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Unity texturepacker
Unity texturepacker






unity texturepacker

unity texturepacker

But I think they did say they'd get to it since it's pretty standard.It's not exactly hard to manage today. Pharan wrote:That said, the reason why ease of management doesn't scale up to 100 items is because it's not an official feature yet.

#UNITY TEXTUREPACKER UPDATE#

So you can update it even after you've called SetSkin.īut whenever you change something in that Skin object (whether you add or change attachments), you need to call yourSkeleton.SetSlotsToSetupPose() so that the attachments refresh. Note that SetSkin assigns the skin object to the skeleton persistently. (5) call yourSkeleton.SetSlotsToSetupPose() For each slot+skin placeholder you need to set an image to. (3) call yourSkin.AddAttachment(yourSlotIndex, yourSkinPlaceholderName, yourAttachmentObject). (2) Prepare the name of the slot (2) the name of the skin placeholder and (3) the name of the different attachments (variations of hats, or shirts or whatever) under the slot. In actual implementation for your game, you'll need to follow what CustomSkin.cs does. You just need to be aware of what things you need so you can add them in the editor and use them at runtime.).īut any of the Spine runtimes can handle it.įortunately for you, since you're a Spine-Unity user, a sample has been implemented and is part of the Spine-Unity unitypackage.ĬustomSkin.cs is a component/MonoBehaviour that you add to your GameObject that has a SkeletonAnimation/SkeletonRenderer on it.Īt runtime, CustomSkin will generate a custom skin for you and allow you to use any existing attachments you pick in the Inspector.

unity texturepacker

This is not a feature that the Spine runtimes were designed with yet (as there are no features that support it in the Editor. You can prepare all the attachments you need in the editor so the alignments are correct and reliable. Theres a lot of answer to your need to mix and match items to customize a character is not to dynamically create attachments at runtime, but to dynamically generate a Skin, which is just a wrapped Dictionary of skin placeholder names and attachments. My main dilemma now is do I create a Master material, like in UE4, and convert all materials over to this new material while also having to re-export all my textures with packed RGB. Yeah, Ive used this new shader graph for a few custom shaders. That just wastes texture memory.ĮDIT: The latest version of Unity does come with a shader editor similar to Unreal so you can make your own shader The roughness shouldn't be in the alpha channel either. I'm pretty sure AO reads the R channel in the Unity standard shader so you can't use a packed texture for both the AO and the roughness. If you hover over them it will have a little (R) or (A) so you know what it is referencing How do you mean "packing" them? Like putting some maps in different channels of a texture? If so, by default metalness is only looking at the red channel, roughness is in the alpha channel of the texture for metalness, and I think AO is only looking at the blue or green channel.








Unity texturepacker