![]() I add a new sprite to a sprite sheet and export it for Unity.Ģ. I can make them happen pretty consistently, but I'm still not entirely sure why they're happening, it's super bogus. There are a few really weird things happening. So I updated to the newest version of the Texture Packer importer and updated Unity to 2021.2.8 today and after adding a new sprite to an existing texture atlas, somethings are not behaving as they should. And they don't even have to be referred to in the tpsheet file because they can be manually assigned to material in unity It's possible most people won't need this feature but it seems to be a pretty simple thing to implement - to add multiple atlas variants instead having just one for normal maps. In a case where I would want to have emission maps and normal maps (or more types) for my sprites then I woud have a problem. If I don't remove the line that's pointoing to the second atlas it will automatically set it to normal map in Unity and it won't let me change it without editing the tpsheet file and reimporting the atlas. Right now it's not a problem because I can pack it and then delete one line from the tpsheet file and it works. The thing is - there are more types of atlases that would be helpful to have.įor example, I use second atlas to pack the emission map sprites. It's awesome that there is an option to pack a second set of sprites with the same layout but this option needs to be updated - currently it only supports one extra atlas variant and it's arbitrarily treated as a normal map. png files twice because we now know the png to sheet assignment upfront. It also speeds up the next import because we don't have to process the. This is why we need the database to retain that knowledge. Unity might kill the importer during the import process if memory is low or for whatever other reason. png file with the content of the sheet (which requires importing the png twice). png is associated with it and then re-import the. ![]() If the name is not the same we have to read the. As long as both have the same name everything is fine. The issue is the following: We have to know the content of the. You can use the attached importer DLL - it comes with a more explicit error message - and avoids writing the file if nothing is really changed. ![]() tpsheet files do not have the same file name and path. The disadvantage is that (re-)imports might be slower if your sprite sheets (.png) and the. I though the issue was solved with this.Īnother solution is not to check-in that file and ignore it in your source code management system so that it is writable. So I mentioned yesterday that I’ve been working on a small tech demo in Unity, to help make sure I notice all the difficulties that can come up with Sprite Lamp, and the first one that has presented itself is the issue of animating with multiple (sets of) sprite sheets.I've suggested to make it writable and never heard back from you. A few people asked me about this already but I didn’t quite have my head in the game enough to give good answers. Hopefully now that I’ve played with it a bit more directly, I can do better. Oh and before I go on, a quick annoying reminder that Sprite Lamp is at 30% off on Steam as I write this! Animations with a single sprite sheet Here’s the script referenced in this post. The simple situation for frame animation in Unity is one big sprite sheet. This is, I suspect, reasonably common – especially with people working with pixel art, and textures going up to 4096×4096. Someone in this situation who wants to use Sprite Lamp is in a pretty easy situation in terms of programming – essentially, everything just works easily. You’ll want to make a sprite sheet of the diffuse channel, cut it up with Unity’s sprite editor, create animations, and apply them to a game object with an animation controller. Then, you’ll want to create a corresponding normal map sprite sheet with Sprite Lamp (either using whatever texture packer tool you want, though be wary of rotating normal maps, or by drawing the lighting profiles in sprite sheet positions then processing them all at once). You don’t need to cut this up into sprites in Unity after you’ve imported it. ![]() Then, apply a Sprite Lamp (or other) material to your game object, drag the normal map sprite sheet into the NormalDepth slot, and everything should be fine. ![]()
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