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Skinning setting -> Auto Geometry is cutting my pixel sprites..!

Discussion in '2D' started by UDN_b0e0d308-6e50-47a0-a730-d233b7745ebe, May 25, 2022.

  1. UDN_b0e0d308-6e50-47a0-a730-d233b7745ebe

    UDN_b0e0d308-6e50-47a0-a730-d233b7745ebe

    Joined:
    Jun 26, 2018
    Posts:
    3
    upload_2022-5-25_11-49-4.png

    I want to manage my character skins with skinning editor.

    but my resource is cutted by auto geometry.

    and it's resolution is so tiny, geometry option does not work well

    i use this for my convenience, but that'll take more time for editing every skins.
     
    Last edited: May 25, 2022
  2. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    883
    Hello,
    Could you elaborate on what goes wrong with the Auto Geometry option in the Skinning Editor? I don't fully understand the problem.
     
  3. UDN_b0e0d308-6e50-47a0-a730-d233b7745ebe

    UDN_b0e0d308-6e50-47a0-a730-d233b7745ebe

    Joined:
    Jun 26, 2018
    Posts:
    3
    you can see that pixel image's black outline is little bit cutted by auto-generated blue shape.
    i wanted to protect all of my pixels square.

    and i wanna ask 1 more,
    what means legacy?
    i just saw that text inpector bacame 'legacy'.
    is that going to be dead by TMP eventually?

    and which is lighter between text vs TMP?
     
    Last edited: May 27, 2022
  4. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    883
    Have you tried to increase the outline detail?
    It looks like the outline detail is not very high, so you get very few vertices in the outline.
    The image also looks very small (low resolution), have you considered going with just quads instead of a tight mesh?

    I am not very up to date with the state of the different text solutions in Unity. I think you will find more accurate info if you post this question in the UGUI & TextMesh Pro forum.