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aseprite2unity's Issues

Feature Request: Toggling imported layers

I have an Aseprite file in which the bottom layer is an animated character and the top layer is the character's hat. I'd love the ability to show or hide the hat at runtime in Unity.

In the current implementation, unless I'm mistaken, the imported layers are baked together.

Great tool! Thank you for developing this!

Imported Icon Blurry

Hi, before explaining the issue, I'd like to say that I'm a fan of your work, and your SuperTiled2Unity package been a huge help and inspiration in learning while making my own open-source package and learning to use ScriptedImporters. Huge appreciation. ๐Ÿ™‚
But onto the issue:

This is a minor visual issue, but I've noticed that the icon for the root imported GameObject is not pixel perfect.

Normally the icon looks like this:
image

But by moving the icon one pixel up in the texture, it can look crisper:
image

Would just be a tiny change to make the package even better ๐Ÿ˜ƒ

Animator state names not generating from animation clips

I am having an issue with the generation of state names after dragging in animations created from my asesprite files. I cannot seem to isolate the cause, but it seems that some of the animations create a name for the state, while others do not.

Here is an example:
aseprite2unity animation state name generation failure

Both of the states in this image were created by dragging in the animations created directly from my aseprite file. One was given a name, the other was left blank.

I am currently using the names of the animations generated from the tags in aseprite, so having them create state names is important.

Current using versions:

  • Aseprite2Unity 1.1.2
  • Aseprite 1.2.17
  • Unity 2019.2.3f1

Secondary Textures Support

It would be nice to have 1 or some extra layers in Aseprite as secundary textures. For example a light map to indicate where the sprite has to emit light. I think this could be done with a specific tag on the name of the layer.

Package manager integration

Hello there.

I like this project a lot and recently tried to install it on a new project and realised there was no way to install it with Unity Package Manager (UPM).

So i was wondering if you would be open to a discussion and/or pull request about integrating this asset with the new package manager?

I've been playing around with it on a local fork and managed to get it working (see screenshot below). But that would mean changing the folder structure of the project (no code change though), because currently UPM includes all files in a repository (it's on the roadmap).

I've created a really quick and dirty fork here to show what the folders structure might look like.
I think we could make it a lot cleaner but here is a quick list of things i came across to get to this result:

  • UPM includes all folders/files in the project. This is problematic because we don't want the ProjectSettings and Packages folders to be included.
  • UPM will ignore folders with a ~ suffix. So i've moved the Editor and Examples folder to the root and rename Aseprite2Unity to Aseprite2Unity~ as a quick way to exclude it.
  • UPM has a way to link/import sample code. So we can point to the MegaDad example (see package.json). I've taken the liberty to rename it to Samples~ since it's the convention the unity packages use, but that's totally optional.

To use it, you would just have to add this line to your manifest.json for unity to install it.

"aseprite2unity": "[email protected]:Seanba/Aseprite2Unity.git",
// or [email protected]:cbellino/Aseprite2Unity.git for the proof of concept

Okay reading back on what i wrote, that's a bigger comment than i thought it would be (sorry about that). So i would totally understand if you don't have the time or don't want to go this way, no worries :)

Cheers.

What it looks like in the editor:
image

Create animation events from cel user data

Currently it's not possible to add animation events to the imported clips. Animation events are pretty critical. For example, if you want to emit foot steps at specific frames, or if you want to trigger an attack at a specific moment. Aseprite has support for custom "user data" per cel. It would be super handy to connect that to the importer and programmatically add events to the imported clips. Unity has support for this, but I couldn't sort out how to read the cel's user data -- any pointers? Happy to create a pull request once unblocked.

var animationEvent = new AnimationEvent();
animationEvent.time = time;
animationEvent.functionName = "foobar";
var events = new List<AnimationEvent>();
events.Add(animationEvent);
AnimationUtility.SetAnimationEvents(clip, events.ToArray());

Animator Override animation references messed up on re-import/re-apply

Any time I reimport or change settings and apply them my animator's animation references are messed up. They appear good but don't play in game. Re-linking the animations fixes the issue. I suspect this may be due to the fact that the animations are created anew each time? Happy to dig further but could use a pointer.

Currently does not work in Unity 2018.3.0f2

I put the unity package on my project, but it did nothing to the aseprite files I tried putting on, and also the editor itself seems to report issues inside the scripts. (note I also had the supertiled2unity package in just in case that does something)

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