Comments (5)
Hello, @aschearer. I just pushed out version 1.2.0 of Aseprite2Unity which includes support for animation events. Further, the MegaDad example now uses animation events to play sound effects. See the example for further details and let me know how this works out for you.
https://seanba.itch.io/aseprite2unity/devlog/351816/aseprite-version-120
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Hi there, @aschearer. I can take a look at this. I don't currently use userData
for anything but it seems it can be done. I'd have to find a way to attach the proper event to the proper clip but I don't expect it to be too bad.
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Cool! Quickly dabbling I found the above code snippet will add an event to the designated time in the animation clip -- I tested with start and end. So the main thing is just how to get the userData
during import. How did you figure out how many bytes to read, etc.?
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Wow you're a boss!
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This is a great addition. Do events happen to support arguments?
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Related Issues (10)
- Currently does not work in Unity 2018.3.0f2 HOT 5
- [Feature request] Allow setting wrap mode (and more texture settings?)
- A2U cannot read aseprite files correctly HOT 11
- Package manager integration HOT 5
- Secondary Textures Support
- Animator state names not generating from animation clips HOT 2
- Imported Icon Blurry
- Feature Request: Toggling imported layers HOT 2
- Animator Override animation references messed up on re-import/re-apply HOT 7
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