Mike at BrashMonkey Posted November 27, 2016 Report Share Posted November 27, 2016 6 minutes ago, rodut said: 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. This means in Unity. I think these links explain the general concept.https://docs.unity3d.com/Manual/ImportSettings.htmlhttps://docs.unity3d.com/Manual/class-TextureImporter.html Quote Link to comment Share on other sites More sharing options...
rodut Posted December 9, 2016 Report Share Posted December 9, 2016 Mike, thanks. Now I'm having problems with my death animation for the player. I've made some animations, everything went well, except death animation. You can check the video from Spriter and the video from Unity. 1. Spriter When I reimport my *.scml file in Unity I get this animation... 2. Unity Can someone help me solve this problem? Thanks. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted December 9, 2016 Report Share Posted December 9, 2016 I think Spriter2Unity does not support changes in bone hierarchy from keyframe to keyframe in an animation. The most likely solution is to start the animation off making sure all bones are not parents of any others. I'm not positive, but that's my best guess atm Quote Link to comment Share on other sites More sharing options...
rodut Posted December 9, 2016 Report Share Posted December 9, 2016 Mike, thing is that my death animation have no bones. Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted December 9, 2016 Report Share Posted December 9, 2016 hmm. I thought Spriter 2 Unity needed each 1 image to have 1 bone, but I could be wrong about that. Sorry I don't have definitive answers and only things to try. Quote Link to comment Share on other sites More sharing options...
Dengar Posted December 9, 2016 Author Report Share Posted December 9, 2016 Boneless sprites are not really a situation I thought of when designing the tool. It's possible that it doesn't work correctly if there's no bones. Quote Link to comment Share on other sites More sharing options...
rodut Posted December 14, 2016 Report Share Posted December 14, 2016 Guys, thanks for your answers. I have one more question. I've made animations in Spriter for the same player. When I import them in Unity, the transition between animation idle/fire, jump/fire are good. But the transition from walk/fire shows me in the same time the hands(2) of the player when he walks and the hands(2) when he fires, so I see 4 hands in the same time. I've been trying couple of weeks to solve this problem, and I noticed that in my idle, jump, fire bones names are different from walk bones names. Example: Idle/jump/fire - "head_001"; Walk - "head". Can the problem be in different bones names for different animations? Thanks. Quote Link to comment Share on other sites More sharing options...
SadBoys Posted January 5, 2017 Report Share Posted January 5, 2017 Hello guys, first I wanted to thank you for this awesome tool. We are currently using it for our semester project in university. We have three different characters, the first and the second worked flawless after a few tries.. but we can't for the sake of god get the last one to work. Therefor we are quite desperate and need some help from you pros! The problem is one that was already mentioned a few times. Spriter shows everything perfectly but in Unity the position of the Sprites is messed up and some are even missing.Pictures are worth a thousand words And yes, I did set the default pivot points. ^^ The "Herkules" character works, but "Artemis" character does not. Maybe somebody wants to have a go. (sorry for the part english, part german description) Here is a dropbox link with the files. We would really really appreciate your help! Greetings from Austria! Quote Link to comment Share on other sites More sharing options...
ekeagle Posted February 5, 2017 Report Share Posted February 5, 2017 On 4/7/2015 at 9:28 AM, Dengar said: (I don't have Spriter Pro myself though, and I know very little about this at this point in time) I got mine with other additional programs and asset packs for $10 from a game dev bundle at humble bundle store. Maybe you could stay tuned so you can get a copy and make the new features. Quote Link to comment Share on other sites More sharing options...
Fletcher Studios Posted February 27, 2017 Report Share Posted February 27, 2017 Isn't there an option to either export the animations into a folder or import the animations into a folder? Quote Link to comment Share on other sites More sharing options...
Dengar Posted February 28, 2017 Author Report Share Posted February 28, 2017 Yes. Quote Link to comment Share on other sites More sharing options...
Fletcher Studios Posted February 28, 2017 Report Share Posted February 28, 2017 Hmm @Dengar - I must be completely blind - where is the option to export / import animations into a folder? Quote Link to comment Share on other sites More sharing options...
Ori Pessach Posted March 13, 2017 Report Share Posted March 13, 2017 I seem to be having issues with sprites' z order when imported to Unity. Apply Sprite Z Order works - sometimes. I have to turn it on and off a few times and change the object's sorting layer and sometimes it works. Sometimes - not so much. Is there a known issue with this? Or a way to get it to work more reliably? Or both? Thanks, Ori Pessach Quote Link to comment Share on other sites More sharing options...
DrCubeMan Posted March 29, 2017 Report Share Posted March 29, 2017 Hallo, i use Spriter Pro in my 3D Game Project (Spriter2UnityDX). My Dialog System in unity3D start with the 2D animation (Spriter Pro) behind the textbox. The textbox is a UI and also there is the 2D animation (SpriterPro) But in reality is this sprite not in the UI and when i move my camera stay the animation on X:0 Y:0 Z:0. The 2D animation (SpriterPro) is a 3D object, Is it possible to make it to a UI object? Quote Link to comment Share on other sites More sharing options...
