Wednesday, October 26, 2022
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unity – 2D Runtime animation with completely different textures


We now have a bunch of characters in our sport. Though they appear the identical primarily, they do have variations. We’re downloading the textures on runtime, producing an atlas that decreases the draw name, and creating sprites out of this atlas. Throughout this course of, Sprite Renderer creates the meshes mechanically.

I additionally imported PSD information of the bottom characters and created the bones and animation on them. What I want to obtain is to use the bone to the sprite that I generated from the textures that I downloaded.

Some issues that I encounter:

  • After I attempt straight altering the sprite on the PSB file to a
    downloaded and dynamically created sprite, I obtain a mismatch on
    Bindposes.
  • If I want to create the bones and Bindposes dynamically, ought to
    use the SkinnedMeshRenderer as the instance right here
    https://docs.unity3d.com/ScriptReference/Mesh-bindposes.html word
    that I’m doing this for 2D. If not, can I override the meshes on the
    SpriteRendeder utilizing sprite override
    (https://docs.unity3d.com/ScriptReference/Sprite.OverrideGeometry.html)?
    The issue right here, I am unable to entry the meshes of the sprite renderer as
    in SkinnedMeshRenderer so could not work out tips on how to assign bone
    weights.
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