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2D Animation 2.2.0-preview.4 for 2019.2 is out

Discussion in '2D Experimental Preview' started by rustum, Aug 3, 2019.

  1. rustum

    rustum

    Unity Technologies

    Joined:
    Feb 14, 2015
    Posts:
    40
    2D Animation 2.2.0-preview.4 for 2019.2 is now available!
    • The sprite swapping workflow has been improved by making Sprite Resolvers more robust for animation by replacing indices with labels.
    • In the Skinning Editor, bone association now picks up the nearest bone when no bones are overlapping the Sprite.
    Important Note:
    Because we redesigned the way we implement Sprite Library, previous assets and components will not work. Please use the new APIs and redo your Sprite Swap setup.

    Getting Started:
    1. Install latest Unity 2019.2.
    2. Open Package Manager by going to Window > Package Manager
    3. In Package Manager display preview packages by going to Advanced > Show preview packages
    Preview Packages.png

    4. Choose 2D Animation preview.4 - 2.2.0 from the list and click on Install at the bottom right of the Package Manager window.
    Animation 2.2.0-preview.4 for 2019.2.png

    Here’s more details on this release:

    What’s New
    • BoneGizmos will only show in selected hierarchies.
    • Associate nearest Bone to Sprite instead of root Bone when no Bones are overlapping the Sprite
    • SpriteResolver will assign Sprite to SpriteRenderer even it resolves to a missing Sprite
    • Add visual feedback in SpriteResolver Inspector for missing Sprites
    Changed
    • Update documentation
    • Backport changes from Animation 3.0.2
    • Make Size property field in Weight Brush draggable for changing brush size
    • Change string hash for Category and Label name. This might break existing animation usage with SpriteResolver.
    • Rename SpriteLibraryAsset::GetCategorylabelNames to SpriteLibraryAsset::GetCategoryLabelNames
    • BoneGizmos can be toggled in the SceneView Gizmos dropdown
    • Scrollbar does not show for toolbar when required to scroll
    • Change Sprite Library implementation.
    • APIs redesigned. This will cause compilation errors if previous APIs are used
    • Data serialization change. Previous Asset and Component data will not be compatibl
    Fixed
    • Fixed Amount slider not working in Weight Slider Panel
    • Fixed exception when changing size to less than 0 in SpriteLibraryAssetInspector
    • Fixed Sprite Library Asset Inspector Property Field text clipping
    • Fixed Sprite not showing after it is being culled due to bone animation
     
    Last edited: Aug 3, 2019
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  2. Xarbrough

    Xarbrough

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    Dec 11, 2014
    Posts:
    486
    To clarify: Does this mean all of the previously created 2D rigs and animations will be broken and have to be redone? Is there no upgrade path to convert the old data to the new system? That sounds really rough, even for a preview package.

    Edit: After doing some tests with the new version, it looks like in general all animations still work. I was worried, because yesterday everything everything was broken when I tried upgrading from 2019.1 to 2019.2 but with the updated 2D animation package it looks normal again.
     
    Last edited: Aug 3, 2019
  3. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    841
    My project from 2019.1 which was running smoothly (200fps) now struggles to stay above 30 in the latest versions of these packages. My frame time in the editor has exploded thanks to what looks to me like a SpriteSkin.LateUpdate() call for every single layer of every skinned sprite, each clocking in around 0.1ms. Submitted my project with case 1174167, hopefully this isn't how its supposed to perform going forward, otherwise it's useless.
     
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  4. dquek

    dquek

    Unity Technologies

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    Apr 17, 2018
    Posts:
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    Thanks, we will take a look at the case and investigate.
     
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  5. pirho_luke

    pirho_luke

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    Oct 24, 2017
    Posts:
    6
    Any chance this works with 2019.3 alpha?
     
  6. EvOne

    EvOne

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    Jan 29, 2016
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    It's already works :)
    2019-08-06_19-01-35.png
     
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  7. Brogan89

    Brogan89

    Joined:
    Jul 10, 2014
    Posts:
    151
    Are there any known issues with the new 2D renderer or LWRP and 2D animations? Since I started using LWRP to take advantage of the new 2D lights in Unity it has broken the connection between the bones and the sprites (as shown in video provided)

    https://drive.google.com/open?id=1acnA_M7RVa61dC4g0Q3OoswK7mVhAS9M

    Here are the packages that I'm currently using
    I also tried
    - updating burst to 1.1.2
    - changing "Asset Pipeline" to v2 in ProjectSettings
    but they both didn't help.

    Should I make a bug report?
     
  8. Brogan89

    Brogan89

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    Jul 10, 2014
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    Just added a new character to the game and after rigging the IKs are moving the sprites no problem. So it seems the ones already in the project during the transition to LWRP they lost their connections from bone to sprite.
     
  9. dquek

    dquek

    Unity Technologies

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    Posts:
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    Making a bug report will help us to debug the issues faster.

    Are you on 2019.3?

    Could you try to use "Asset Pipeline" to v1 in ProjectSettings?

    Workaround: Did you try to Re-import the individual character psb files?
    There are some known related issues here:
    https://issuetracker.unity3d.com/is...-save-assets-modified-during-assetpostprocess
    https://issuetracker.unity3d.com/is...ed-to-newer-realeased-2d-psd-importer-version
     
  10. Brogan89

    Brogan89

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    Jul 10, 2014
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    No using 2019.2.0f1


    I am currently using V1, I switched to V2 to see if that would help. But neither versions so.

    I did try that yea, but unfortunately didn't help.

    It seems to be related to the second issue you linked thought I have different reproduction steps.

    I'll make a bug report and post id here. thanks
     
  11. _watcher_

    _watcher_

    Joined:
    Nov 7, 2014
    Posts:
    129
    Helo, quick question

    does this system support bone gravity/stiffness/elasticity eg physics, say can i attach colliders to bones and react with other colliders, like grass collisions for character walking through the grass, or is there a simple way to achieve this, and how?

    EDIT: i was unable to make the generated joints work with rigidbody/colliders. Also, 2D joints - will there be a support for this in the autogenerated Animation2D gameobject? The closest that i came to was to completely unpack the prefab, insert rigidbody and some colliders, but the joints are stiff, and there seems to be no way to enable physics for them. I guess im asking if the system will allow to add friction/elasticity et al, for the added joints.
     
    Last edited: Aug 17, 2019
  12. Brogan89

    Brogan89

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    Jul 10, 2014
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    Sorry it took longer than I thought to get back.
    As I was making a new project to reproduce the bug I discovered I could not, everything works fine.
    Then I discovered in the project that has the broken bone -> sprite connections that the PSD file was actually fine. I could drag it into the scene and the bones move the sprites as usual. So something must've happen to the prefab and/or IK connections when the update was happening. Luckily its only 2 characters that are affected so redoing the IK isn't a massive job so still an annoyance. I guess this is the pit fall to working with preview packages :oops:
     
  13. eyee

    eyee

    Joined:
    May 11, 2013
    Posts:
    5
    Is there any new info on this topic. Can only animate 4 rigged 2d gameobject before the framerate drops under 30. The problem is in SpriteSkin.LateUpdate(). Iam using 2019.2.1f1
     
  14. Leo-Yaik

    Leo-Yaik

    Unity Technologies

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    Aug 13, 2014
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    We are looking into the problem now.
     
    Last edited: Aug 23, 2019 at 9:17 AM
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