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Psd Import

Discussion in 'Assets and Asset Store' started by pluginmaster418, Jul 3, 2020.

  1. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
    Posts:
    188
    Psd import is a tool that allows you to import layers and groups defined in psd files into Unity. The result is a hierarchy of gameObjects (Sprites or Ui Images) that corresponds to the original defined in photoshop, each layer with its corresponding opacity value and its blending mode.

    Links:
    Please post any feedback or ask for support here.
     
    Last edited: Jul 13, 2020
  2. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
    10
    Import isn't working, I've tried multiple times and I'm always getting the same error message.
    Is there anything that I can do to fix the problem? Stack trace attached below:


    ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
    Aborting
    UnityEngine.GUILayoutGroup.GetNext () (at <819de1aa368e45faa4f78e26c97c62b0>:0)
    UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
    UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
    UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
    PluginMaster.PsdImportWindow.OnGUI () (at Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts/PsdImportWindow.cs:219)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <fb001e01371b4adca20013e0ac763896>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.DockArea.OldOnGUI () (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Boolean straightY, System.Single pixelsPerPoint, System.Exception& immediateException) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    Rethrow as ImmediateModeException
    UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection, UnityEngine.UIElements.PanelClearFlags clearFlags) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.Panel.UpdateForRepaint () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
     
  3. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
    Posts:
    188
    Hello, sorry for the inconvenience, I'm working to fix it. Does the error occur when loading the file into the import window or when trying to import into unity hierarchy?
     
  4. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
    10
    Hi,

    thank you for the prompt reply. It occurs when loading the file into the import window.
     
  5. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
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    And does it happen for any file or just for a specific file? Have you tried importing other files?
     
  6. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
    10
    I've tried for multiple different files, some of them actually worked, I would say that there is 50% of chances that it won't work. I also had a file where it failed on the first two attempts, but it imported on the third. The file you have the stack trace for never worked.
     
  7. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
    Posts:
    188
    Ok, could you please send me a dummy file that doesn't work to test it here? my email is plugingmaster418@gmail.com
     
  8. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
    10
    Hi,

    I've sent the file using wetransfer.
     
  9. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
    Posts:
    188
    s
    Sorry I misspelled my email: the correct one is pluginmaster418@gmail.com
    In the meantime, try this: open the file PsdImportWindow.cs and at line 142 where it says "private const int MAX_TRIES = 5;" change from 5 to 10 or more.
     
  10. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
    10
    Are you sure that the e-mail address is correct? The email couldn't be delivered...
     
  11. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
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    I will re-send it to the right address + check the change :)
     
  12. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
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    After making the change from 5 to 10 the import has worked. It was really slow and laggy + there was an error at the end, but it worked:

    NullReferenceException: Object reference not set to an instance of an object
    PluginMaster.PsLayerCreator.CreateGameObjets () (at Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts/PsLayerCreator/PsLayerCreator.cs:184)
    PluginMaster.PsdImportWindow.OnGUI () (at Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts/PsdImportWindow.cs:498)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <fb001e01371b4adca20013e0ac763896>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEditor.DockArea.OldOnGUI () (at <2cbbf8f8c622459ca9fa64194b7b6e6e>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
     
  13. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
    Posts:
    188
    Thanks for helping me improve the tool. I am working to correct the errors and upload a new version as soon as possible.
     
  14. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
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    Thank you for your support. I think that we should test it with larger files, in general, this was not even the biggest PSD that we have. I'm afraid that it will fail again once we will try to upload PSD twice the size and complexity. It would be so massive enhancement to the workflow to have the importer work smoothly.
     
  15. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
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    It seems that it still doesn't work. I'm importing again the same file, but it's failing now again. It seems that problem is intermittent so I will try multiple times.
     
  16. greg_unity763

    greg_unity763

    Joined:
    Mar 28, 2020
    Posts:
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    It's not working, I've tried maybe 20 times, same file, no changes made since yesterday.
     
  17. pluginmaster418

    pluginmaster418

    Joined:
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    I already uploaded a new version (1.2) but I'm waiting for approval. I will let you know when it's available.
     
  18. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
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    Version 1.2 is now available. Please check it out and let me know if you have any problem with it. This version has support for large PSD files. However, you should keep in mind that the larger the file, the longer it will take to load.
     
