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Dengar

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Everything posted by Dengar

  1. Ok so I thought I made this clear but uhhh... Maybe I should just spell his out. I'm not actively developing this thing anymore. I haven't been for quite a while. I originally just started it as a mental exercise project hoping that it would inspire others to contribute as well but so far I've only had a handful of pull requests or noticeable forks. I ended up running into a lot of problems and lacking outside input on the project just kind of made it... not fun.
  2. I honestly don't know. I never really got why some animations translate normally but others don't. Nobody's been able to tell me either.
  3. The order in which assets are imported can be unpredictable. It's easiest if you import the images first and then the .scml file. Or if you're lazy like me, import everything, then re-import the .scml.
  4. I'm under the impression that ThunerSkelett is expecting to see animations as separate files when the animations are actually part of the metadata?
  5. I haven't really worked on this project in ages. And to be honest, I don't intend to work on it in the near future either. It was just a little pet project to see the extent of my scripting abilities. Also I have gotten a bit fed up with Unity. It just doesn't do the things I want it to in the way I want it to do them. As I said before though, the code is out there for everyone to tinker with, I made it as understandable as I possibly could, and I'm willing to answer any questions I can. I still handle pull requests as well. I think SpriterDotNet is fully featured
  6. Oh right, I forgot about this. I honestly don't know whether or not it affects performance. I don't think it does in a significant way. If commenting it out makes your animation work properly and you won't miss out on anything, should be fine if you leave it like that.
  7. Sure, I could point you in the right direction. I am, however, quite busy this weekend. You can poke me again later during the week if you want.
  8. What about SpriterDotNet? As far as I've heard it's fully featured and has a guy actively fixing the little bugs that arise. I've made it no secret that I'm not actively developing Spriter2Unity anymore. I do still review pull requests.
  9. Boneless sprites are not really a situation I thought of when designing the tool. It's possible that it doesn't work correctly if there's no bones.
  10. When I said "programmer's paradise" it means literally a paradise for a programmer. Someone who focuses more on visuals or designing the game itself might not find it very appealing. That said, if you want to improve your programming skills and learn to program a game at its base level, I can't think of a better framework tbh.
  11. The main advantage of using an actual prefab (which can't be constructed at runtime) is the fact that prefabs are serialized using Unity's native serialization system. All Unity assets are deserialized at the actual engine layer (where the engine does its job) rather than the scripting layer (where all of our scripts are run). It stands to reason that Unity's deserializer is more optimized than anything we can come up with on the scripting layer. Instantiating a preconstructed prefab will most definitely be significantly faster than first creating a GameObject from scratch, add components to i
  12. It's been a while since I fiddled with anything Spriter or Unity, but either way, the process for creating a prefab from a script is basically. 1) Create an empty GameObject 2) Instantiate supporting objects (like the data container ScriptableObject that SDN.Unity uses) 3) Add Components to the GameObject 4) Set the values in said Components 5) Save the GameObject as a prefab 6) Save supporting objects as assets 7) Delete the GameObject Steps 5 and 6 are possible at Editor Time only, and I'm fairly sure steps 1 through 4 don't even need any Editor code. You would need a dif
  13. I'm sorry to say this but... I haven't the slightest clue. I've never heard of this before.
  14. Well, the problem is in the scripts that the importer attaches to the prefabs. Like I said, the script can make invisible things visible, and visibile things invisible, but it seems to forget to do so for things that start out invisible.
  15. Looks like it activates the hidden sprites properly, but then forgets to deactivate them.
  16. Sounds more like a workaround than a fix.
  17. I can't really say anything on the matter if I can't see the code you used to swap sprites.
  18. Of course such a thing would be nice. But that is beyond the abilities of some amateur bumpkin who just plays Unity for a hobby and made the conversion tool as a way to pass time.
  19. Folder structure should be completely irrelevant. The packing tag is all that matters. Also, the spriter file isn't included in the build so it's irrelevant. Bones have no sprites. They are also irrelevant. The fact of the matter is, if there's so many draw calls then something's not packed correctly. Or maybe not packed at all.
  20. https://docs.unity3d.com/Manual/SpritePacker.html
  21. It sounds like a thing that might be possible, but I do not understand animation curves, so I doubt it is within my capabilities to implement.
  22. I should mention that at this point in time I have not updated the .unitypackage so you'd have to download the files manually and drop them in the project.
  23. If you hate to work with Unity's animation system, I suggest you give SpriterDotNet a try, it might give you a bit of what you need. It's also way more stable.
  24. I have not the slightest clue why these things happen, sadly.
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