When I trying to create a new sprite by clicking left mouse button its creates only green zone like child of another sprite. When I try to slice with "slice" button it did the same thing
I cant move this green zone. I can move and resize blue sprite. When Im deleting blue sprite and trying to create new it make the same to another sprite.
![alt text][1]
[1]: /storage/temp/167271-аннотация-2020-09-10-164736.png
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Can't create sprite in Sprite Editor
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Slicer not slicing correctly
Hi, I was trying to export this animation to unity:![alt text][1]
But the slicer made ( part of it) look like this:![alt text][2]
[1]: /storage/temp/168192-ezgifcom-crop.gif
[2]: /storage/temp/168193-ezgifcom-crop-1.gif
So the slicer was slicing a bit wrong and that caused the sprites to go a bit to the left, then to the right.
The type I was using was "Automatic". I tried changing to "Grid By Cell Size" but that made Unity get stuck, so I needed to restart my computer. Does anyone know what could be causing the slicer to not work or a way to make the slicer work? I'd like to not have to slice the sprite manually, if possible.
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Could use some help with slicing a sprite sheet
Hi, I'm making a 2d game with a droid style tank, and I'm making a simple animation where smoke is puffing out the back, but when I slice it doesn't include the smoke plumes with the rest of the tank. Can somebody recommend a way to slice it so the tank includes the smoke with the rest of the slice other than using slice by cell?
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So when i use the sprite editor, i can't get the sprite editor to import the separate sprites into my project.
Today i imported a sprite sheet into the sprite editor and sliced them, when i clicked the apply button, my computer froze for a second then resumed. I then went to my assets and nothing happened. Could i possibly get any help? I am trying to have separate assets from one sprite sheet. Thanks
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Sprite Editor can't create slice
For some reason when creating a new slice, it only creates a green outline, which when i try to move, or edit, moves and edits another slice. Not sure if this is a bug or a feature, but I can't seem to fix it.
Here is a gif of the issue, I hope it visible:
![alt text][1]
[1]: /storage/temp/171909-desktop-20201201-23100901.gif
Any help would be greatly appreciated!
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unity package manager completely gray
![alt text][1]
When I open the package manager, there is nothing there. I can still click on one button, But I haven't tested anything else because I don't want to accidentally import an asset. This might not be important but every time I load unity it shows this:
The editor layout could not be fully loaded, this can happen when the layout contains EditorWindows not available in this project
UnityEditor.WindowLayout:LoadDefaultWindowPreferences()
the sprite editor is also acting weird:![alt text][2]
[1]: /storage/temp/172905-screenshot-2020-12-21-145714.png
[2]: /storage/temp/172910-screenshot-2020-12-21-150104.png
sometimes it doesn't even show the panel at all. These are the only weird things I have seen so far. I have tried restarting my computer and closing unity and opening it back up.
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How can I fix this text box issue?,My Package Manager and other window text boxes are white and not usable. What can I do to fix this? It's been 3 days since I worked on my project.
My package manager and other windows text boxes are white and I cannot type in them. Everything was fine until 3 days ago, and I have been stuck here since.
[1]: /storage/temp/175680-capture.png
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My text boxes are white and I can't type in them.
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Gray Pixels put on sprites that weren't there before.
I'm trying to import this sprite into unity- ![alt text][1]
But when I put it into the sprite editor, there are these grey pixels that appear on the bottom 2/3~ rows, as seen here.
![alt text][2]
[1]: /storage/temp/176323-1-3-intro.png
[2]: /storage/temp/176324-unfunny.png
I don't know what's happening, I changed nothing from exporting the sprite to importing it into unity. Can someone help?
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I'm having trouble slicing a sprite map
I have recently found a nice sprite map for a character(linked below). The only issue is that I have no clue as to how I can slice this map so that the character doesn't "wobble" when I create animations from the character. What I mean by that, is that when you automatically slice, it will create various sized sprites, which is not what I want.
I have also tried various grid slicing and column by row slicing- but these either cut too much or leave too much white space.
