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Found 2 results

  1. Hello everyone. I've finished some of the animaitons I was comiited to do for an unity project. The thing is that there was a performance issue. I realized that the problem was the number of pngs Unity had to process. So I starte to incursionate in TexturePacker and downloaded the free version. The thing is that I have the Json File, the tps File but I don't understand how to implement them in Unity. Do I have to make all the animations again in spriter using the spritesheet instead of the pngs? I hope not... that would be a lot of work to do. I'm sorry if this is the wrong section, but here Mike seems to answer more often than the moderators in the others sections and I'm in a hurry. Thank you so much! (I already saw BrashMonkey's video featuring the compatibility with TP but it isn't clear if I can use the atlas to replace all the pngs over finished animations or if I have to make them again.)
  2. I've been trying to figure out the workflow for using Spriter with TexturePacker and haven't been able to find any detailed info breaking it down. So far I've created a set of animations and character maps using the standard spriter method (ie using individual images for each part). I then ran "Generate TexturePacker spritesheet file" and the json sprite sheet is showing up correctly in my palette project folder. At this point do I need to swap out all the existing object images in my folders for the ones in the json sprite sheet (yikes!) or are they already associated somehow? What happens if I need to revise or add new art assets? I tried running "Generate TexturePacker spritesheet file" after changing a few art assets and it told me "*.tps file generation failed. Generating spritesheets from projects already using spritesheets is not yet supported". So am I missing something or is the current TexturePacker implementation not set up for any sort of art revisions? Thanks for any help!
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