
- Unfortunately texturepacker for free#
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Say 5 similar animations for a total of 1.5 million pixels Resolution, 300k pixels for one animation)
Unfortunately texturepacker full#
Using the current technique, one character would take:Ī walk sequence with 10 frames (say 100 * 300 resolution, 30k pixels) would haveġ0, full sized humans in each stance. What I'd like to achieve now is a mass reduction in the amount of art by using a keyframing technique to mimic Flash behaviour, removing duplicate pieces of art. As we grow, however, we are looking to make bigger and better games, and this would mean more art!
Unfortunately texturepacker download#
This technique works well and we can get quite a lot of art into the 20MB over the air download limit thanks to spritesheets and pvrtc. Our technique in the past to put this art into our games is to export the separate animations as a sequence of pngs, stick them in a sprite sheet, and turn them into CCAnimations. Our artists often draw vector using Flash and have wonderful and impressive animations.
Unfortunately texturepacker how to#
And mesh swapping was bad too.What I require is a technique, given a single, but layered Flash animation, to export the position and rotation of each key movie clip in every frame as XML.Ĭode to read in this information into a cocos2d-ready format would save a lot of time but isn't necessary as I know how to achieve this. After some research I found out that Unity animator isn't great performance-wise. My first choice was to convert sprites to voxel + use Unity animator I sorta suspected that unity sprite mesh could be a problem, as I found other shaders that use Polygon Collider2D to extrude sprite, and the shape of the collider was similar to the outline issue I have. (TexturePacker seems like a good asset too) SpriteAssist looks amazing, unfortunately I can't use it (I'm limited to using Unity 2018 for various reasons + the extrude effect use MeshRenderer, and I need to use SpriteRenderer for the animation).īut thanks to you, I understand the real problem so will look into Sprite Optimizer tools Tbh, I didnt expect a reply as I found few posts regarding sprite extrude haha

Hi Bgolus, thanks for taking the time to explain, appreciate! It even includes a way to convert sprites into extruded meshes, which removes the need for the geometry shader entirely (which might be handy if you want to support mobile devices as most do not support geometry shaders).
Unfortunately texturepacker for free#
Luckily someone else took up the mantle and released a version of the tool for free here: There used to be an excellent tool on the asset store called Sprite Sharp that did all of this better. The solution is to use better sprite meshes. This explains all of the issues you're seeing above. And it does not generate holes in the mesh for sprites that holes in the texture. It generates the mesh based on the areas that are fully transparent and with the assumption of bilinear filtering meaning there mesh is always about 1/2 a pixel than what you might expect it to be and any areas that aren't fully transparent, either due to some sloppiness in the texture or due to texture compression, won't get chopped. It has some internal minimum per pixel detail size which it won't go below meaning low resolution sprites get a "chunkier" mesh sprite than a higher resolution one. However there's almost nothing you can do to control how this is generated. By default Unity generates a unique mesh for each sprite that tightly confines to the outside of the sprite's visible area. The problem lies entirely with how Unity's sprite system generates tight sprite meshes. It doesn't look at the sprite texture at all when generating the geometry.

The shader isn't doing anything particularly fancy, it's just extruding the mesh that's passed to it. I don't blame you for thinking it's the problem, but just know it's not really part of the conversation. It has no bearing on the problem you have, nor can it be modified to fix it.
Unfortunately texturepacker code#
Third, and perhaps most importantly, the shader code is completely unimportant here. Second, there was no need to post the code since you already linked to the shaders, and they're much easier to read on github that here in the forums. First, please use tags if you're going to be posting code.