  19. hdxpmc

    hdxpmc

    Joined:
    May 1, 2016
    Posts:
    52
    Hello,
    Does psd import support runtime import ?
     
  20. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
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    Hello,
    What do you mean? import while in play mode?
    It only supports import in edit mode.
    Could you please elaborate on exactly what you want to do?
     
    Last edited: Oct 2, 2020
  21. hdxpmc

    hdxpmc

    Joined:
    May 1, 2016
    Posts:
    52
    We are creating story maker app, we would like to allow user download psd file and import to app to edit, add animation, ...
     
  22. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
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    188
    Sorry, I'm afraid it won't work for what you need. However, all source code is included in the package if you want to modify it.
     
  23. soon8013

    soon8013

    Joined:
    Aug 3, 2017
    Posts:
    3
    Whenever I try to import my psd file, below 2 errors occur and the plugin doesn't work.

    I'm using Psd Import v1.5.0 and Unity Editor 2020.1.9f1 Personal.

    1st error --->
    Cancelling Display Dialog : This should not be called when a View's DrawRect Method is in progress
    UnityEditor.EditorUtility:DisplayDialog(String, String, String)
    PluginMaster.PsdImportWindow:OnGUI() (at Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts/PsdImportWindow.cs:537)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


    2nd error --->
    ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint
    Aborting
    UnityEngine.GUILayoutGroup.GetNext () (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/LayoutGroup.cs:129)
    UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:309)
    UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:279)
    UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:271)
    UnityEngine.GUILayout+VerticalScope..ctor (UnityEngine.GUILayoutOption[] options) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:505)
    PluginMaster.PsdImportWindow.OnGUI () (at Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts/PsdImportWindow.cs:545)
    UnityEditor.HostView.OldOnGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:238)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:316)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:620)
    UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:487)
    UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Renderer/UIRenderer/UIRenderers.cs:114)
    Rethrow as ImmediateModeException
    UnityEngine.UIElements.UIR.RenderChain.Render () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Renderer/UIRChainBuilder.cs:510)
    UnityEngine.UIElements.UIRRepaintUpdater.Update () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:62)
    UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:83)
    UnityEngine.UIElements.Panel.UpdateForRepaint () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Panel.cs:726)
    UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Panel.cs:761)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:439)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:209)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:74)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:28)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
  24. pluginmaster418

    pluginmaster418

    Joined:
    Jun 6, 2020
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    Hey, sorry for the inconvenience, I'm working to fix it. A few questions. Does it happen for all files you are trying to import? How large in pixels is the image you are trying to import? Could you provide me with a file that causes the problem? my email is pluginmaster418@gmail.com
     
  25. soon8013

    soon8013

    Joined:
    Aug 3, 2017
    Posts:
    3
    I've tried an other file and it still doesn't work either.

    This is the file I've just tried. https://www.gamedevmarket.net/asset/male-character-sprite/

    The one I tried earlier was a bigger file than what I've tried today.
     
  26. pluginmaster418

    pluginmaster418

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    There seems to be a problem with the file format. A quick solution is to open the file in Photoshop and save it again, I tried and it worked. Anyway, I will try to fix the problem as soon as possible.
     
  27. pluginmaster418

    pluginmaster418

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    Jun 6, 2020
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    Hey, version 1.6 is out now. Now when you open a file with a strange format, you don't get the errors you reported. But still the tool cannot read that type of format, so before importing you must save the file with a different name using Photoshop or another editor like Gimp or Krita.
     
  28. soon8013

    soon8013

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    Aug 3, 2017
    Posts:
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    It works after I re-import the PSD file.

    Do you have any plan to update the plugin that it can be used without re-importing?
     
  29. pluginmaster418

    pluginmaster418

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    Jun 6, 2020
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    The problem with those files is that they use a format that doesn't conform to the current specifications defined publicly by adobe. I tried to fix the problem, but it got to a point where it was very difficult to go ahead and fix the problem in a reasonable amount of time. So for now I have no plans to update the tool to read those files (at least not in the short term). Sorry.
     
  30. farzam_smi

    farzam_smi

    Joined:
    Aug 5, 2019
    Posts:
    9
    is this asset(blend modes) works on universal renderer pipeline?
     
  31. pluginmaster418

    pluginmaster418

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    Jun 6, 2020
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    Hi there. This asset (blend modes) only works with the built-in render pipeline. Scriptable render pipelines are not supported.
     
    farzam_smi likes this.
  32. farzam_smi

    farzam_smi

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    Aug 5, 2019
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    thanks, so there is no way to use blend mode on layers on urp ?
     
