Jump to content

aolba

Members
  • Content Count

    4
  • Joined

  • Last visited

Everything posted by aolba

  1. I might be wrong, but it seems the work flow change, or at least a change in the work flow allow me to import the spriter project. There is a new note in SpriterDotNet. it says: "**IMPORTANT: Make sure that all the images referenced in the .scml are imported as Sprites.**" But I try to doit after I import the project, but i doesn't work. The change that help me to import the project is Import Only the images first, then convert them to sprites... the I could import the scml file and use the prefab. That solve my current problem.
  2. I wonder which is the latest stable version I could use with SpriterDotNet. I run a few test in Unity 5.3.2f1 and I encounter some problems: if I create the project with webplayer as the built environment I get System.IO.File error, I think is for the permission from the player to read files and folders, I change the build settings and use PC stand alone and that error is fix. I place the SpriterDotNet package in the assets, but when I try to insert a spriter folder inside I get a warning “Missing Asset: Assets/GreyGuy/feet/…” and so on. If I try t
  3. I manage to clear the error in SpriterImporter.cs, it has something to do with some update in unity 5... GameObject existing = AssetDatabase.LoadAssetAtPath(prefabPath, typeof( GameObject ) ) as GameObject;andasset = AssetDatabase.LoadAssetAtPath (path, typeof(T) ) as T; So far it seems the only feature missing is mesh animation, but that one is waaaaay new.
  4. The idea look promising and very useful. I'm trying to find a workflow to use the spriter in unity, but Spriter2UnityDX ( the currently offer ) strip many of the cool stuff in unity. SpriterDotNet, seems to keep almost all the properties of spriter and I give a shoot tonight... But is not working right now. Unity 5.0.0f4 When I drop the unitypackage, any of the versions, I get -> Assets/SpriterDotNet/SpriterImporter.cs(108,49): error CS1501: No overload for method `LoadAssetAtPath' takes `1' arguments Do I miss anything ? That's what I read in the README: "...The easiest way
×
×
  • Create New...