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Hi, please use our free TexturePacker plugin from the asset store: https://www.assetstore.unity3d.com/en/#!/content/16641 Best Andreas
@mografi_jpruss2001 Multiple is actually what you want here. You can verify that the polygons are in use by switching the Shading Mode (In the...
We've added the pivot point editor with real-time animation preview with TexturePacker 4.1.0. Click the Sprite Settings button in the top...
@Tef The transformation of the vertices is usually done by CPU. Adding more vertices adds to the CPU time - that's right. But the mesh reduces the...
@Tef : Using polygon meshes instead of quads has 2 advantages: 1) You can pack the sprite much tighter => reduced memory usage for the textures...
UIImages have several severe disadvantages 1) They don't use polygon meshes - they always use rectangles / quads. This increases overdraw - and...
I am quite sure that you missed something. Not beeing able to play an animation would be a really big issue. I'll need your .tps file with the...
> I've tried different solutions, and there's something similar in 'TexturePacker' 3rd party software, but it has its own cons comparing to the...
Yes - it works with animations. The sprite renderer uses the regions from the sprite sheet. They are used for all textures/map assigned to the...
Your sprite sheet and normal maps sheet both must have the same layout - it won't work otherwise. Create a material that supports lighting. Add...
Yes - you set up 1 material with albedo and normal map. The important thing is that the sprite sheets and the sheet containing the normal map have...
It seems that many parts of the image are static. Why don't you slice the image in 2 parts: The ones that are static and the "mouth" of the ship?...
It does not work out of the box in the current state - there's no simple publish and use solution available yet - and we had no time to create an...
I've tried several - but none of them seems to work as expected... they either did not care about culling - or deliver bad quality - or both...
Thanks - ok - that's now 50% ;-) The sprite appears again - but the light's direction is now inverted... Guess inverting the vectors from the...
We currently have a setup for normal mapped sprites - which allows using light effects in 2d. ( See youtube ) To accomplish this we set up a...
@fenrisul: Thanks for the importer. I would like to add a link to your video and the exporter to my tutorials section....