's no off topic/advertising in this discord.

rich iron
#

I just updated my editor version to 2021 LTS from 2020 LTS, and my tile palette has changed grid size somehow. How do I get this back to having square grid cells?

golden root
#

How do I generate Normal Maps from my art so I can use the 2D Lights to bring about depth? Does this even apply for pixel art?

elfin sandal
#

You have ro do it manually

#

Look up sprite illuminator

still tendon
#

hey all, I'm learning a bunch of different stuff from Unity lately, I got a couple months experience of Unreal and less with Unity but, never rigged a 2D character so I'm trying that, I can't even find anywhere on the internet for the solution to my problem it's weird. Image sums it up, the packages are locked, I unlock and they keep locking back up. It's a 2D empty project, so I'm not sure what's wrong. I updated versions too from 2021.3.4f1 to 2021.3.5f1, when I did, I think the PSD Importer wasn't locking itself but 2D animation and others were, even with PSD importer unlocked I still couldn't get all those things, to create bones and all that to try out. thanks in advance ^^

short furnace
#

any pixel art programs where i can copy paste images

solemn latch
#

Despite the name, the PSD importer package only works with PSB files.

still tendon
#

Oh that worked exactly as I expected now it all makes sense lol thank you ;w; not sure how I missed that

solemn latch
#

Yeah, the package is poorly named. UnityChanLOL

hoary temple
#

hi im just wondering which apps are u using guys for pixel arts

modest cargo
#

@short furnace @hoary temple Aseprite, or Libresprite if you don't want to pay

hoary temple
#

i bought aseprite but i was just wondering what are u using

modest cargo
hoary temple
#

yeah i think the same way its easy to use and have every single tool

short furnace
#

alr

modest cargo
gray juniper
#

Salute

abstract olive
# gray juniper Salute

You've already been told twice before that job and collaboration posts don't belong here. 🤔

gray juniper
abstract olive
#

Then just ask your question and anyone can answer. #854851968446365696 on how to ask a proper question in this discord.

gray juniper
#

Don’t ask to ask

#

Yeah yeah I’m familiar with this

#

I’m looking for a good pixel art designing application - I prefer free.
Any ideas?

modest cargo
gray juniper
#

Yeah I just say that

neon matrix
#

any way to set default import settings for images?

#

rn i have to set all my images to the point filter

#

like by hand

still tendon
#

Anyone know what could cause my sprite to be of angle to the tilemap?

#

i made the sprite with guidelines of 60 degrees

#

which should be correct, for what i know

abstract olive
#

Is that the angle your art is using? Because to me it seems to be 45.

still tendon
#

I followed a guide to setup gridguides in Gimp, and it said that isometric should be 60 degrees either way to end up with guides that look like this

#

im not a 2d guy, so i dont know if that completely wrong

fresh nymph
#

Good afternoon guys, I need a little help, what happens is that I want to perfectly join these 2 sprites and I can't find how, if I do it manually, there is always an edge of the collider that makes my character fall. What can I do with this?

neon matrix
#

any way to set default import settings for images?
rn i have to set all my images to the point filter
like by hand

neon matrix
#

sorry, i don't really get what you mean by that?

sick mauve
#

I noticed some folks talking about paying for Asesprite. I feel it needs to be said paying for Asesprite is totally optional. It's open source and you can build it yourself. There are tutorials online to help you do so.

solemn latch
sage prairie
nocturne plank
#

Hi i wanted to add and animate little running alpaca in my main menu screen

#

if i place the alpaca in canvas its invisible but if i place it outside of canvas its also invisible

#

i cant place it as image in canvas as it's prefab imported with .psb

#

how can i make it visible?

#

she is in front of everything

#

ahaaaa!!! render mode world space on canvas!!

#

nope it broke the canvas

#

ok, it has to be screen space camera

frail halo
#

So when you create a Custom Rule tile, it has a variable named customField (or something, i don't remember exactly) but, is there a way to ACCESS it from a script?

sick mauve
modest cargo
sick mauve
#

Fair point!

leaden sky
#

anyone using inkscape. How can I preserve the size of objects? I mean if I import a background to inkscape of 1920x1080 it will be a lot bigger. I want to sort of use the same units as in Unity .

solemn latch
leaden sky
#

thanks. I got confused as I tried to import to inkscape and the image got larger, found a setting for that. And then I think I now have the same px dimensions in inkscape and unity importer.

tranquil basin
#

Hello, I have a tilemap on a grid that is set up as isometric Z as Y. I was wondering if there’s any way to rotate the entire tilemap at 90 degree intervals

tawdry fractal
#

Hello, could someone help me, is there a way in unity 2d to make it so light doesn't go through walls? Thank you

lost cedar
tawdry fractal
#

its just that the light bleeds through walls

lost cedar
#

oh

#

then change the Shadow Opacity to 1

#

in the light settings

#

ah wait i think i know what the problem is

#

you are using a tilemap?

tawdry fractal
#

Ye

lost cedar
#

basically

#

make sure the material is sprite-lit-default and not sprite-default for the tilemap that should cast shadows

tawdry fractal
#

It already is

#

My tilemaps already have that material :(

lost cedar
#

oh

tawdry fractal
#

its just that the light goes past the wall, I want it to stop before it

#

or at it I guess

lost cedar
#

well what i did was i basically just wrote a custom shadow caster :/

tawdry fractal
#

I see

lost cedar
#

this is the code

#

the best settings are already set as the defaults

tawdry fractal
#

I use it as a shadow caster?

lost cedar
#

it also tells you if there is something within your view
just have to set the target layer

#

sort of

#

put it only on the lights that cast shadows

#

for point lights use 360°
for flashlight type lights use anything from 0 to 180 (or any value really)

tawdry fractal
#

I get two errors

lost cedar
#

ah my bad

tawdry fractal
#

All good

lost cedar
#

yea, for the errors that are tied to the data, you have to use your own values, but basically I think the only value that you need to use is the range of the light
so just delete the LiveData data and the Init() void

#

it runs on the cpu so be careful to not use too many instances of the script tho
i made it mainly only for my player's flashlight

tawdry fractal
#

I see

#

Im creating variables for viewrange and viewangle now

lost cedar
#

i also suggest to use a gameobject pooler if you wanna have more of them, so only the close ones are active

tawdry fractal
#

this is how I have it

lost cedar
#

ah yes

#

i forgot it's quite complicated '-'