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exkyo87

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Everything posted by exkyo87

  1. I don't know if its related, but i was creating a new project, and i found that if you create an animation without bones, when you drop the prefab in the scene, Unity can't find the sprite you use in Spriter (the first time, if you save adding a bone in Spriter, go to Unity, then remove the bone, it shows properly) i dont know why anyone will create an animation without bones, but i thought it will be a good idea let you know about that
  2. Hello , i been using Spriter and is a great tool, but i have a bug with the collision rectangle. For some reason the collision box is created in the xml with negative height -> h="-88", i can see the collision in spriter with no problems, but this give me problems in the unity plugin SpriterDotNet (it doesn't show properly) <obj_info name="box_000" type="box" w="237" h="200" pivot_x="0" pivot_y="0"/> <obj_info name="box_001" type="box" w="196" h="-88" pivot_x="0" pivot_y="0"/> I did nothing special in the project i just create this boxes after the first frame in the timeline and later in the time line added another box, and this second box, was saved with negative height EDIT:The problem happens when you draw the box with the alt from the bottom side to the top I don't know if this can happen also horizontally
  3. yes, i did some changes in the xml manually, deleting the boxes that didn't show up in Unity or Spriter, gonna check. I will recreate the animations again in a new project to avoid more strange errors ok, i'll report this bug. EDIT:The problem of the boxes happens when you draw the box with the alt from the bottom side to the top, i already reported it Thanks for the help!
  4. I upload the file again with the resources files here: http://www41.zippyshare.com/v/svi4PlAy/file.html I'm getting some strange error when trying to import the project in unity: ArgumentNullException: Argument cannot be null. Parameter name: source for test i create a collision in the attack01 animation frame 454, there is a "myBox" collision rectangle Also try to verify in a new project creating some collision boxes or something (maybe later in the timeline?) if something is wrong with the size of the BoxCollider2d because i can see the boxes but with very small size. EDIT: i did some test about this in a new project creating two collisions after the first frame in the timeline, and one of this two boxes has an y size of 0.0001 this is the scml file if you want to give it a look: http://www90.zippyshare.com/v/ha1rIXj4/file.html (it use the same resources of the other file) Hope this help, if you need anything else let me know
  5. i zip the file because it was larger than the forum max total size what it's really strange is that when i create a collision in the spriter when i reopen the file it disappear.. EDIT: my file have 3 entity, what i see that the problem of the disappear collision in Spriter is something about the entity1 because in the entity0 it doesn't happen, i tested in the entity0 creating two collision after the first frame in the timeline, they are added in unity but for some reason they appear too small in runtime, scale x and y 0.0001. loli_000.zip
  6. I'm being using the plugin, and i want to use collision boxes as hitboxes for my characters. But i'm having a problem, when i create a box in Spriter later than the first frame in the timeline in unity doesn't appear. I must create all the collisions in the first frame? Also i have a problem with a scml file, maybe my file is corrupted but i don't know, because i keep getting an error when i was testing creating and removing collision in Spriter in this scml file: IndexOutOfRangeException: Array index is out of range. SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterAnimation animation, SpriterDotNet.SpriterMainlineKey key) (at Assets/SpriterDotNet/SpriterImporter.cs:283) SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterAnimation animation) (at Assets/SpriterDotNet/SpriterImporter.cs:270) SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterEntity entity) (at Assets/SpriterDotNet/SpriterImporter.cs:257) SpriterDotNetUnity.SpriterImporter.CreateSprites (SpriterDotNet.SpriterEntity entity, SpriterDotNetUnity.ChildData cd, SpriterDotNet.Spriter spriter, UnityEngine.GameObject parent) (at Assets/SpriterDotNet/SpriterImporter.cs:118) SpriterDotNetUnity.SpriterImporter.CreateSpriter (System.String path) (at Assets/SpriterDotNet/SpriterImporter.cs:76) thanks again for the help
  7. I created two functions to handle the events: void spriterEvent(string eventName) { } void animationFinish(string animationName) { } and in the update function of the same class i attach this events: void Update() { if (animator == null) { animator = GetComponent<SpriterDotNetBehaviour>().Animator; animator.EventTriggered += spriterEvent; animator.AnimationFinished += animationFinish; } and i think it worked, thanks again!
  8. Hello i'm using this plugin for Unity and it works like a charm, but i have a question if someone can help me: How can you handle the events of Spriter in Unity?, For example i want to know when an animation is finished, like an attack animation, change it to the Stand animation But also i want to know how to handle the events you can add in the timeline Thanks!
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