Can someone take a look and see what the best way to deal with this is?
https://legnops.itch.io/red-hood-character
Thanks!![alt text][1]
[1]: /storage/temp/176510-screenshot-2021-02-24-092346.png
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How do you select and delete multiple sprites from a spritesheet?
Is there a way to drag and select multiple unwanted sprites from sliced sprite sheets and delete them?
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pixels shown in game view that are not there in the scene
as you can see the pixels of the spritesheet that shouldnt be selected for the sliced sprite still appear in the game view for some reason
![alt tex![alt text][1]t][1]
[1]: /storage/temp/178198-1.png
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sprite editor cut a section of a sprite, is possible?
Hello people, another newbie question.
I'm trying of generate sprites from a unique image (sprite multiple).
the problem is: because of the positions of the shapes/geometries in the image, some images are being "overlapping" in the rectangle area used to generate the new sprite, so the new sprite have some part of another shape/geometry what I don't want.
image example:
![alt text][1]
I need to cut/avoid/skip this "black area" in my sprite, is there some way of to do this?.
I need to remove that black area because I need use the sprite as "sprite mask", so the black area is generating problems.
PD: I know I can edit the image in photoshop or similar, but if its possible I prefer to do it in unity.
[1]: http://imgfz.com/i/vzJN8Bx.png
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Grid snap in Skinning Editor?
I have a 2D sprite that I'm trying to rig for bone animation, and the layout of the bones needs to be perfectly symmetrical. But I can't find a way to edit the bones without introducing minute human error into the equation. Is there any way to turn on some sort of grid snap in the skinning editor?
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Sprite Editor is blank? I don't know what happened. How do I fix it?
So I wanted to slice my sprite but I can't see it for some reason, it is on multiple and Sprite (2D).![alt text][1]
[1]: /storage/temp/183855-1saaacapture.png
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I wanted to make a character with weapons and with separate png's
I made a weapon and character with a skeletal rig
so my weapon has a bone for the handle and blade
and my character legs arms chest etc.
my problem is I want to make it so the arms go over the handle but not the blade
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Sprites in spritesheet have strange edges in the sprite editor but not in art software
I have a sprite sheet. It's 298x2396px with several 32x32 sprites all separated by a one pixel gap. When I go to cut the sprites out of the sheet in Unity's sprite editor, almost every square sprite has a transparent edge that doesn't seem to fit perfectly within a 32x32 square.
This issue persists after cutting the sprite using the sprite editor and creates a gap between tiles in the game.
This is the spritesheet in the sprite editor ![alt text][1]
This is the same spritesheet in an editing software (Gimp) where the edges are solid and precise. ![alt text][2]
I've attempted exporting the file with a variety of different settings but nothing has worked so far and I'm at a loss. The best solution thus far has been to save the file in 16-bit format with no transparency, but there are sprites on the sheet that use some transparency and are broken by me doing this.
Please someone help! I've never had this issue before.
[1]: /storage/temp/191329-capture.png
[2]: /storage/temp/191328-capture.png
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[2D] Updating PSB I had previously rigged and animated BREAKS entire rig
**OS: Windows 10
Unity project ver. 2020.3.19f1**
I am having troubles with updating the art of a PSB file that has a rig and animation in my unity project **ver. 2020.3.19f1.**
I imported the PSB using a package **2D PSB Importer** and then I rigged the file using the sprite editor -> skinning editor and added geometry and weights to the bones and sprites from the PSB.
I then animated the PSB file using it's bones that I rigged onto it.
My artist sent me an update to the art being used in the rig. I tried to replace the file outside of unity (in file explorer) but upon looking back in unity, everything broke. Bones are no longer attached to assets, geometry on the sprite sheet was either deleted or in the wrong spots. I tried to update it in photoshop layer by layer (replacing old art with new art) but that did not work either as, upon further inspection of the .meta file of the PSB, the meta file uses the specific layers so if I replace the layer with a new one, it won't work.
