Var imageRender : UI.RawImage = imageView.GetComponent. Var wwwDirectory = "file://" + texLocation //this will probably need to change for other OS (PC = file:/ ) - **REVISE**īreak //if done downloading image break loop Many thanks in advance, Ryan function loadContextImage(texLocation : String) Are you using Unity2017.1. NET 4.6, fresh import of TexturePacker, and I am seeing the same issue. That means it would work for SpriteAtlas as well. The images to be imported are at varying sizes and therefore the approach used needs to be responsive to the original size of imported images.Īny suggestions would be much appreciated. Posts: 3 Hi j-o-e, I just performed those same steps - Brand new project. You can get sprite height in pixels using rect field - that returns Location of the Sprite on the original Texture, specified in pixels. RigidBody.I am currently loading images at runtime from directories stored in an XML file, and assigning them to RawImage components via the I am wondering how to get an image’s original size or aspect ratio so that I can change the size of the image rect to suit. ProposedY = screenTopRightInWorld.y - halfHeight ProposedX = screenTopRightInWorld.x - halfWidth If(Input.GetAxisRaw("ShipTwoVertical") 0)įloat proposedX = + xDirectionShipTwo įloat proposedY = + yDirectionShipTwo If(Input.GetAxisRaw("ShipTwoVertical") > 0) at 20:42 is UV coordinates of the sprite in its underlying texture, they are completely and utterly the wrong thing to use here. If(Input.GetAxisRaw("ShipTwoHorizontal") 0) 1 I am currently loading images at runtime from directories stored in an XML file, and assigning them to RawImage components via the I am wondering how to get an image’s original size or aspect ratio so that I can change the size of the image rect to suit. Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero). ScreenTopRightInWorld = (new Vector2(Screen.width, Screen.height)) ĭebug.Log("bottomLeft " + screenBottomLeftInWorld.x + ", " + screenBottomLeftInWorld.y + "topRight " + screenTopRightInWorld.x + ", " + screenTopRightInWorld.y) Next TexturePacker spritesheet seems to conflict with Unitys Shader Graph. ScreenBottomLeftInWorld = (new Vector2(0,0)) This is the diff when you open a project create in Windows in macOS: -version: 2 -importPivots: 1 -tpsheetFileNames: - Assets/Resources/rotrc.tpsheet -textureFileNames: - Assets/Resources/rotrc. TexturePacker is a tool that specializes in creating sprite sheets. SpriteRenderer = GetComponent() halfWidth = /2 22 The annoying thing about SettingsTexturePackerImporter.txt is that it keeps being regenerated and if differs from platform to platform. (is from a game) but Unity cant take good the size of the boxes and i dont know. Unity 3. How should I be getting the actual size of the sprite? Unity is automatically converting your textures to dimensions that are a power of two (i.ee 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc). I’m having trouble preventing this however as the sprite width/height seems significantly larger than what’s displayed on screen. 4)Try to add something new to the sprite sheet in TexturePacker. While I can get the objects to stop at the edge of the screen, half the sprite goes out of view as the position is measured from the centre of the sprite. Heres what happens: 1)Create a sprite sheet of a character in TexturePacker and export it to Unity 2)Great, Anima2D detects each sprite/texture and you can create a SpriteMesh 3)Cool now we can create the bones, do the animations, etc. The sprites have a rigidbody2D attached (I found characterController had collisions between the two objects which I didn’t want). TexturePacker is sprite sheet packer and optimizer for professional game developers. When they go out of bounds of the camera - I want them to stop. I’m playing about in Unity2D trying to move two separate objects with the analog sticks. TexturePacker has 2 crop modes in Unity - to remove transparency around the sprites which consumes memory and GPU.
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