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Discussion in '2D Experimental Preview' started by rustum, Mar 19, 2018.
Please fix this line.
I installed package 2D Sprite Shape, but when I went to Sprite Shape Profile I didn't find three types of Profiles: Empty, Strip, and Shape. Three are only two types Open Shape and Close Shape. What should I do to add three types of Profiles: Empty, Strip, and Shape?
In recent versions we have renamed the Asset Profiles.
Open Shape is same as Strip
Close Shape is same as Shape.
Empty simply does not have any Angle Range defined. So just create a profile and remove Angle Ranges if you would like to have one. More info here :
Thanks. This has been fixed in 2.0.0-preview.8 (2019.1) and 2.1.0-preview.10 (2019.2) versions of the Package.
We've fixed this sorting issue internally, but it needs time before you can have the fix. For now a workaround is to use two different materials for the fill part and the edge part. They can use the same shader, but they have to be two distinct asset files.
When using SpriteShape v2.1.0 with Unity 2019.2.0b9 I get tons of errors when installing the package AFTER I installed the LWRP package like this:
Library/PackageCachefirstname.lastname@example.org/Editor/SpriteShapeControllerEditor.cs(9,23): error CS0234: The type or namespace name 'Path' does not exist in the namespace 'UnityEditor.U2D' (are you missing an assembly reference?)
Library/PackageCacheemail@example.com/Editor/SpriteShapeControllerEditor.cs(16,50): error CS0246: The type or namespace name 'PathComponentEditor<>' could not be found (are you missing a using directive or an assembly reference?)
I removed the package and LWRP and then installed SpriteShape again. Worked.
Just letting you know
@BTStone Thanks for the update. Yes, this is a known issue as LWRP has an embedded version of the Path Editor that has been moved to a separate package. This has been fixed in LWRP ( > 6.9.0 ). Please follow the case (https://fogbugz.unity3d.com/default.asp?1163935_tkim4qpu10t1hmqi) to track the issue.
@Venkify Alright, great!
When working with the SpriteShapeProfile, we can set the Offset of the Fill-Texture. Is there a reason it's an "universal" offset in x AND y? Can't they be seperate?
Also an X/Y-Offset for each Sprite-Variant in a SpriteShapeProfile would be great.
I'd like to offset those sprite-variants in relation to the fill texture since they are positioned below they edge of the fill which let's the edge of the fill look through at some points. I know I can change the pivot point of the sprite but I'd would be more flexibel to have the option with the offsets.
I made a quick video demonstrating how it looks when I set the sprite and how I want to it to look like placing the sprite directly on top:
Can you clarify this? You say you can use two different materials for the fill and edges, but isn't that not possible since the spriteshaperenderer only takes 1 mat? Or is it possible in 2019.2 version and not 2019.1 (the one I'm using right now).
Its available for 2019.2 since 2019.2.0b7 Please get the latest beta and 2019.3 as well.
Thanks. Will take a look.
Has anyone else been getting the issue where corners just don't show up? (Confirmed all points in the SpriteShape are in Linear Point Mode as per the docs). No matter what I can't seem to get them to show up. Any help is appreciated
For a point to be considered to be a corner the following condition should hold:
1. A valid Corner Sprite is set in the SpriteShape Profile.
2. The corner point and neighbor points should be in Linear Tangent mode (Straight line from point to point).
3. The height of the Point and neighbor points should be same too.
@Venkify So these are the corner sprite import settings
And they're added to the SpriteShape. (I added the same sprite to all corners just for good measure)
And these are the 3 adjacent points, all with matching height and linear point mode
Yet this is the result...
Is there something I'm missing here? It seems like they should be showing up
SpriteShape 2.1.0.preview.11 for 2019.2 is now available!
This version adds a back-port that ensures that the SpriteShape object generates geometry even if not visible in the Camera.
Please set Pivot to center for corner sprites. Could you please submit a bug report if the issue persist?
Is it possible to use 2D shapes together with 2D isometric tilemaps to create curvy pathes?
I have tried but I have no idea how the sprite for the road should look like. Using isometric image leads to this result.
I've got some sprite shapes that are printing the error "Dimensions of color surface does not match dimensions of depth surface" to the console every time I select them or enter play mode. There's no stack trace. Any idea what I'm doing wrong, and could you perhaps improve that error message?
plz help i used the first version of sprite shape in my game and after updating unity i got some errors about sprite shape and i downloaded the latest version errors disappeared but everything ruined in my game levels, also when i tried the new sprite shape i found that there is 2 options open and closed not like the first version where u have 3 options when i do open sprite shape profile it gives me a closed shape is it a bug ? i mean i can't do the same as i did before with the one called strip from the first version, and how to fix my ruined levels sprites shapes ??
image 1 : ruined strip sprite shape
images 2 : sprite shape option open
result : as u see here the open one has 4 parts is it a bug or just need some configuration ?
image 3 : sprite shape option close (looks like the old one , no problem with it)
please help , its hard for me to redo all levels it takes time and effort
SpriteShape just follows the path of the spline tiling the sprites defined in the angle-ranges along the way. Could you please be more specific with the use-case, perhaps an image describing it ?
I believe this issue may not be related to Spriteshape. Looks like a RenderTexture issue. Could you kindly submit a bug report so we can take a look ?
In recent versions we simplified SpriteShape profiles:
Strip is now Open Shape
and Shape is Close Shape. Empty no longer exists.
There are no functional changes otherwise. Could you please post a sample scene/project so we could help as soon as possible ? That would help us investigate the issue.
The reason why I'm pretty sure that it's the sprite shapes is that it instantly disappears the second I remove the sprite shapes from the scene
I'll try to remember to send a bug report once I get back to work on Monday.
thank you i sent to you a package of a level look ur inbox , ill wait ur help
Spriteshapes are amazing. It's kind of tricky to draw seamless textures for them, but I'm getting used to it.
One short question:
I want to manipulate the position of the splines with the animator. Is there a way to access them? Perhaps they could become visible in a list, like the "polygon collider 2d" shows them?
Setting the edge pivot to center fixed the issue. Would this be a bug? I don't see anything in the docs that says you need to have the pivot centered in order to use corners
Thanks for the update. We will update the manual/documentation to reflect this requirement.
This is something we are planning to add support for. Will keep this thread updated regarding this. Thanks for the feedback.
It doesn't work for me. 2019.2.0 / spriteshape preview.11.
ps. Fixed the problem by changing all of sprite's pivot to center. It's a bit complicated.