Michael Elliott Posted July 27, 2017 Report Share Posted July 27, 2017 purchased spriter hoping to be able to use my animations in unity. the website says that i can but spriter offers no real api's only outdated user made ones that really makes me regret the purchase.. i spent many hours working on animations only to end up with broken prefabs on import into unity... the product should not be marketed as being able to import into unity if the feature is not actually supported by the software.. Quote Link to comment Share on other sites More sharing options...
Dengar Posted July 27, 2017 Author Report Share Posted July 27, 2017 What about SpriterDotNet? As far as I've heard it's fully featured and has a guy actively fixing the little bugs that arise. I've made it no secret that I'm not actively developing Spriter2Unity anymore. I do still review pull requests. Quote Link to comment Share on other sites More sharing options...
beastman632 Posted August 25, 2017 Report Share Posted August 25, 2017 @Dengar Hey man, thanks for the awesome app. I actually used SpriterDotNet for a while up until about 6 months ago. The reason I switched to your app is because SpriterDotNet has a bug that causes the SpriterRenderers to constantly jump around between bones, making it impossible to switch out sprites during runtime in cases where your characters put on different clothes etc. And it also doesn't use the Unity animation features since it's not specifically designed for Unity. Your app works amazingly well with the exception of the z orders being messed up. So I am trying to fix it, but I would appreciate it if you could point me in the right direction. What I did notice is that the z_index from the XML data is not correctly assigned when building the prefab. But I can't figure out why this happens. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Dengar Posted August 26, 2017 Author Report Share Posted August 26, 2017 Sure, I could point you in the right direction. I am, however, quite busy this weekend. You can poke me again later during the week if you want. Quote Link to comment Share on other sites More sharing options...
beastman632 Posted August 26, 2017 Report Share Posted August 26, 2017 @Dengar Okay thanks, but I may have found the bug. When the z_index is set the first time a sprite is loaded, the z_index never gets updated on different animations that also use that sprite even though it may have a different z_index. So a temporary fix (or permanent?) is to comment out the section in AnimationBuilder.cs where you check if z has changed. After doing that the z order works fine, but I'm guessing this will probably have some sort of cost to performance? if (mref != null) { if (defaultZ == inf) { defaultZ = mref.z_index; positionChanged = true; } //if (!changedZ && mref.z_index != defaultZ) //{ // changedZ = true; // if (key.time > 0) kfsZ.Add (new Keyframe (0f, defaultZ, inf, inf)); //} //if(changedZ) //{ kfsZ.Add(new Keyframe(key.time, mref.z_index, inf, inf)); //} Quote Link to comment Share on other sites More sharing options...
Dengar Posted September 16, 2017 Author Report Share Posted September 16, 2017 Oh right, I forgot about this. I honestly don't know whether or not it affects performance. I don't think it does in a significant way. If commenting it out makes your animation work properly and you won't miss out on anything, should be fine if you leave it like that. beastman632 1 Quote Link to comment Share on other sites More sharing options...
ffman22 Posted October 26, 2017 Report Share Posted October 26, 2017 Hi @Dengar will you release the characters map feature for the the plugin, because is a big feature of spriter. Quote Link to comment Share on other sites More sharing options...
Dengar Posted October 27, 2017 Author Report Share Posted October 27, 2017 I haven't really worked on this project in ages. And to be honest, I don't intend to work on it in the near future either. It was just a little pet project to see the extent of my scripting abilities. Also I have gotten a bit fed up with Unity. It just doesn't do the things I want it to in the way I want it to do them. As I said before though, the code is out there for everyone to tinker with, I made it as understandable as I possibly could, and I'm willing to answer any questions I can. I still handle pull requests as well. I think SpriterDotNet is fully featured though, including Character Maps. It requires a bit more programming than Spriter2Unity does, but if you're willing to learn how it works. I wrote a little addon for it too that allows you to use the Animator's state machines. EDIT: I just realised Loodakrawa sent you here from SdN. I'm sorry I really couldn't be more help. While the basic features were easy enough to implement I just kept running into all kinds of glitches that are beyond my current skill level. Such things get frustrating after a while. Quote Link to comment Share on other sites More sharing options...
Lars Wikstrom Posted November 20, 2017 Report Share Posted November 20, 2017 Hi, I created a simple animation in Spriter and download the DX version to import it in to Unity. I followed the video on using this plug in. When I finally dragged my folder containing my sportier project no prefab or animation was created? When I had was an exact copy in Unity as I did in my folder on my hard drive? What am I missing? Quote Link to comment Share on other sites More sharing options...
beastman632 Posted November 20, 2017 Report Share Posted November 20, 2017 @Lars Wikstrom This also happens to me sometimes, it usually fixes itself when you right click on your spriter project folder and select Reimport Quote Link to comment Share on other sites More sharing options...
Dengar Posted November 21, 2017 Author Report Share Posted November 21, 2017 The order in which assets are imported can be unpredictable. It's easiest if you import the images first and then the .scml file. Or if you're lazy like me, import everything, then re-import the .scml. Quote Link to comment Share on other sites More sharing options...
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