Dengar Posted August 15, 2016 Author Report Share Posted August 15, 2016 Folder structure should be completely irrelevant. The packing tag is all that matters. Also, the spriter file isn't included in the build so it's irrelevant. Bones have no sprites. They are also irrelevant. The fact of the matter is, if there's so many draw calls then something's not packed correctly. Or maybe not packed at all. Quote Link to comment Share on other sites More sharing options...
vesputs Posted August 16, 2016 Report Share Posted August 16, 2016 Oh, I didn't realize that you can (and should?) pack all the sprites with one tag, not separately. When I packed the second character with same tag ( hero & hero not hero & enemy) the problem was resolved: 1 setPass call for both of the characters. Thank you for your patience & for the great plugin. Quote Link to comment Share on other sites More sharing options...
najeguvi Posted August 24, 2016 Report Share Posted August 24, 2016 Hey guys look this, If we have a plugin like this for Spriter to Unity, will be awesome for us.@BrashAdmin did you see that? Quote Link to comment Share on other sites More sharing options...
Dengar Posted August 25, 2016 Author Report Share Posted August 25, 2016 Of course such a thing would be nice. But that is beyond the abilities of some amateur bumpkin who just plays Unity for a hobby and made the conversion tool as a way to pass time. Quote Link to comment Share on other sites More sharing options...
Thrasher Posted September 16, 2016 Report Share Posted September 16, 2016 Hey Dengar, many thanks for your work on this. I've been bumping into an issue where anytime I have a sprite swap (usually for facial expressions but sometimes for hand holds) the z-value for the spriterenderer transform changes causing my hero to not be sorted correctly (e.g. the swapped face is behind the head). I've tried enabling "Apply Spriter Z Order" on the EntityRenderer and it still is not working properly. I've experimented with changing the sprite swap keyframes to instant transitions instead of linear. Would having completely different z-orders in the animation that is having an issue cause this to happen? Any recommendations on what I could do to fix this either code side or asset side? Thanks, James Quote Link to comment Share on other sites More sharing options...
Dengar Posted September 16, 2016 Author Report Share Posted September 16, 2016 I can't really say anything on the matter if I can't see the code you used to swap sprites. Quote Link to comment Share on other sites More sharing options...
Thrasher Posted September 16, 2016 Report Share Posted September 16, 2016 Thanks for the quick reply. I was able to fix the issue by making sure each animation had the identical z-order for all sprites as the first listed animation and then also making sure that all of the sprites were present in each animation (even when they are not visible). Cheers, James Quote Link to comment Share on other sites More sharing options...
Dengar Posted September 17, 2016 Author Report Share Posted September 17, 2016 Sounds more like a workaround than a fix. Quote Link to comment Share on other sites More sharing options...
FreakyGamer Posted October 17, 2016 Report Share Posted October 17, 2016 I'm not a programmer, but need to know, is there a way to reset the animating state before switching animations in animator?https://www.youtube.com/watch?v=LS8ulG33i_k&feature=youtu.be Quote Link to comment Share on other sites More sharing options...
Dengar Posted October 18, 2016 Author Report Share Posted October 18, 2016 Looks like it activates the hidden sprites properly, but then forgets to deactivate them. Quote Link to comment Share on other sites More sharing options...
FreakyGamer Posted October 19, 2016 Report Share Posted October 19, 2016 13 hours ago, Dengar said: Looks like it activates the hidden sprites properly, but then forgets to deactivate them. Any clues how I can fix this? Quote Link to comment Share on other sites More sharing options...
Dengar Posted October 19, 2016 Author Report Share Posted October 19, 2016 Well, the problem is in the scripts that the importer attaches to the prefabs. Like I said, the script can make invisible things visible, and visibile things invisible, but it seems to forget to do so for things that start out invisible. Quote Link to comment Share on other sites More sharing options...
Jhanz Alcones Posted October 23, 2016 Report Share Posted October 23, 2016 Hi Dengar. I am new to using your spriter2unitydx . at start, the package is running well and the animations are perfectly imported but when few days passed, the prefab of my animations are not a prefab now instead it became a file. How to fix that bug? Everytime i will open my unity project this error always show up : GetApplication().MayUpdate() UnityEditor.AssetDatabase:SaveAssets() Spriter2UnityDX.PostProcessing.ScmlPostProcessor:ProcessFiles(IList`1) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:43) Spriter2UnityDX.PostProcessing.ScmlPostProcessor:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:32) UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[]) I am using unity 5.0 I hope you can solve this problem . because i really need your spriter2unitydx in my unity game. Thank you in advance. Quote Link to comment Share on other sites More sharing options...
