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Oreganik

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  1. I wrote that because I was getting the infinite loop issue when pulling a Spriter project into Unity 5.1.1. Simply force-quitting the app and restarting is not a viable solution, so this alleviates the issue. The check for the "spriter" path is simply a way to control what is set to a Sprite, as opposed to another texture type, since the game we are making will use many types. Currently, I am trying to figure out why an update to the SCML file was not represented in Unity, even after re-importing the SCML file. Taking the prescribed steps (deleting the prefab and controller and reimporting) resolved the issue, but that's a non-starter for a game in full production: that destroys prefab links in the inspector, and destroys all work done with state machines in the animator. However, the issue only occurred once: I could not reproduce it, and otherwise it worked fine. So that's a bit scary... it would be better if I could repro and fix it. Work continues!
  2. If I have a sprite or bone selected, hold control, and drag/rotate/manipulate, I do not get a duplicate. This is on OS X. Is it a bug, did I possibly disable an option, or is this not expected behavior? EDIT: Looks like Command replaces Control on OS X
  3. Hi everyone. Dengar, I am in your debt: I've started a big new project at an established studio, and I was asked to get a pipeline going from Spriter to Unity. Finding the path you and others have already cleared was a huge blessing. Thank you for your hard work, and props to the other folks testing his builds. If I fix or add anything I will post it up. One "quickie" is the infinite loop people have been dealing with when importing new images. To deal with this, place this file in a Editor folder in your assets. Whenever an image is imported, it checks for the word "spriter" in the path, and then sets the type to Sprite. Adjust to fit. :) using UnityEngine;using UnityEditor;public class PreProcessTextures : AssetPostprocessor { void OnPreprocessTexture () { TextureImporter importer = (TextureImporter) assetImporter; // This is required to avoid occasional infinite loops when importing, as described here: // if (importer.assetPath.ToLower().Contains("spriter")) { importer.textureType = TextureImporterType.Sprite; } }}
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