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Unity texturepacker sprite loses width and height
Unity texturepacker sprite loses width and height









unity texturepacker sprite loses width and height
  1. UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT HOW TO
  2. UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT FULL
  3. UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT SOFTWARE

I am having troubles with updating the art of a PSB file that has a rig and animation in my unity project **ver. Please someone help! I've never had this issue before. The best solution thus far has been to save the file in 16-bit format with no transparency, but there are sprites on the sheet that use some transparency and are broken by me doing this. I've attempted exporting the file with a variety of different settings but nothing has worked so far and I'm at a loss.

UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT SOFTWARE

This is the same spritesheet in an editing software (Gimp) where the edges are solid and precise. This is the spritesheet in the sprite editor ! This issue persists after cutting the sprite using the sprite editor and creates a gap between tiles in the game. When I go to cut the sprites out of the sheet in Unity's sprite editor, almost every square sprite has a transparent edge that doesn't seem to fit perfectly within a 32x32 square. It's 298x2396px with several 32x32 sprites all separated by a one pixel gap. Return Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero) Sprite spritesheet = Resources.LoadAll ($"") Public static Sprite GetSpecificSprite(string spriteName, string resourceLocation ) _backgroundImage.sprite = GetSpecificSprite("Tab_Inactive", "Images/Tabs")

unity texturepacker sprite loses width and height

i did manage to figure out a way to do it, but is there a better way than this

UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT HOW TO

I know how to do this within Unity Editor, but im trying to make a mod for another unity game outside of unity. for example, I have a file that has 3 different images Tab_Window, Tab_Active, Tab_Inactive all on the same sprite sheet. However id like to know if there is a better way to handle getting a specific spliced image. I scoured the googles looking for some help, but failed to find a good way to solve this issue, but i happened to make something work. It'd be fantastic if I could somehow resolve this so that I could just continue using my original sheet. Since the exact copy works I understand that I could just switch over to it and ditch the original, but also understand that that would result in a whole lot of extra work since I've already used loads of sprites from the original sheet. I would love to hear if anyone else has encountered this before, and if there's some sort of fix. Here are the settings for my original sprite sheet:Īnd these are the settings for the exact copy:ĭo you see any difference between the two? Because I sure don't-but apparently Sprite Shape does!

UNITY TEXTUREPACKER SPRITE LOSES WIDTH AND HEIGHT FULL

Is it possible that if you choose Tight first (rather than Full Rect), then that setting somehow remains in place "behind the scenes" even if you later switch over to Full Rect? Because clearly, Sprite Shape seems to think that the original is still set to Tight when it is in fact NOT. How is it possible that one sprite sheet works with Sprite Shape and one doesn't, when they're literally the exact same image/PNG file and I've cross-referenced them to ensure that they share the exact same settings? The only difference between the two is that the original was set to Tight when I first imported it, whereas I made sure to set the copy to Full Rect right off the bat. The Sprite Shape was there when I clicked play. I gave it the exact same settings as the original sheet I'd already been using, tried assigning one of its sprites to the Sprite Shape profile I created above, and. Just for kicks I decided to import an EXACT COPY of the sprite sheet I'm using and chose Full Rect as the default import setting instead of Tight. except I already *have* changed it from Tight to Full Rect, and the problem still hasn't been resolved. Seems simple, right? Based on that error message all I have to do is change my sprite sheet's packing mode to Full Rect instead of Tight. Created an "Open Sprite Shape" game object and assigned it the profile in step #1Įverything looks fine and dandy in the editor-the Sprite Shape appears as it should and I'm able to edit the spline without any issues-but as soon as I launch the game the Sprite Shape goes invisible and I'm greeted with this nasty little error message in the console:ĪrgumentException: tileset-1-separated_1 is packed with Tight packing or mesh type set to Tight. Created a Sprite Shape profile and assigned it one of the "terrain" sprites from my sheetĢ. The problem is, I seem to have encountered a major bug with Sprite Shape in that won't allow me to use *any* of the sprites in my current sprite sheet.ġ. I'm working on a 2D platformer and have already built a bunch of tile-based levels, but now I want to leverage Sprite Shape to get more organic/curvy landscapes for "special" areas.











Unity texturepacker sprite loses width and height