P.P.S: here's some information I wrote up a while back on the characters tab. There's some screenshots with notes detailing the walk system. Thanks for the welcome, and your information. That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). But I have avoided Spine so far because of the price (it's at $ 69,99 atm). I do not understand the purpose of tools like TexturePacker. Combine them to a huge file brings no advantages. choosing optimized compression algorithms for audio is a better way to reduce data No need to save some bytes with special compression algorithms for images. When coding for iOS or Android, you must creature texture atlasses because the current graphics chips are optimized for images in 2048x2048 or 4096x4096, and heavily reduce draw calls when drawing a lot of sprites. In Unity, I always put as many sprites of a level into one png as possible toīy joerg-burbach Friday, 30. TEXTUREPACKER UNITY SPRITE SHEETS AND SINGLES LICENSEĭecember, 17:48Īye, the $69.99 license for Spine is only for the basic essentials edition which is just the basics. It's about $300 for the pro edition with the meshes/mesh warping & kinetic stuff amongst other things. TEXTUREPACKER UNITY SPRITE SHEETS AND SINGLES PRO Hell, I paid $99 for Articy Draft + articy 2 dlc during one of the Steam sales & that was too expensive for me too, but I wanted something decent for planning stuff with rather than relying on cloud mapping apps, online task managers & open office - too many things for me to keep track of.Īnyway, I hope Spine ends up in one of the humble software bundles at some point or that Simon considers adding the runtime library for Spriter - though not sure if that would create conflict of interest with Spine runtime library. TEXTUREPACKER UNITY SPRITE SHEETS AND SINGLES SOFTWARE P.S: I recommend checking out the A Few Tips. I wrote up a few useful things regarding images & optimizing your games with Visionaire Studio. Some things may reduce VRAM, such as reducing the amount of frames you use (i.e: by not using duplicate frames to control duration of an animation or by using duplicated frames in reverse for creating a pendulum type of animation that plays forwards & backwards or vice versa in a loop). A Lot of tricks can be done by manually setting the delay time between each frame (how long a frame should be displayed for) or by inserting Lua script into animation frames themselves.Īlso I recommend using webp format for the images you import into VS. They won't reduce VRAM, but they will decrease loading times due to the file-sizes being a lot smaller than the png counterparts. Anyway, check out the image encoding & game optimization pages - I'm sure you'll find them useful.Please note that Sprite Packer is deprecated for Unity 2020.1 and newer, and will no longer be available as an option from Sprite Packer Modes. Existing Projects already using Sprite Packer will still be able to continue using it, however any new Project created in 2020.1 onwards will default to the Sprite Atlas A texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. More info See in Glossary system when packing Textures.
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