SkeletalRavenArts
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SkeletalRavenArts got a reaction from Burning-Wood in SpriterDotNet.Unity
OUUUUUUUH! alright! thank you very much! and that was very helpful! and for sure that your plan in the future will be awesome!!!! thanks again! *thumbsup* you rock!
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SkeletalRavenArts got a reaction from Burning-Wood in SpriterDotNet.Unity
hi there loodakrawa!
I just downloaded it! awesome man! it worked smooth! but am wondering one thing, I can't seem to find the animations I had in my file in the animator, I did read your documentation but I didn't see anything about it. ( or I just didn't understand ) you mind explaining the process in depth regarding that?
thank you very much!
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SkeletalRavenArts reacted to loodakrawa in SpriterDotNet.Unity
SpriterDotNet is a library that does all the work in pure C# code in order to support all Spriter features and be able to work with any .net frameworks/platforms. Unfortunately that means that it doesn't use platform specific things like Unity's animation system (which includes the Animator view).
The idea is to control the animations with SpriterAnimator - you can take a look at the example provided.
That being said, Unity allows custom editors so I'll add the development of such a tool (something like the Animator view) to the project's long term goals.
Cheers
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SkeletalRavenArts got a reaction from Alealokato in Spriter2Unity workflow suggestion!
sorry that am posting this here but am still getting used to using forums ( noob )
so!
I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better!
In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
the solution is!
Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs.
still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
tell me what you think guys!
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SkeletalRavenArts got a reaction from Ddyrinsyk in Spriter2Unity workflow suggestion!
sorry that am posting this here but am still getting used to using forums ( noob )
so!
I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better!
In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
the solution is!
Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs.
still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
tell me what you think guys!
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SkeletalRavenArts got a reaction from DarrenOl in Spriter2Unity workflow suggestion!
sorry that am posting this here but am still getting used to using forums ( noob )
so!
I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better!
In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
the solution is!
Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs.
still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
tell me what you think guys!
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SkeletalRavenArts got a reaction from AlisaMesy in Spriter2Unity workflow suggestion!
sorry that am posting this here but am still getting used to using forums ( noob )
so!
I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better!
In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen.
the solution is!
Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs.
still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically.
for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff.
tell me what you think guys!