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Pixelpoint

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Pixelpoint last won the day on January 4 2016

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  1. Oh cool find @Bisoux! However the Image type is also an issue I believe But it works for me now, so I am happy.
  2. Awesome @mySprite ! This is not an ideal solution however (as every image becomes a sprite). But it works for now
  3. I can verify the findings of user @mySprite. If an image is set to anything else than the "Sprite" format in importing options, this will cause the infinite-loop when importing Spriter projects. HOWEVER! I made this small script, so that all the images I import to unity from now on is set to the "Sprite" format! using UnityEngine; using UnityEditor; public class TexturePostProcessor : AssetPostprocessor { void OnPreprocessTexture() { Object asset = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)); if (asset) return; TextureImporter importer = assetImporter as TextureImporter; //Settings that will be applied to the image importer.textureType = TextureImporterType.Sprite; importer.filterMode = FilterMode.Point; importer.textureFormat = TextureImporterFormat.AutomaticTruecolor; } }
  4. Maybe an possible fix for this (so the animation will be identical to how it is in Spriter): The unity importer script can add keyframes on the entire timeline for that animation inside Unity? Might be hard to do I guess
  5. Good day all! I have this small issue with Spriter2Unity (PS: it's not your fault! It's darn unity's fault). I have animated all of my animations now and imported it successfully into Unity. All works well, EXCEPT one small thing: The animation will be slightly changed in Unity: Look at this example (from my project): http://imgur.com/eVbkWxB Seems like Unity is trying to "simulate physics" or something. Tried to fiddle around with the animation curve-tangents inside Unity, but I can't get the animations to look exaclty like it does in Spriter. The ONLY work-around I have found so far is: 1. Find all the parts where the animation doesn't look good inside Unity 2. Go back to Spriter, find the same part in the timeline 3. Spam "key all" button over that part, thus there are soo many keyframes in the animation that Unity can't get the chance to slerp/simulate physics/do random crap I think the problem inside Unity is maybe that all of the keyframe tangents are set to Free Smooth instead of Linear (or something like that). If anyone (especially you Dengar) have any advice for me, that would be great. As my work-around is very bad if I should decide to go and change parts of the animation (a lot of keyframes to change!) EDIT: even with 100 extra keyframes each 5th millisecond gives some weird artifacts in Unity. It looks better though
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