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AniMittra last won the day on February 6 2015

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  1. Oh I'm not saying you should or anything, just that the technique you mentioned is possible (I think). If Unity is already packing/compressing sprites when you build, then that's fine too.
  2. Hey just wanted to let you know that I'm pretty sure this is possible, and I believe that this library, https://bitbucket.org/Chaoseiro/x-unitmx/wiki/Home (an API to import maps made in the popular and free Tiled Map Editor) uses this technique. It finds the sprite sheets used in Tiled in your Resources folder, and slices them according to how they were slices in Tiled. You can probably look through it and find out how they do it if you're interested.
  3. This is the type of update I've been waiting months for! Thanks for finally putting us in the loop haha. Looking forward to the weekly updates.
  4. If I switch to this version of Spirter2Unity, will it overwrite the prefab I had made from the old one? I want to try your solution since it's newer but I'm close to finishing my game and I don't want to break anything. Either way this seems really nice, and I'll try it with my next project either way.
  5. Switching to Unity 5 broke Spriter2Unity for me, had to switch to mythgarr's branch and update a few of the scripts because some things were depreciated. There used to be a Spriter Entity script component in the old version I had and this one doesn't seem to have it, not sure if that actually matters though. Well anyways the animations I had already brought in seem to be working fine. I haven't tried importing new animations or updating ones already brought in yet. If it doesn't work I'll have to go back to Unity 4.6 :-|
  6. I started using this plugin again and I'm having problems with rotation angles being inconsistent on re-import. I believe this bug was mentioned on the first page, where a 30 degree rotation will suddenly become a 330 degree one the other way in Unity. Well it still exists and my current solution when one of the rotations break down is just to keep re-importing until I get lucky. :mad: Anyone have a proper fix? Also I had issues with autosave and the constant re-importing every time i saved (I'm a manic saver) so I keep my working Spriter file outside of the Unity Project, and import it in when I want to update animations. But I never actually open or work on the file inside the Project, always the external one. This also gives me a backup incase something goes wrong.
  7. Thanks for the reply. When I tried using Spriter2Unity previously (admittedly months ago) I had some problems with it not displaying my animations correctly in the editor (but I think they were fine at runtime for the most part). This was a big problem because I wanted to animate certain props that will be used for level design. Say i have a bush with a "rustle" animation for when the player collides with it. The bush prefab created with Spriter2Unity would come in at a strange size in my unity Scene view (as if it wasn't using the first keyframe as the default sprite to display), but when I hit play it would suddenly be fine. This made it very difficult to accurately judge the size of the bush so I could place it in the scene for level design. Another problem was Spriter2Unity sometimes wouldn't import new animations for prefabs, like if I added a "rustle2" animation to the bush and saved my Spriter project, sometimes the animation wouldn't come in to Unity unless I reimported the Spriter file. Sometimes it would, but sometimes I had to reimport the Spriter project, or delete the prefab altogether and then reimport. I can't risk this happening later in development and having to delete prefabs (I am using nested prefabs through a plugin). I really had no idea why it would work sometimes but not others. :???: Also Spriter2Unity only supports pixels per unit of 100 IIRC, which meant I had to re-export my graphics for spriter at a new size so they would match up with my game which was using a different pixel per unit size. It'd be nice for Spriter2Unity to have a preferences file or import settings or something. Perhaps even individual settings on an entity basis. Another minor problem was that on the first import Spriter2Unity would create the animation controller (e.g "bush.controller") but the actual animations weren't connected to the controller. The controller would create "states" (e.g. a state for "rustle" and another for "rustle2") for the animations (only on the first import), but the "motion" property for each state would be empty, and I'd have to manually link up the animations to each state in the controller. Then if I added a third animation (e.g. "rustle3"), Spriter2Unity would create the animation for it under the prefab, but it wouldn't create the state in the controller. This is minor because I think I could just drag the animation into the Animator window and it'll create a state for me but this seems like it should be an easy thing to automate anyways. Most of the problems I had were usability related. I will try it again and see if my experience is better this time. I was also using a couple other plugins (prefab evolution and 2dtoolkit), so maybe it was just a compatibility issue on my end. I was not using 2dtoolkit with the spriter animations though, as I didn't know how to integrate them. As far as features I need, image swapping was one of them. Getting custom ease curves working is pretty big too. Another is exposed bones so I can do things like targeting (rotation) to the cursor or another GameObject. If these are already possible I'd like to see an example or tutorial, as I didn't find one before. Boxes (for collision) and sounds and stuff are not as important, since I can handle all that stuff in Unity anyways. If they worked they could definitely speed up my pipeline and I would use them but it's not as crucial. Overall though I just want an official, stable, intuitive plugin. I enjoy animating in Spriter but if I can't bring the animations over to the game without all these hiccups then it is a shame. Spriter is good software but the implementation support is definitely lacking in comparison to Spine. For me it is important to have a pipeline in place for funneling my art into a game, and a few months ago I did not feel confident in Spriter2Unity. I will try it again but I am still holding out for an official Unity implementation. :)
  8. Any update on the generic implementation or the Unity one in particular? A time-frame would really help (1 month? 3 months? 6?), otherwise I might try Spine instead.
  9. I agree with Kiori. I personally do not care if the animations end up as pure Unity 2D animations or not, I just want them to play as they do in Spriter. I also don't think the sound triggers or collisions are a priority feature. Spriter is first and foremost an animation tool right? So the goal should be to get people's animations, as they see them in Spriter, working in Unity. All the other stuff is kind of a bonus. Right now Spriter2Unity is lacking some core features, which means I would have to resort to exporting spritesheets from Spriter instead. This kind of defeats the purpose of modular animations. I also really want to be able to play around with bones in Unity, to do things like swapping a sprite (like a weapon), or forcing a character to look at something. Good luck and keep us posted!
  10. I recently bought Spriter for use with Unity. Right now the available Unity API is incomplete. Will you be picking up development from the existing API or starting a new official one? I just want to know if I should bother using it or if I'm better off waiting.
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