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> In Flash it continues to play and loop again. In other words nested movie clips animation position is synced to parents timeline...
I can only recommend writing your own JSFL script to rasterize shape tweens with your project-specific logic in the Animate and then use...
At this moment no, you can't work with URP. But I want to work on it in near feature toolset updates.
Anyway, please send me your animation. Maybe I can give some advice on how to fit the animation into a smaller atlas.
I'm afraid to do something with the experimental features of Unity. Maybe later, when it will be more stable. Hope for understanding. :-(
Hello and thanks for using my toolset :-)
This usually happens when the animation contains too many graphics that cannot fit into the texture...
Also, you can try the Flash Animation Toolset asset for this. It allows convert and play animations in Unity.
Hello! What kind of missing features would you like to have?
Don't worry about that. I'm always happy to help :-)
Hi! Thank you!
You should use anchor frame labels to separate timeline to different named sequences.
Asset bundles are fully supported (we use it in a few projects).
Make sure that prefab has a correct link to clip asset and clip...
Did you uncheck these clips for export? ("Export for ActionScript" in clip properties) If yes can you send me this animation source...
You can only do this with source code changes. Find by `Path.ChangeExtension` in SwfAssetPostprocessor.cs and SwfPostprocessor.cs.
Hello @Narehop ! I think it's impossible without source changes at this moment. I have this feature on my TODO list, but I don't know when I get...
In another angle value my algorithm is not O(n^2) too, because I use many smart optimizations instead of a simple topological sorting. More info...
Hello, @Zyblade! After that, also you should set "Tile Height" to 1 and all will work correctly :)
Hello and thank you) In this moment only "Export as AS" and Stage.
Hello @aNormalGuy! Just use isometric coordinates of your object for raycast parameters and use IsoPhysics.Raycast function. That's all you need...
Can you send me the .fla file? I will look at this in more detail.
One isometric world for one isometric settings. All isometric objects should...