Dengar Posted October 23, 2016 Author Report Share Posted October 23, 2016 I'm sorry to say this but... I haven't the slightest clue. I've never heard of this before. Quote Link to comment Share on other sites More sharing options...
skerrigan Posted November 15, 2016 Report Share Posted November 15, 2016 Does anyone know what I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted November 16, 2016 Report Share Posted November 16, 2016 @skerriganBEST Bug video I've EVER SEEN (and heard) in my life. Awesome. ha ha ha. My best guess is you used per frame custom pivot points accidentally instead of default pivot points. To set your pivot points for images the way that Spriter2Unity can understand, I think you need default pivot points, which you set by double-clicking on the image in the files palette, then setting the pivot point in the special mode that pops up. If you just clicked and dragged the red point representing the pivot-point for the image on the canvas, I think (but could be wrong) Spriter2Unity doesn't properly convert that data..causing the shift of each image you see once its converted. this make sense? cheers. -Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
skerrigan Posted November 17, 2016 Report Share Posted November 17, 2016 I think I have it working now, although I have real difficulty adding new items to the walk and getting them to keep their z-order in multiple keyframes. For instance I decided to add a sword and shield walk to the character and everytime I imported it I lost the sword's z-order. I ended up using Unity's sorting layer as a workaround. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted November 17, 2016 Report Share Posted November 17, 2016 There is a feature in Spriter to copy z-order to all frames. It is a known but that when you paste a sprite to all frames it can mess up the z-order. That bug is being worked on, In the mean-time, fix the z-order in the initial frame afterwards, then choose edit/copy z-order to all frames. Quote Link to comment Share on other sites More sharing options...
ThaBullfrog Posted November 25, 2016 Report Share Posted November 25, 2016 Anyone else get "IsFinite (m_CachedRange.first) && IsFinite (m_CachedRange.second)"? It's such a vague error and I'm having the worst time trying to get rid of it. It doesn't actually seem to affect the game in any way, but I can't stand having it pop up. I think it is related to animations and the only animations I have in my game are from Spriter, but I'm not sure if this script is directly the problem. Perhaps it's a problem with bones without any sprites attached? I really don't have a clue except that it is animation/mecanim related. EDIT: Ironically after so long trying to fix it, a few minutes after I posted for help online, I found the solution. The error is caused by animations that have no keyframes. My idle animation was like this so I clicked "Add Property" and added a position property. Quote Link to comment Share on other sites More sharing options...
Baraphor Posted November 25, 2016 Report Share Posted November 25, 2016 Hello, We recently started making a game and we purchased some assets to speed up the development, however we get this strange issue with about 25% of the characters we have imported. As you can see in the image the attack animation shows up correctly in spriter on the left but incorrectly on the right, for the Idle animation is does show up correct in both. I already tried removing the pivots from frames, but as we did not make or animation these files I am not sure what else we can do to solve this. Any thoughts as to what we can do? I have also attached the Spriter scml file, we are using Unity 5.4.3. goblin-1.scml Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted November 25, 2016 Report Share Posted November 25, 2016 Perhaps the animations you purchase don't have default pivot points set for the image or something. I think there is something lit that that can cause Animations to not import properly. Quote Link to comment Share on other sites More sharing options...
Baraphor Posted November 25, 2016 Report Share Posted November 25, 2016 1 hour ago, Mike at BrashMonkey said: Perhaps the animations you purchase don't have default pivot points set for the image or something. I think there is something lit that that can cause Animations to not import properly. It looks like they are set, but I am pretty new to using spriter, I assumed the pivot's set in the top of the scml file were them, is this not the case? This only happens with 7 of the 30 characters we are using from this one artist, so I was assuming (maybe) wrongly that they would all act the same. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted November 26, 2016 Report Share Posted November 26, 2016 18 hours ago, Baraphor said: It looks like they are set, but I am pretty new to using spriter, I assumed the pivot's set in the top of the scml file were them, is this not the case? This only happens with 7 of the 30 characters we are using from this one artist, so I was assuming (maybe) wrongly that they would all act the same. Perhaps there are images which are not assigned to a bone, or more than one image on a single bone. I think things like this can cause problems. I think you need to isolate what the difference is between the ones which work and the ones which do not work. We'd be happy to look into it ourselves, however, you might want to ask the people who made the art packs for permission before sending them in full or in part to us so we can try and see the difference. Of course we would not redistribute the material and would delete it immediately after finding the issue. cheers, Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
Baraphor Posted November 26, 2016 Report Share Posted November 26, 2016 2 hours ago, Mike at BrashMonkey said: Perhaps there are images which are not assigned to a bone, or more than one image on a single bone. I think things like this can cause problems. I think you need to isolate what the difference is between the ones which work and the ones which do not work. We'd be happy to look into it ourselves, however, you might want to ask the people who made the art packs for permission before sending them in full or in part to us so we can try and see the difference. Of course we would not redistribute the material and would delete it immediately after finding the issue. cheers, Mike at BrashMonkey There is definately two sprites attached to a single bone, I will see if that fixes things. However if it doesn't I will take you up on the offer to look into it, the license would cover us in this case. Quote Link to comment Share on other sites More sharing options...
rodut Posted November 27, 2016 Report Share Posted November 27, 2016 Hi. I have an issue. When I'm importing my Spriter project into Unity the importer will loop endlessly. Can someone explain to me what does this words means: "A workaround is manually setting your texture files to Sprite in the import settings." ??!?!?!?!? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
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