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Feedback Report on issues/UX with U2D.Animation order of events

Discussion in '2D Experimental Preview' started by n0rtygames, Sep 9, 2021.

  1. n0rtygames

    n0rtygames

    Joined:
    Aug 24, 2012
    Posts:
    7
    Hello,

    This is a tricky one to explain - the current setup is a bit counter intuitive. While we got there in the end, there's a few pitfalls and caveats that are not obvious.

    So firstly with everything being internal sealed inside a package, it's difficult to expose functions for testing without some extreme transplanting -- that being said exposing the ability to manually issue a rebind on SpriteSkin's on demand would be *hugely* helpful.

    In addition we noted that when using the new sprite resolve/sprite library setups - while selecting the sprites manually in the editor would set up the appropriate bone order on the Sprite Skin - this does not always occur when setting category/label via script.

    The solution here was for our animator to redo our rig and character setups to all adhere to the same bone *order* that gets used in Sprite Skin's - which is a bit of work. We're at the level of understanding we need to be at now, but these are just a few things that would really have eased things.

    Hopefully this is useful feedback, I'm not sure how we're officially supposed to report back on experimental features :)

    Regards,
    - Steve
     
  2. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    906
    Hello Steve,
    Thank you for reaching out with feedback! We have a 2D Experimental sub forum dedicated to share your experience testing out our latest 2D toolset, for future awareness.

    For our public APIs, we are trying to be very selective of what we expose to the end users. This is because every public API comes with a commitment from us to maintain its stability through out many Unity/package releases, to reduce friction for all the end users. This also means that we (Unity devs) have to work slower and more carefully around the public APIs. So it is a balancing act of staying agile with internal methods, and customizable, with public methods.

    All that being said, are there any APIs that you wish we would turn public?

    For the rebind method of SpriteSkin, could you share a use case where this being public would help you and your production?

    Could you expand on this feedback a bit? I don't fully understand the steps you take in the two cases.

    Yes, this is an unfortunate pain point we would like to improve on in future versions of the package. However, are you aware that you can re-arrange the bone order through the Bone influence panel?

    Thanks again for the feedback!
     
    LeonhardP likes this.
  3. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,132
    Moved the thread.
     
    Ted_Wikman likes this.