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Best ways to organize sprite animations in a sprite sheet

Discussion in '2D' started by KoalityGame, Sep 15, 2020.

  1. KoalityGame

    KoalityGame

    Joined:
    Jan 30, 2016
    Posts:
    21
    In the past I'd create my sprite animations in photoshop and then export the frames into Texture Packer to create a sprite sheet. A single sprite sheet would contain multiple animations back to back so I'd have to write down the frame numbers when I bring it into Unity and drag the frames into individual animations. My issue is that if I need to update any animation with more frames or add a new one in between the others any subsequent animation would get 'shifted' in Unity and I would have to rebuild them.

    Is there a good way to future proof a sprite sheet for easy adjustments (such as leaving blank frames in between animations) or do I just need to lock down all the animations before bringing them into Unity?
     
  2. Cornysam

    Cornysam

    Joined:
    Feb 8, 2018
    Posts:
    1,343
    As far as I know, there isnt really a way to "future proof" these. Unity creates those animations based on the sprites so if you leave a blank one in there it will add it but regardless you will have to edit the animation in Unity in the animation window.

    I think the best way (for me at least) is to just get basic prototype animations working until you have the final animations. Like, if you think you are going to make any changes down the road, you are still going to have to bring in the images, put them in order and recreate the animation in the window. So the work is always there and making even small changes uses up a similar amount of time as it would to just re-import the new images and create the final animation. I acutally find it more time consuming to add in a single frame or two to an animation than just remaking it.
     
  3. KoalityGame

    KoalityGame

    Joined:
    Jan 30, 2016
    Posts:
    21
    Yeah, I figured I would have to put in the work regardless. Thank you for your response!