  33. pluginmaster418

    pluginmaster418

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    Unfortunately, there is no way to use the blending modes on URP. However, you can still use the importer with the "Add Ps Components" option disabled to import the layers at the position defined in Photoshop, and then add your own URP shader for the blend effect.
     
    Last edited: Jan 23, 2021
  34. Nickromancer

    Nickromancer

    Joined:
    Jul 31, 2016
    Posts:
    92
    Is PSD adjustment layer is supported?
     
  35. pluginmaster418

    pluginmaster418

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    Sorry, adjustment layers are not supported.
     
  36. Nickromancer

    Nickromancer

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    Jul 31, 2016
    Posts:
    92
    Is there plan on supporting them in the future?
     
  37. pluginmaster418

    pluginmaster418

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    To be honest I had not planned to implement that feature, but I'll see if it is possible and if I decide to implement it I'll let you know when it is ready.
     
  38. skulllism

    skulllism

    Joined:
    Feb 26, 2015
    Posts:
    8
    Hello. First of all, thank you for developing such a great Asset. We are a company that is developing a 2D project. Most of the resources are managed by Photoshop PSD.

    The problem is that we are currently using Unity's 2D rendering pipeline. The reason for using the 2D rendering pipeline is to use the 2D lighting system provided by Unity (other rendering pipelines cannot use 2D lighting).

    Although the PS Layer system is a fantastic system, we were very sorry to see that 2D Lighting was not applied. I'd like to ask if I can get support for this part.
     
  39. pluginmaster418

    pluginmaster418

    Joined:
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    Hi, I'm going to support that part and it will be available in the next version. It may take a while because I have done very little work with that pipeline.
     
  40. pluginmaster418

    pluginmaster418

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    Hello, I've been looking into how to support this pipeline but at the moment I think it will not be possible. I don't see a way to implement the blending modes in that pipeline. However if you only need to use the opacity and visibility attributes you can make the following change in PSLayerSprite.cs on line 23: replace "Sprites / Default" by "Universal Render Pipeline / 2D / Sprite-Lit-Default".
     
  41. jackbridges

    jackbridges

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    Sep 8, 2017
    Posts:
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    Hello.

    So, I'm having an issue. I've purchased the plugin and I'm trying to import it and use it.

    When I get to the import I'm unable to select any of the c# files (when clicking All) and I don't see the Menu option after I import the plug in.

    This is the first plugin I've ever bought, so I'm sorry if it is something obvious that I've missed.
     
  42. pluginmaster418

    pluginmaster418

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    Hi, What version of Unity are you using?
     
  43. jackbridges

    jackbridges

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    2019.5.10f1
     
  44. pluginmaster418

    pluginmaster418

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    1. Open the package manager. Click on Window/Package Manager
    2. Select My Assets from the packages drop-down menu at the upper left corner below the Package Manager tab.
    3. Select Psd Import.
    4. Press the Download button in the lower right corner.
    5. Press the Import button.
     
  45. jackbridges

    jackbridges

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    I mistyped, btw.. It should be 2019.4.10f1.

    That still won't let me select the script folders.
     
  46. pluginmaster418

    pluginmaster418

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    I have some questions:
    1. In your project window do you have this folder: Assets/PluginMaster/PsTools/PsdImport/Editor/Scripts?
    2. Do you have the menu item: Tools/Plugin Master/Psd Import? PSDImportMenu.png
     
  47. jackbridges

    jackbridges

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    I do have all of the scripts at that location, but I don't have the menu option. There are other things in the tools window, but nothing from Plugin Master.
     
  48. jackbridges

    jackbridges

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    Ok. I see what is going on now. PsLayerDemo.cs has an error.

    PsLayer/Demo/Scripts/PsLayerDemo.cs(39,70): error CS1061: 'Slider' does not contain a definition for 'value' and no accessible extension method 'value' accepting a first argument of type 'Slider' could be found (are you missing a using directive or an assembly reference?)
     
  49. pluginmaster418

    pluginmaster418

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    That's weird. I think the issue is being caused by another script.
    Let's do the following. Import the asset into a clean project and let me know how it goes.
     
  50. jackbridges

    jackbridges

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    Ok. Can do.