Some Game Objects loose their sprites in the sprite renderer "None(Sprite)" but it still has it's bone intact. When I drag in the sprite (from new art and from the file I replaced the old art with) onto the sprite render, the bone breaks. I can't seem to re-attach it. without re-rigging it in the sprite editor. Any ideas?
In the bad import PSB, some assets have the wrong mesh; the mesh is of a different asset. I can only attach 2 pictures but an example is that the carpet now has the mesh of the pipe.
The goal is for me to be able to update the art without having to re-rig or animate anything.
**New Art Sprite Sheet (the one that does not work)**
![alt text][1]
bad import PSB (new art) has reslice checked off.
**CORRECT SPRITE SHEET (with old art)**
![alt text][2]
original PSB with working rig and animations but old art.
Thank you very much.
[1]: /storage/temp/193723-badpsbspritesheet.png
[2]: /storage/temp/193724-correctspritesheetwitholdart.png
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Can't create sprite in Sprite Editor
I can't change sprite because "Editing is disabled because the asset is not editable."
How to turn it on?
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Bones not showing up in the hierarchy
Hello, I made a 2D character be able to animate using the sprite editor (the posing feature was working) and when I drag the character to the scene now bones don't show up anywhere!
Thanks in advance!
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Weird checkerboard bug with sprites
Sprite editing seems normal before I add in another pixel, I don't know why
Before adding pixel:
![No checkerboard][1]
After adding pixel:
![Bottom-left checkerboard][2]
[1]: /storage/temp/195466-screenshot-2022-04-24-111443.png
[2]: /storage/temp/195467-screenshot-2022-04-24-111604.png
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Can't select sprite in the Skinning Editor
I want to create a character with animations by using a png sprite I drew in Krita. I installed the package 2D Animation, and opened the sprite with the Sprite Editor and switched to the Skinning Editor to create bones. In the documentation (https://docs.unity3d.com/Packages/com.unity.2d.animation@2.2/manual/SkinningEditor.html) it says to double click on the sprite and every component of the sprite should be highlighted orange. However, when I double click on the sprite, the whole png is highlighted blue, but not the actual sprite in the picture. When I follow through with creating bones and adding weight the sprite does not move so the sprite and the bones are not "connected" if that makes sense.
I tried it with photoshop files, and installed the package needed, but still the sprite is not highlighted which means it is not registered (I guess that is the reason). I just don't understand what is wrong. I followed several tutorial and did some research, but from what I gathered it "should just work" but it doesn't.
Did I miss something? Do I need to install another package?
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Sprite Editor doesn't zoom out far enough
I have a tilemap that I am trying to downscale from 100x100 cells to the original 32x32 cells.
I had made the mistake of upscaling it from the original 32x32 source art and now want to shrink down all of the 100x100 cells down.
Attempting to regenerate the tilemap loses the connectivity between my existing tilemap assets. So I was hand-editing the sprites in the Sprite Editor after updating the source image to the smaller size.
The only problem is that the Sprite Editor wont let me zoom out far enough to select the now very large and very off image cells. I attempted to hand edit them in the .meta file for the image as well but Unity doesnt seem to take those changes.
If I could just get the sprite editor to allow me to zoom out far enough it would not be an issue.
Seems like a bug to me.
Suggestions?
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How do I solve transparent colored box on 2d sprites?
I finished drawing a prototype of the player and I sliced it in the unity editor, but I saw that the sprites had coloured transparent boxes on them. I don't if I missed anything or if this is a common problem.
Does anyone know how to solve this?
[1]: /storage/temp/198323-transparent-colored-boxes.png
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Sprite slicing default value
Hi,
In the Sprite Editor window when I want to perform a slicing using the "Grid by Cell Size" type, the default "Pixel Size" values for X and Y is set to 64... which unfortunately is not the sprite size I am working with, so I have to change manually the values every time I import a sprite. I have many, so huge waste of time... Found nothing in Unity's Preferences... any solution ?
