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Discussion in '2D Experimental Preview' started by Aygtets, Dec 2, 2018.
What are the options for PSD import in 2017.4?
We currently only support PSDImporter for 2018.3 onwards.
Nonetheless, with ScriptedImporter already available in 2017.4, it is possible to implement your own PSDImporter given our package as base
I use the latest Unity 2019.1.2f1 Windows and when I try to update PSD from Package Manager I get this error:
Cannot perform upm operation: Unable to add package [firstname.lastname@example.org]:
One or more dependencies could not be added to the local file system:
com.unity.burst: EPERM: operation not permitted, unlink 'F:\TarotReadings_test\Library\PackageCache\email@example.com\.Runtime\Burst.Backend.dll' [NotFound]
installing Burst fixed this.
I have a problem. I use Krita for creating sprites and after importing the PSD file to unity it opens properly only in sprite editor. I cannot check the Rig Character box as it is not visible anywhere in the inspector. My sprite is slicing properly, and everything looks like it should work, but it doesn't ;(
The Unity ver that I use is 2018.3.14.f1.
I've followed the Brackeys tutorial step by step and tried to use another tutorials. Reinstall, reimport, recreating sprite and using PNG doesn't work. I just cannot use the PSB extension in Krita. Should I change the graphics editor to another? It would be sad as this one is the most comfortable to me.
@Gronek Have you tried renaming it to .PSB even if Krita won't actually save a PSB? The formats are almost identical so that should usually work.
daaaaamn it helped :O Thanks a lot! I've seen this tip earlier but just thought it's weird. Sorry And thanks! That really helped!
i hoped that you will write some library for c++ background. And that be working fast (on gpu, whitout GetPixel()). But now we have wrapper over Paint.NET, which is an so slow if we have 500+ layers in file.
In fact, this importer same as here: https://github.com/SubjectNerd-Unity/Psd2UnityImporter
Or am I wrong?
Will the PSD Importer in the future support named layers in the document?
Here is a drawing created in the Adobe Illustrator, where in the layers with the assigned names there are grouped non-named "parts" related to this element.
These names of layers are perfectly understood by Photoshop after exporting from AI to PSD-format.
But the PSD Importer completely ignores both the names of the layers themselves and the grouping of elements inside the layers - everything will be broken down into separate vector paths and groups, and the names will be lost
P.S. Sorry for google-translate!
Hello! The PSD Importer supports importing layers with their names and groupings intact, but it may have issue with the vector and path elements from Adobe Illustrator.
Just a few questions:
1. Currently, only the .PSB format is supported with the PSD Importer. You said you converted the .AI file to a .psd file. Have you tried to save it and import it as a .psb file?
2. Could you attach the original .AI file you created for us to check?
Export from the illustrator in my version is possible only in PSD,
options for the export in the screenshot. Then I just renamed the file extension to .psb.
I also imported saved from AI psd-file into Photoshop (which saw all the named layers), and then saved it in PSB format.
But after importing into a Unity, I don’t see any difference between the two assets.
Original AI file in attached zip
With best regards,
Hi, in this screenshot, you did not set the PSDImporter to keep Layer Grouping. Click the checkbox next to 'Use Layer Grouping' in the PSD Importer settings, and then click Apply. Then drag your character into the Scene again. You should see it with its layers in the correct grouping.
Could you let me know if that helps?
How did I miss such an obvious reason for this "problem"...
-Once again - excuse me ...
P.S. I revised my early sources - I put this checkbox!
but then I did not have named layers, so there were still groups and paths, so I remembered this...
But now... Oooh... Sorry...
Everything is ok now
Ha ha, no worries. Glad that everything is working fine now
I'm trying to us this library, and I've noticed that I am unable to build for iOS once I import the package. Thinking it might be an issue with my project, I created a brand new clean one, installed the package and even before importing a PSB I try to build to iOS and it presents me with 6 errors, was wondering if anyone else was experiencing this? Looks like the burst lib is whats throwing them.
In true developer fashion, the minute I asked for help I resolved the issue. If anyone else has this problem, first make sure your XCode Command Line tools are set to point at the latest version (XCode > Preferences > Location) then you need to update the Burst library in Unity to match the same preview version that the PSD Importer is using - preview3 1.1.0 in my case.
besides psd, would be great having xcf import as well