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Sprite Texture Stretching
I made a transparent sprite of a box and added it to my 3D object and its stretching. I also went into sprite editor and changed the borders.
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I try to slice my tiles using the Sprite Editor but the slices appear to be slightly off-grid?
I created my tiles in Photoshop and they're all 200x200 pixels, I checked if they were overlapping with each other but I'm positive that they don't. You can see on the image below that in Photoshop the above sprite and below (the brown one) are perfectly aligned to the borders of the grid:
![alt text][1]
But when I slice my tiles in Unity Sprite Editor the slices are about half a pixel off, as if Unity centers the two slices:
![alt text][2]
This is a problem because when I try to paint the brown tile, there's always a thin line on its top side that belongs to the upper sprite and it messes with the continuity.
Where might have I made a mistake? How can I solve this? Thank you very much.
[1]: /storage/temp/202719-example-1.jpg
[2]: /storage/temp/202720-example-2.jpg
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How should I pack my 2.5D FPS weapon animation spritesheets for Unity?
I'm developing a **2.5D** **FPS** unity game, I want to **pack** anim **sprites** into **spritesheets** for my game and then use the **Unity Sprite Editor** to cut my **spritesheet** and use it to create anim clips. I'm trying to target **Full HD** res and since the **weapons** are going to cover **1/3 of the screen** the anim sprites are roughly **560x540**, I'm trying to figure out how to pack them, but since each sprite is massive the size of the resulting **spritesheet** for all the, say, rifle animations is going to **massive**. The game is supposed to run on **modern-day PCs**.
The main points that I'm trying to figure out are:
1. **Max size** of the **spritesheet** in relation to my **sprites size**
2. **Number** or recommended **animations** in my **spritesheet** (better to have a spritesheet for each weapon anim, or try to pack all the animations for one type of weapon into one single spritesheet?)
3. How to **layout** sprites **onto spritesheet**? (Some animations have a lot of sprites, should I try to keep each anim in one row?)
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Why is sprite editor not precise?
![alt text][1]
I have this sprite i sliced from a spritesheet, but this yellow line (which is part from the spritesheet) is showing even though i did not sliced it. Any ideas on how to fix it? thanks in advance : )
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Sprite Editor does not cut correctly my Unity 2D atlas
Hello everyone, I am new to using the Unity 5 engine. I have the problem that when I slice my sprite atlas it cuts badly, I had done it before and it did it correctly, but I wanted to add some more sprites and at the moment After cutting it, it came out like this, so far I can't solve it, thank you very much.
![alt text][1]
![alt text][2]
[1]: /storage/temp/205499-imagen-2023-03-10-231511979.png
[2]: /storage/temp/205500-imagen-2023-03-10-231536299.png
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Sections of 2D Rope GameObject are Swinging In On Itself
Hello, I'm very new to Unity so thank you for your patience - seeking help after much Googling and experimenting:
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I followed a [YouTube tutorial](https://www.youtube.com/watch?v=_6Jq1wliUVQ) to implement a simple 2D rope. The issue is that when I move the rope around in the Scene view while the game is running, the rectangular subsets of the rope expand and/or collapse it on themselves. Is it an issue within the Rigidbody component or how the Sprite Editor was used?
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For example, rather than retaining it's rectangular shape the rope goes from this at the start:
![alt text][1]
To this when swung:
![alt text][2]
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Quick TL;DR from the video how the rope was created - it's a small 2D .png image of a pixel stick that was:
1. Edited in Sprite Editor (specifically Skinning Editor) to add Bones and set auto Geometry and Weights
2. Added Bones through the Sprite Skin component of a new GameObject using the aforementioned Sprite
3. Connected the bones through Hinge Joint 2D components
4. Final small tweaks - setting lower and upper angle limits (60, -60) on each bone, setting the initial bone/hook to freeze rotation (Z), and disabling auto configure connected on the first bone.
[1]: /storage/temp/206217-rope-example2.png
[2]: /storage/temp/206216-rope-example.png
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